Arachnids

Note: Sabbat ONLY bloodline. Must have at least one Graduation to play

Disciplines: Auspex, Celerity, Arachnidia

Advantage: The Discipline Presence has no effect on an Arachnid. (Toreador Merit: Blasé)

Disadvantage: Web of Death If an Arachnid is killed, then all childer it embraced instantly meet Final Death, and the childer’s embraces, and the grandchilder’s, etc. The whole line will be destroyed, and if the founder is killed, the bloodline will be gone.

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Arachnidia

Basic:

Touch of Venom:
You are able to produce venom from poison sacks under your fingernails. Wounds caused in hand to hand combat by raking with your nails will cause aggravated damage. When you learn this level of Arachnidia, your fingernails automatically become hard like glass, and take on a black oily sheen. Once used, the venom sacks must be refilled, which costs one blood trait. Mortals injected with this venom immediately become paralyzed, and will die within 10 minutes unless they receive medical attention. Supernatural Mortals may make a static physical challenge to not be affected by the venom.

Heart of the Spider:
This level grants two abilities:
You are able to crawl across any surface that will support your weight. Thus you could crawl up a wall and upside down across the ceiling. You must have bare hands to use this power. No challenge is necessary as long as you don’t exceed crawling speed. To move faster, you must win a static physical challenge vs. 6 traits.

You may also jump for long distances. At no cost, you may jump the distance of your Physical Traits + 3 in feet. For combat purposes, count each step as 2.5 feet, and round up to the next step in favor of the user of Arachnidia.

Intermediate:

The Weaver’s Gift:
You may spin webs from special glands hidden in your arms. These spinnerets may be used to create webbing similar to that of a spider, although on a much grander scale. You may use this webbing to seal things off, capture opponents, or lower yourself from heights. To ensnare a target, you must declare your intent, and then win two sequential physical challenges against your target. An ensnared target may take no action other than soaking. To break from the ensnare, on their action the ensnared must win a physical challenge vs. the user’s physical traits, and “four levels of Potence”. Other Arachnids are immune to the effects of the Weaver’s Gift, and may pass through such webbing with little difficulty.

Advanced:

Creeping Horde:
You may transform yourself into an oozing swarm of spiders. In this form you may crawl, with ease, across any surface, and may slip through even the tiniest of openings. The transformation requires the expenditure of 1 blood and takes 5 minutes to complete. Alternately, you may spend 3 blood traits to transform instantaneously. While in this from you gain the Physical Traits: Quick, Nimble, and Tenacious. As a swarm of spiders you may not use any social traits, and the jumping benefits gained by “Heart of the Spider” are lost.

Master:

Form of the Spider:
The Master of Arachnidia may now take the form of a huge, grotesque spider. In this form, previous Arachnidia powers are all increased. The user may now jump twice the distance of their physical traits + 6 in one action, and are not reduced to crawling speed on vertical and horizontal surfaces. Only one test is needed to ensnare an opponent with “The Weaver’s Gift”. Using “Touch of Venom” may only be done by biting a target. The bite does not require blood traits. In order to bite, the user must either ensnare their opponent with “The Weaver’s Gift”, or win a physical challenge to grapple their opponent into position before biting. A successful bite does 2 levels of aggravated damage, with poison effects as per “Touch of Venom”. While in this form, you gain the Physical Traits: Quick, Nimble, and Tenacious, and it may not be used in conjunction with “Creeping Horde”.