Difference between revisions of "Ananasi Gifts"
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Revision as of 16:13, 2 November 2019
Wyrmfoe database (searchable by breed / auspice / tribe / rank) | ||||||||||
Fera gifts | ||||||||||
Ajaba | Ananasi | Bastet | Corax | Gurahl | Kitsune | Mokole | Nuwisha | Ratkin | Rokea |
Contents
Gaian Garou Tribe Gifts
- Black Furies Tribe Gifts
- Bone Gnawers Tribe Gifts
- Children of Gaia Tribe Gifts
- Fianna Tribe Gifts
- Get of Fenris Tribe Gifts
- Glass Walker Tribe Gifts
- Red Talon Tribe Gifts
- Shadow Lords Tribe Gifts
- Silent Strider Tribe Gifts
- Silver Fangs Tribe Gifts
- Stargazers Tribe Gifts
- Uktena Tribe Gifts
- Wendigo Tribe Gifts
Common Ananasi Gifts
PGttCB p47-52, Ananasi BB p85-89
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
|
Rank 1
Balance - As the Garou Stargazer Gift.
(Ananasi BB p85)
Bind - The Ananasi with this Gift is able to attack two objects together by means of a small invisible bond. The bond between the objects cannot easily be broken.
System: The player spends one Gnosis point and makes a Gnosis roll (difficulty 6). Anyone trying to separate the objects must equal or beat the Ananasi's successes with a Strength roll (difficulty 7). The two objects the character wishes to bind must be in contact with each other, and the Ananasi must physically touch them both for the Gift to work.
(Ananasi BB p85)
Jump - With this Gift the Ananasi can leap amazing distances with ease. An ananasi can cover substantial distances anyway, but with this Gift they can cover full city blocks.
System: The Ananasi must make a Strength + Athletics roll (difficulty 6). Each success doubles the normal jumping distance for the Ananasi. For example, three successes would change a normal vertical leap from 5 feet per success to 40 feet per success. 4 successes would allow vertical leaps that clear 80 feet per success. This Gift works only in Lilian and Pithus forms.
(Ananasi BB p85)
Many Eyes - The Ananasi is able to gain the spider's ability to view the entire world around them. Their vision encompasses a 360-degree arc with their normal degree of visual acuity. Those looking directly at the Ananasi notice no difference, but from the corner of their eyes it looks as though the Ananasi has a series of eyes all around her head (or cephalothorax)
System: The player spends one blood point; the effect lasts for one scene. This Gift is, of course, mainly useful in Homid, Pithus and Lilian.
(PGttCB p47, Ananasi BB p85)
Resist Pain - As the Garou Philodox Gift.
(Ananasi BB p85)
Resist Toxin - As the Garou Fianna Gift.
(Ananasi BB p85)
Stolen Moments - This Gift allows the Ananasi to literally steal away the last few minutes of memories from another being. This Gift is normally used to preserve a werespider's secrets if they were accidentally revealed, or to hide the fact that the Damhan has fed on an unwilling donor.
System: The Damhan must touch the target of this Gift and spend one Gnosis. A successful Gnosis roll against the target's Willpower is required. Success means that the target has the last 15 minutes of his or her life erased from their memories. There is no obvious way to retrieve those stolen moments, although certain extended rituals or Umbral quests might do the trick.
(PGttCB p47, Ananasi BB p85)
Web Haven - The Damhan creates a haven for the night, usually within their normal dwelling as an added level of security. This webbing anchors in the material world as well as in the Umbra, and works primarily as an early warning alarm against potential attacks and as a warning that potential meals are nearby. This web must be spun, but it does not appear as a regular web unless the Ananasi wants it to. It remains invisible to mundane senses, blending into the background.
System: The werespider must spend one blood point to create the web (unless in Crawlerling form) and make a Gnosis roll, difficulty 7. The web covers roughly 100 feet per success. The anchor points for this web can be anywhere at all, even in thin air. Anything touching this webbing sends vibrations to the Ananasi, warning them of approach. This web offers no physical defenses against attack.
(Ananasi BB p85)
Web of Smoke - This Gift creates a simple trap made from webbing. Once the webbing is disturbed, it dissolves into a thick, noxious black smoke, which obscures the vision and smells worse than a hundred or so rotted eggs. While not effective as a weapon, it has stopped many creatures from getting too far into an Ananasi's lair.
System: The werespider spends one blood point. The web is not sticky, and can appear as a simple mass of common web or as an intricate, thick stranded web obviously designed to keep out or capture intruders. Once anything touches this web with enough force to break any of the strands, the web explodes into a thick, dark cloud of smoke, momentarily blinding anything in the immediate vicinity and causing a foul odor. Anyone caught in the cloud must roll Stamina (difficulty 8) or immediately go into a convulsive fit of vomiting for one turn per point of the spinner's permanent Gnosis.
(Ananasi BB p85)
Rank 2
Burrow - As the Garou Metis Gift of the same name. The character must be in Pithus form to use this Gift.
(Ananasi BB p85)
Hand Fangs - This Gift causes each limb to end in a very wickedly sharp point, much like a fang, and allows the Ananasi to inject venom from each limb (roughly one dose of venom per hand)
System: The player spends one Gnosis point and rolls Stamina + Occult. The hand fangs last for a scene, and inflict the Ananasi's Strength in aggravated damage.
(PGttCB p47, Ananasi BB p86)
Morphean Bite - The Ananasi by and large already have venom, identical in every way to that of their most common spiders. Some are toxic and some are merely irritating. But with this Gift, the Damhan can also attack supernatural enemies who might have defenses against their natural venom. Anyone bitten by the werespider is knocked unconscious immediately.
System: The character must inflict at least one health level of damage on his target after soak rolls; he then makes a Gnosis roll against a difficulty equal to the target's Stamina (never higher than 9). If successful, the target immediately succumbs, falling into a deep sleep for 12 hours per success. Any attacks on the target wake him, but loud noise or strong smells aren't sufficient.
(Ananasi BB p86)
Replenishment of the Flesh - The Ananasi cannot regenerate as other Ovid do, but they can restore their flesh through the use of their blood pool. However, this Gift provides the Damhan with another option. the werespider can summon spiders and insects into her body, assimilating the mass of these creatures into himself to heal the wounds. Insects do not survive the process, they are simply eaten. In the case of spiders, the creatures merely become another part of the Ananasi, replacing the spiders destroyed when the werespider was wounded.
Though the Ananasi keep this aspect of the Gift very secret, human flesh works just as well to mend wounds. The meat must be fresh, uncooked, and consumed orally in order to provide healing.
System: The character spends one Gnosis point per health level healed (if the Ananasi is consuming spiders) or two Gnosis points per health level (if using other insects). The werespider may take no other action during the process. The length of time the healing takes depends on how many wounds must be healed and how many spiders or insects are in the area.
(PGttCB p48, Ananasi BB p86)
Safety Line - The Ananasi is able to create an invisible strand of strong webbing to protect her from a fall or other excessive motion. The strand is normally about eight feet long, but can be shortened to about three feet or lengthened to about fifteen feet. It is capable of supporting twice the Pithus weight of the Ananasi that created it.
System: The character must make a Wits + Survival roll (difficulty 7); no blood point expenditure is necessary. The strand's attachment must remain fixed, so the character's movements cannot take her beyond the length of the strand without destroying the line. The line can be snapped by excessive weight or by inflicting three levels of damage to it. The line has an effective soak pool of three dice.
(Ananasi BB p86)
Silencing Webs - This Gift generates a heavy caul of webs over the mouth on an enemy. These webs can potentially smother a target, but are primarily used to keep the target from calling out warnings or biting the Ananasi.
System: The werespider spends one blood point and rolls Dexterity + Firearms (difficulty 6) to hit the target's mouth. This same Gift can be used to cover a target's eyes or ears, but the difficulty increases to 7. The webs are of normal strength.
(Ananasi BB p86)
Spines - The Ananasi using this Gift creates defensive spines on his exoskeleton, much like the barbs of a porcupine. These spines break off fairly easily, remaining in the flesh of anyone who attacks the Damhan in hand-to-hand combat.
System: The character spends on Gnosis point to activate this Gift. While the spines remain, anyone striking the Ananasi with bare flesh receives a dice pool of aggravated damage equal to the attacker's strength. The Gift lasts for one scene.
(Ananasi BB p86)
Tarantula's Kiss - The Ananasi may stiffen the hairs on his body, making them as hard as the quill's on a porcupine. Once they are hardened in this manner, however, the Damhan can fire them away from his body in a volley of arrow-like missiles.
System: This is primarily a defensive Gift, and the character doesn't have fine control over where the hair-arrows go. The character must spend one blood point and roll Dexterity + Firearms (difficulty 6). Each success means one of the hairs strikes a random target within thirty feet, doing Strength +1 non-aggravated damage The hairs are coated in a mild toxin, which, while not fatal, is extremely irritating. Living targets struck by the hairs must make a Stamina roll (difficulty 8) or suffer from a painful, itchy rash that lasts for several hours. All Willpower rolls are at +2 difficulty while the stings' effect remains.
(Ananasi BB p86)
Waterwalk - Through intense concentration, the Ananasi is able to walk on water as though it were a solid surface. The water does not become level or unmoving unless it is naturally calm, making it a difficult walk for anyone in Homid form.
System: The Ananasi must make a successful Willpower roll (difficulty 7) before beginning the walk. If he is unsuccessful, he cannot attempt the Gift again for the remainder of the scene. The character must continue to make Willpower rolls each turn for the duration of the walk; if he fails his roll at any time, he can no longer stay on the water's surface, and cannot attempt to Waterwalk again that scene.
(Ananasi BB p86)
Rank 3
Blood Pump - This Gift allows the Ananasi to metabolize ingested blood more quickly than normal.
System: The player spends one Gnosis point to activate this Gift; the effects last for one scene. While the Gift is in effect, the character may spend as many blood points per turn as she likes, whether to gain more actions, heal herself, use Gifts, or whatever. Blood spent must be replenished in the usual way.
(PGttCB p48, Ananasi BB p86)
Bug Lord - Ananasi using this Gift can summon vast swarms of insects and arachnids to an area. The Ananasi can communicate with these insects, though the talk is likely to be very limited in concept. None the less, the summoned arthropods obey to the best of their abilities.
System: The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). the number of successes determines the size of the swarm (limited, of course, by the Storyteller's discretion as to how many insects are available in the area). One success should summon enough insects to cover a person, while six or more successes can bring enough insects to blanket a small office complex. The insects follow commands such as "Eat that person" or "Defend me". They are limited to their normal traveling speeds, and while they work in unison, the insects aren't really bright enough to follow complex commands.
(Ananasi BB p87)
Catch the Wind - This Gift gives the Ananasi the ability to ride on the winds, gliding from place to place with apparent ease. The character appears to be surrounded by an ethereal envelope, looking something like a ghost floating in the air.
System: The character spends one blood point and makes a Stamina roll to become something enshrouded with remarkably fine, non-adhesive webbing. The character cannot hide this effect, as it is the means for the Gift to take hold. The Ananasi has only limited control over the direction and speed that she travels; her maximum speed is equal to the current wind speed. The character can only rise fifty feet above her starting elevation. The duration of the Gift is five minutes her success. Traveling against the wind requires the character to tack into it much as a sailboat would, greatly slowing her progress.
(Ananasi BB p87)
Cling - The use of this Gift allows the Ananasi to walk about on any solid surface, in any form, much the same as a small spider walks on walls. On the wall, the character can perform any action that would normally be possible for him. Due to the nature of this Gift, the character is not disoriented by walking on a wall or hanging upside down.
System: The Ananasi must spend one blood point to activate this Gift. The strength of the surface the character wishes to climb is not an issue; otherwise the paint would flake off walls if the character tried wall crawling in any form other than Crawlerling. The character is able to use his full Strength, but the strength of the surface does become relevant if the Ananasi chooses to carry anything with him - The Gift allows only for the Ananasi's own weight. The effects last for a scene.
(Ananasi BB p87)
Part Webs - The Damhan using this Gift can walk through any webbing, even the Great Web, without actually disturbing the webs where they lay. This is very useful for moving through abandoned houses, and right past the traps set by others of their kind.
System: The character rolls Wits + Alertness (difficulty 6), and spends one Gnosis point. One success is enough to activate this Gift and it lasts for one scene.
(PGttCB p48, Ananasi BB p87)
Slick Webs - This Gift allows the Ananasi to create an almost completely frictionless web. These webs are often used to line the tunnels of their own webs or web traps, allowing them to keep a target from escaping easily.
System: The Ananasi spends one blood point and one Gnosis point to create this webbing; the web lasts until burnt or otherwise destroyed.
(Ananasi BB p87)
Spider's Grace - As the Garou Lupus Gift: Catfeet.
(Ananasi BB p88)
Spinnerets - All Ananasi can generate webs in their Crawlerling and Pithus forms, but this Gift allows them to generate webs in any shape. The sheer volume of webbing created by a Damhan in anything other than Crawlerling form all but guarantees the capture of a target foolish enough to touch the stuff.
System: The Ananasi must spend one blood point to make a substantial amount of webbing, and at the discretion of the Storyteller might have to spend more. While it's possible to cover a skyscraper in webs, it would require 20 or more blood points to do so. The webbing created by this Gift is strong enough to stop a private jet in its tracks, provided it's properly anchored in advance and there's enough of it.
(Ananasi BB p88)
Tick Body - The Ananasi using this Gift can concentrate blood within her form, much as elder vampires do, thus allowing her to store more nourishment within the same volume.
System: There is no roll for this Gift; the character's blood pool simply becomes 5 blood points per rank. A third-rank Ananasi would thus have a blood pool if 15, while a fifth-rank elder would be able to hold 25 blood points altogether. Note that this Gift does not change the fact that an Ananasi can only spend 1 blood point per turn (without the aid of the Gift: Blood Pump, of course).
(Ananasi BB p88)
Trap Door - This Gift allows the Ananasi to craft an Umbral "pocket" much like a trapdoor spider's lair. Such lairs can be placed anywhere, whether deep wilderness or the sides of a skyscraper. The Nuwisha borrowed this Gift some time ago, a fact which irks the Ananasi greatly to this day.
System: Once the Ananasi has chosen a location, she must sacrifice one permanent Gnosis to create the Umbral pocket, then roll Wits + Subterfuge (difficulty 7) to properly camouflage the 'door'.
(Ananasi BB p88)
Venom Bite - The character can use her fangs to inject a mutated venom into a target. This powerful neurotoxin paralyzes the victim, leaving only the autonomic systems - heartbeat, breathing, etc - unaffected. Unlike regular spider venom, this toxin is immediate in effect, and capable of dropping even a raging Garou.
System: The character must first successfully bite the target, then spend a Gnosis point and make a Gnosis roll, difficulty of the target's Stamina +4 (never above 9) for the venom to take effect. One dose of the poison is enough to paralyze the victim. Two doses (administered separately, of course) can stop even the autonomic systems of the victim, leading to death by asphyxiation or heart attack. This Gift is costly and most Ananasi use it only when they are outnumbered by their opponents. Certain supernaturals, such as vampires, can expel their own blood, which allows them to remove the toxins. Ovid and other regenerating creatures can also heal themselves, but to cure themselves of the venom requires enough time to regenerate four health levels of non-aggravated damage.
(Ananasi BB p88)
Rank 4
Entropic Bite - The character using this Gift injects a very powerful toxin into a target through their bite. This necrotic poison is much like that of the brown recluse spider, but is far faster in its effects. The flesh simply dies wherever the bite occurs, and the toxins are strong enough to kill a full-grown human in fifteen seconds. Moreover, th poo spreads, taking more healthy flesh each round.
System: The character must successfully bite a target first; then he spends two Gnosis points and makes a Gnosis roll against a difficulty equal to the target's Stamina +5 (never higher than 9). Once the necrotic venom enters the target's system, the target immediately feels the agonizing burn of the venom in action. The target takes one unsoakable health level of aggravated damage each turn; the poison stays in effect for one turn per success. The poison travels through the bloodstream, killing red blood cells and all soft tissues as it goes. The remains of the victim who dies from this Gift are soft enough for the werespider to "drink", and can be used to heal any wounds the werespider has suffered as if the Damhan were drinking blood. While this poison even works on vampires, they can expel their own - 5 blood points minimum - to remove the toxins from their body. During this time, the vampire can take no other actions. Most younger vampires can only "spend" one blood point per turn, leaving them completely vulnerable for at least five turns. Other Ananasi are unaffected by this Gift.
(PGttCB p48, Ananasi BB p88)
Iron Web - The Ananasi can spin a web that is nearly transparent and remarkably durable. Many Ananasi use this webbing to create their permanent lairs and Sylies.
System: The character must spend one Gnosis and make a Gnosis roll (difficulty 7) to activate the Gift before spending blood points as usual to spin the webbing. The Iron Web made by this Gift is extremely tough and can last for months, even years, as long as the Ananasi keeps it properly groomed. The webbing is highly resistant to fire and soaks damage as if it had the Ananasi's Homid-form Stamina. Each cubic foot of the webbing can resist 5 health levels (after soak) of damage before breaking. Ananasi can consume this webbing and use it again after digesting it properly, this avoiding the need to spend more blood points on it.
(PGttCB p48, Ananasi BB p88)
Preserve - This Gift lets the Ananasi create a special coating that keeps objects in a form of stasis until the character needs them again. The object appears to have a soft, silky cocoon around it, preventing it from being damaged by outside forces. Fire, physical force, even the ravages of time are kept out by this delicate weave. Only the Ananasi who wove the cocoon can open it without special occult knowledge.
System: The character must expend one blood point and roll Wits + Rituals (difficulty 8) to create this weave. The Ananasi can cover a single object up to his Gnosis rating in square feet. The coating keeps the enclosed object in stasis, keeping meat and other items fresh, and even maintaining living things in a coma-like slumber. The effect lasts until the cocoon is broken; the exact means of cracking the cocoon are up to the Storyteller, but only supernatural power has a chance of success.
(Ananasi BB p88)
Hydraulic Strength - The Ananasi with this Gift can metabolize the blood she drinks to dramatically increase her strength.
System: The player rolls Strength + Medicine and the character spends a variable number of blood points to activate this Gift. Her Strength increases by 1 for each blood point she spent while invoking the Gift; the excess Strength lasts for one scene.
(Ananasi BB p89)
Web Blanket - Ananasi using this Gift create a covering of webs over a target. These webs are thick and sticky, actually springing from the body of the target itself, and covering the target in an air-tight blanket of webbing that prevents breathing and obscures all senses. It is a very unpleasant way to die.
System: The werespider spends one Gnosis and one blood point and rolls Dexterity + Medicine (difficulty of the target's Willpower). Success means the target spontaneously begins generating the thick webs that completely cover the target's body. Attempts to tear the webbing away are resisted by an effective Strength of 9. Burning the webs is a possible solution, but the target covered by the webs takes the same damage as the webs themselves.
(Ananasi BB p89)
Rank 5
Carapace - The Ananasi generates a thick carapace of armor over her natural exoskeleton. This armor allows for substantial additional protection, and regenerates if it is injured.
System: The Ananasi gains +4 Stamina for the purpose of soaking damage. The armor regenerates itself along with the werespider's body and lasts for one scene. Though no roll is required, the character must spend one Gnosis point to activate this Gift.
(PGttCB p48, Ananasi BB p89)
Survivor - As the Garou Bone Gnawer Gift.
(PGttCB p48, Ananasi BB p89)
Umbral Barrier - An Ananasi spins her web into the Great Web, strengthening the Gauntlet in the designated area and making it far more difficult for any non-Ananasi to pass into or out of the Umbra in that location. The webs generated by this Gift are intangible and invisible from the Gaia Realm and merely look like another piece of the Great Web from the Umbra.
System: The character must spend the appropriate number of blood points for the web she wants to build; in addition, an expenditure of two Gnosis and a Wits + Occult roll (difficulty 8) is required. Each success increases the Gauntlet rating between the Gaia Realm and the Low, Middle, and High Umbras by one. These barriers are often used as protection from invasion, and also as revenge against those who've slighted the werespider. This Gift's effects are permanent, although from the Penumbra the added webbing can be torn away from the Gauntlet - an involved and difficulty task.
(Ananasi BB p89)
Tenere Gifts
PGttCB p48-49, Ananasi BB p89-90
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Level 5
|
Rank 1
Groom - This Gift allows the Ananasi to insure his appearance in any situation. No matter what the circumstance - covered in mud, walking in a hurricane, anything - the character always looks his best.
System: This Gift is always active, and the Character need do nothing to have it take effect. The Tenere becomes immune to circumstantial Appearance penalties, although actual supernatural powers can overcome this Gift's protection.
(PGttCB p48, Ananasi BB p89)
Patience of Ananasa - The Tenere is able to become motionless for hours on end, without cramping or tiring, in any position the character could naturally assume. The character does not become more difficult to see, but may be more easily overlooked due to the total lack of motion; the Ananasi using this Gift does not even appear to be breathing.
System: The character makes a Willpower roll (difficulty 7). Each success indicates one hour that the Ananasi can remain motionless in one spot. If the character moves, the effect is broken. After using this Gift, the Ananasi cannot use it again for an amount of time equal to the time she spent motionless.
(PGttCB p48, Ananasi BB p90)
Rank 2
Beneath Notice - The Tenere can make one object or a small group of objects blend into the surrounding area.
System: The player spends one Gnosis point and rolls Manipulation + Subterfuge. An active searcher must exceed the number of successes on that roll in order to find the camouflaged object.
(PGttCB p48)
Breath of Ananasa - The Ananasi is able to create a pocket of air that can serve as an alternate breathing source for a temporary period. The character creates a wispy looking form that holds a small amount of air on or near his head. If unused, the air slowly leaks out, deflating the form after only a few minutes.
System: The player rolls Gnosis (difficulty 6). The character gains an amount of air good for one minute plus one minute for each success.
(PGttCB p48, Ananasi BB p90)
Camouflage - Through the use of this Gift, the Ananasi is able to blend any one object or small group of objects into the surrounding area, coating them in a web-like substance that takes on the color and texture of the things around it. Any character not actively searching the area overlooks the item as a natural part of the surroundings.
System: The character must expend one Gnosis point, and make a successful Manipulation + Subterfuge roll (difficulty 6). The number of successes equals the number of successes than an active searcher must exceed to notice the item.
(Ananasi BB p90)
Rank 3
A Mother's Look - As the Garou Galliard Gift: Eye of the Cobra.
(PGttCB p48, Ananasi BB p90)
Reshape Object - As the Garou Homid Gift.
(PGttCB p48, Ananasi BB p90)
Rank 4
Understanding the Tapestry - The Tenere using this Gift can see the connections between items that seem unrelated, thus making it easier to solve mysteries in which the items have played a part. As an example, the Tenere could see a gun's connection not only to a murder, but to the murderer and his motive.
System: The player rolls Wits + Enigmas (difficulty 7). Each success reveals more of the story behind the items and their connection. One success might indicate that the aforementioned gun killed Alex Williams in the third house on Maple Street. Five successes, on the other hand, would reveal that Alex was killed by a man hired by his wife's lover in a carefully laid out plan to cash in on the 1 million dollar life insurance policy that; that the lover also has plans for getting rid of Joe's wife in the near future, and that the hired gun is considering blackmailing the lover for more money. The character can then use this information to avenge Mr. Williams, or to blackmail the guilty parties herself, or even to set them up in a situation where they are forced to confront each other in a final conflict.
(PGttCB p48, Ananasi BB p90)
Web Sheet - The Damhan using this Gift generates a very large web at amazing speeds, allowing her to cover an entire area in strands of sticky webbing.
System: The character spends two blood points in order to cover an entire area roughly the size of a football field. Anything caught in the webbing must break free using their Strength against the webbing's effective Strength of 9. Ananasi are not effected by this Gift's effects.
(PGttCB p48, Ananasi BB p90)
Rank 5
Spider on the Mirror - The Ananasi with this Gift is able to create exact duplicates of herself to act as drones, suddenly turning into a one-woman army. The created drones are mindless, powerless entities, possessing only the physical abilities of the Tenere that created them. Each of the duplicates will act only as directed by their creator, following those directions to the letter. Once their instructed task has been completed, the created duplicates stop all actions, awaiting further direction.
System: The Ananasi must make a Gnosis roll (difficulty 8). For every success, the character may create one physical duplicate of herself. For each created duplicate, the Tenere must also pay one blood point. The character must give verbal instruction to all the duplicates, who will immediately begin to carry out their assigned duty. Each duplicate possesses physical Attributes, Gifts, Talents and Skills of its creator, but its Mental Attributes are no higher than 1, and Knowledges do not transfer. Once created, the duplicates will begin to disappear at an alarming rate. Beginning the fourth turn after they created, one duplicate will disappear every turn until only the original Ananasi is left.
(PGttCB p48, Ananasi BB p90)
Thieving Touch of Spiders - As the Garou Ragabash Gift: Thieving Talons of the Magpie.
(PGttCB p49, Ananasi BB p90)
Hatar Gifts
PGttCB p49, Ananasi BB p90-91
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Level 5
|
Rank 1
Blood of Pain - The character with this Gift is able to use his ichor as a poison that will debilitate his enemy. Through intense physical conditioning, the Ananasi is able to change the nature of his Blood to a foreign substance with unusual properties.
System: The character spends one blood point. The Ananasi must use ichor fresh from his body, meaning that he has to draw it from an open wound. The character's ichor causes anyone who ingests it to become physically ill. Affected characters myst make a Willpower roll, difficulty equal to the Ananasi's permanent Gnosis, or be rendered completely ill. Such victims make a Stamina roll each turn to take any action; otherwise, they helplessly retch for that turn. The duration lasts the entire scene, or until the toxin is somehow neutralized.
(PGttCB p49, Ananasi BB p90)
Wyrmling Kinship - The user of this Gift can convince all Wyrm-affiliated creatures in a given area to consider her an ally, or at least to ignore her.
System: The character rolls charisma + Primal Urge (difficulty 8), to make the Wyrmlings more inclined to conversation, rather than violence. Each success reduces the difficulty of all Social rolls with the Wyrm's minions by 1. The Wyrmlings may attempt to resist this effect by rolling Willpower against a difficulty of 4 + the Ananasi's successes.
(PGttCB p49, Ananasi BB p90)
Rank 2
Blood of Illusion - Much like the Rank 1 Hatar Gift: Blood of Pain, this Gift converts a werespider's blood into an unusual toxin. In this case, the Ananasi's ichor induces hallucinations in anyone that ingests it.
System: Afflicted characters must make a Willpower roll (difficulty of the Ananasi's Gnosis) or be trapped in the hallucinations. Although the exact nature of the hallucination is up to the Storyteller, there's a chance that the Hatar can influence the vision with a quick whispered suggestion. The illusion is entirely real to the affected target, but cannot cause damage of its own, though the characters can be deluded into harming themselves (for example, if they're compelled to leap in front of an onrushing vehicle to save an "endangered friend"). The hallucination lasts for a number of turns equal to the Ananasi's Gnosis.
(PGttCB p49, Ananasi BB p91)
Call of the Wyrm - As the Garou Galliard Gift.
(PGttCB p49, Ananasi BB p91)
Rank 3
Corrupt - With this Gift, the Ananasi can make an object weaker. The Ananasi cannot destroy the object, only accentuate the natural flaws, bringing out the entropy of the item and causing it to become more unstable and more easily destroyed. This Gift is only effective against inanimate objects.
System: The Ananasi must make a Gnosis roll as if it were a damage roll. If he successfully "wounds" the object, the object loses one soak die or health level (Storyteller's option) for the scene.
(PGttCB p49, Ananasi BB p91)
Pulse of the Invisible - As the Garou Theurge Gift.
(PGttCB p49, Ananasi BB p91)
Touch of Blood - This Gift allows the Hatar to use either of the Gifts: Blood of Pain or Blood of Illusion through contact rather than ingestion. By simply having the character's ichor touching the target, the Ananasi can affect her victim as if he had ingested her blood.
System: The system for determining the effects remains consistent with the respective Gifts, except that the ichor need only touch exposed flesh on the target. Touch of Blood costs nothing to use, but does not change the cost of the other Gifts.
(Ananasi BB p91)
Rank 4
Ill Wind - The Hatar using this Gift weakens the wall between worlds, allowing Banes to materialize or affect a particular location with ease. Use of this Gift is not recommended for the weak of heart.
System: The character slices open an arm and spends three blood points, which are spread over the area to be infested and then rolls Intelligence + Occult. Each success weakens the Gauntlet by 1 for the benefit of Banes; this weak point lasts for one hour per success. The character has absolutely no control over the Banes who choose to respond and would likely be better off somewhere else, just in case.
(PGttCB p49, Ananasi BB p91)
Still Blood - The Ananasi's ichor can induce paralysis simply by touching exposed flesh. The afflicted victim becomes weak even to the point of motionless.
System: Character that have been splashed by the ichor must make a Stamina roll (difficulty 6). For every success below the Ananasi's permanent Gnosis, the affected character loses one point of Strength. Lost Strength returns at a rate of one point per hour. Like the Rank Three Hatar Gift: Touch of Blood, the ichor must be fresh from an open wound on the Ananasi and must touch exposed flesh.
(PGttCB p49, Ananasi BB p91)
Rank 5
Burning Blood - This powerful Gift lets the Ananasi change his ichor into the equivalent of acid. The ichor can burn through metal, stone, and flesh at varying speeds; of course, the werespider remains immune to the baleful effects.
System: Once the Ananasi has learned this Gift, he may activate it at will, with only an action's worth of thought. The acidic ichor inflicts a damage pool equal to the character's permanent Gnosis rating, and is treated as aggravated damage. Needless to say, anyone biting the Hatar is in for a very unpleasant surprise.
(PGttCB p49, Ananasi BB p91)
Touch of the Unweaver - The Hatar can prevent another creature from regenerating or healing diseases with a touch.
System: The character rolls Intelligence + Medicine, difficulty equal to the target's Gnosis (or Willpower -2 for creatures with no Gnosis) and spends two Gnosis points. Success halts the target's healing process cold, and the victim also suffers a +5 difficulty (with a maximum of 10) to resist diseases. Each success stops regeneration and other healing for one day, or until the Gift is somehow nullified.
(PGttCB p49, Ananasi BB p91)
Kumoti Gifts
PGttCB p49-50, Ananasi BB p91-92
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Inspire - This allows the Ananasi to pass along the spirit of creation to another around them. The Kumoti can cause a particular target to suddenly fill with creativity, finding the rite word to make a speech, discovering the insight that had been eluding their artwirk, or just finding the courage to state something hidden. This Gift has a negative side as well, as the inspired individual can sometimes act rather foolhardily.
System: The Kumoti must expend one Gnosis point and be within ten feet of her target. This Gift does not make the target susceptible to suggestion; it merely enhances their creativity for a task that they would normally do, but for one reason or another have never been able to accomplish before. Even the most foolhardy wont be driven to self-destructive acts - unless, of course, they are already on the edge of the building ready to jump.
(PGttCB p49, Ananasi BB p91)
Mother's Touch - As the Garou Theurge Gift.
(PGttCB p49, Ananasi BB p91)
Rank 2
Arachnophobia - The Kumoti with this Gift can afflict a person with an irrational fear of spiders. The victim reacts with extreme fear and revulsion towards the spider, either attacking or fleeing from any spider that she encounters while under the Gift's influence. Naturally, the size of the spider will have some influence on her reaction - and naturally arachnophobic victims are in real trouble.
System: The Ananasi must spend one Gnosis point, and roll Manipulation + Intimidation (difficulty of the target's Willpower). The effect lasts for one day per success, though victims may spend a point of Willpower to negate the fear for one turn per point. Characters already afraid of spiders become catatonic until removed from the site of a spider.
(PGttCB p49, Ananasi BB p91)
Insight of the Mother - As the Garou Theurge Gift: Sight from Beyond.
(PGttCB p49, Ananasi BB p92)
Lead-Line - The character using this Gift, if he has something personal belonging to his prey, can hunt down a single target, remaining on the trail despite almost any obstacles or attempts at obfuscation. A silvery thread of energy leads the Ananasi to his prey, looking past illusions and continuing through any barriers that might be in the way.
System: The character rolls Wits + Investigation (difficulty 6 + any successes the target has achieved in attempts to hide or cover his tracks) and spends a Gnosis point. If successful, the Kumoti can follow the "silver thread" of energy anywhere. This Gift lasts until the Ananasi decides to stop the hunt or until the target is located.
(Ananasi BB p92)
Rank 3
Alter Lilian - The Kumoti can shift his Lilian form around at will, sprouting new arms and legs or "humanizing" his features. Although each new form must still be distinctly Lilian, and unmistakable for anything other than a werespider when viewed as a whole, there's a lot of room for creativity.
System: The Ananasi must simply make a successful Willpower roll (difficulty 7); the alteration counts as an action. The effect lasts for one scene, or until the werespider shifts to another form.
(PGttCB p49, Ananasi BB p92)
Sense Motion - The Ananasi is able to go beyond the normal five senses, and detect motion in the area around her. Unlike the Gift: Many Eyes, this Gift allows the character to sense any motion in her normal area of perception, no matter the size of the object, the area's illumination, or even whether the target is visible to normal vision.
System: The character must expend one Gnosis point to detect even the slightest motion with a successful Perception + Alertness roll. The Gift lasts for one scene.
(PGttCB p49, Ananasi BB p92)
Rank 4
Mindblock - As the Garou Silver Fang Gift.
(PGttCB p50, Ananasi BB p92)
Nature of the Beast - This Gift reduces its victim from their normal temperament to a raw, primal creature of their most base interests. . The affected creature acts only toward the fulfillment of one simple, direct emotion. If the target is at heart extremely selfish, he acts only for himself; if he's naturally doubtful, he becomes unable to make a decision, constantly questioning everything around him; if he is perpetually angry, he becomes a raging beast attacking everything in the area. All reason and logic will desert the target, focusing only on the one emotion that drives them.
System: The character must make a Gnosis roll, difficulty of the target's Willpower. The effects of this Gift last for the scene.
(PGttCB p50, Ananasi BB p92)
Rank 5
Assimilation - As the Garou Homid Gift.
(PGttCB p50, Ananasi BB p92)
Mass Confusion - This powerful Gift changes the perception of the individuals in the Kumoti's immediate area. The Ananasi is able to confuse the participants, Causing them to lose track of where they were, who surrounds them, and which direction they were facing. Friends can appear to be foes, physical objects can appear meters away from their actual locations, and none of the senses can be trusted.
System: The Ananasi must expend two Gnosis points. For the duration of the scene, any individuals in the area - whether they be Damhan, Ovid, vampire, or other - must make a Wits roll (difficulty 8) to take an action against any selected target. If they make their roll, the action occurs as intended. If the miss their roll, the Storyteller must randomly determine another target in the same area - excluding the Kumoti using the Gift - to which the action is redirected. This Gift fouls attacks, speeches, Gift use, even dodges - all actions that focus on a specific target. The Ananasi that uses this Gift is immune to its effects, but cannot take any other actions for the duration of the Gift; if he takes any action, the effects of the Gift are canceled.
(PGttCB p50, Ananasi BB p92)
Myrmidon Gifts
PGttCB p50, Ananasi BB p92-93
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Illusion of Size - The Ananasi is able to project an aura that deceives; those looking at the Myrmidon are deceived into thinking that he is much larger than his actual size. The character does not gain any physical benefit, but any character viewing him might give pause at the small man that now looks like an angry linebacker.
System: The player rolls Manipulation (difficulty 6) against the opponent's roll of Willpower (difficulty 7). The effect lasts for as many turns as the Ananasi's permanent Gnosis score.
(PGttCB p50, Ananasi BB p92)
Open Seal - As the Garou Ragabash Gift.
(PGttCB p50, Ananasi BB p92)
Rank 2
Might of Ananasa - As the Level Four Common Ananasi Gift: Hydraulic Strength; the warriors are certainly best suited to use power of this nature.
(PGttCB p50, Ananasi BB p92)
Pincers - The Ananasi using this Gift grows powerful pincers on her first set of arms, much like those of a lobster or crab. These claws are very sharp and very tough, capable of causing massive damage.
System: The player spends one blood point. The pincers form instantly and are capable of doing Strength +4 aggravated damage. However, for the duration of the scene, the character is incapable of manipulating objects with any effectiveness, as her claws have no fine motor skills.
(Ananasi BB p92)
True Fear - As the Garou Ahroun Gift.
(PGttCB p50, Ananasi BB p92)
Rank 3
Scorpion Tail - The character using this Gift generates a huge, fully functional scorpion's tail, complete with venom and stinger. This Gift may only be used in Lilian and Pithus.
System: The character spends three blood points to create the tail. The tail has a Strength equal to the Ananasi's own and does Strength +2 aggravated damage when striking. The venom in the tail is either a powerful neurotoxin (which most shapeshifters will shrug off, even if they find it uncomfortable) or the poison is derived from another Gift. If a Gift poison is used, the character must already know the Gift to generate the toxin and must activate the Gift as normal.
(PGttCB p50, Ananasi BB p92)
Weak Arm - As the Garou Philodox Gift.
(PGttCB p50, Ananasi BB p93)
Rank 4
Blood Hunt - The Myrmidon may track down any one target she's encountered within the past twenty-four hours, or any target that she has ever fed from before, regardless of distance.
System: The player rolls Wits + Primal Urge (difficulty 7), and spends one Gnosis per scene of pursuit. This Gift lasts until the target has been located, or until the Ananasi cancels it, whichever comes first. The Myrmidon may only track one person in this way at a time.
(PGttCB p50, Ananasi BB p93)
Drying Bite - As the Ragabash Gift: Whelp Body.
(PGttCB p50, Ananasi BB p93)
Rank 5
Image of the Great Mother - This Gift allows the Ananasi to directly channel the power of Ananasa into their form for a limited time. For a short period, the character's size doubles, mutating into a huge creature that is similar to the Lilian aspect with four spider-like legs, and four human-like arms. The head grows eight red glowing eyes, and has two huge fangs in place of the mouth, dripping a virulent poison. The entire body is covered in a thick, chitinous armor. After the Myrmidon assumes this form, he is reduced to Crawlerling form for one week.
System: The Ananasi must spend two Gnosis points and roll Charisma + Rituals (difficulty 9). If successful, he gains the following abilities: Strength +5, Stamina +6, Perception +2, and Appearance -5. Each of the arms ends in razor-sharp talons, making fine manipulation impossible, but in battle doing Strength +2 aggravated damage. Any that view the character in this form - including Ananasi and other Changing Breeds - must immediately roll Willpower, difficulty 7, or suffer the effects of the Delirium. Ananasa does not like to be called upon in this way and will always ask the Ananasi to perform a special task at some point in the near future. The effects of this Gift last one scene, unless the Myrmidon shapeshifts again before the scene's end.
(PGttCB p50, Ananasi BB p93)
Thousand Hands - Although Ananasi cannot usually use all their arms to the same effect, this Gift allows Myrmidons to multitask with great efficiency. The Myrmidon may wield multiple weapons or make multiple attacks with each one landing at full effect.
System: The Myrmidon need only spend a Gnosis point; for the remainder of the scene, he gains fifteen dice to his pools only for the purpose of splitting actions. Thus, if the Ananasi had an attack pool of eight dice, he could not attack with more than eight dice in his pool - but he could make three attacks; two with eight dice in each attack pool, and one with seven dice.
(PGttCB p50, Ananasi BB p93)
Viskr Gifts
PGttCB p50-51, Ananasi BB p93-94
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Curse of the Great Web - The Viskr using this Gift can make the way into and out of the Umbra more difficult for one target, by adding invisible spirit-fibers that catch onto the Gauntlet.
System: The Viskr touches his target and rolls Wits + Occult (difficulty 6). Success increases the effective Gauntlet for that target by one for the duration of the scene.
(PGttCB p50, Ananasi BB p93)
Scent of Sweet Honey - As the Garou Bone Gnawer Gift.
(Ananasi BB p94)
Shroud - As the Garou Uktena Gift.
(PGttCB p50)
Rank 2
Mindspeak - As the Rank One Garou Galliard Gift.
(PGttCB p50, Ananasi BB p94)
Minor Unweaving - The Viskr using this Gift can attempt to negate a Gift, spell or enchantment by Unweaving the targeted effect. In so doing, the Viskr can unravel minor magical effects on any given target, or even destroy a Gift in "mid flight".
System: This Gift only works on Rank One Gifts, Disciplines, Sphere effects or other magical abilities. The player rolls Dexterity + Occult and spends one Gnosis; he can even affect Gifts with an instantaneous effect, but only if he has delayed his action to do so. This Gift only works against Gifts that are directed at a specific target, and has no affect on those Gifts that cause damage to more than one target.
(PGttCB p50, Ananasi BB p94)
Rank 3
Calcify - With this Gift, the Viskr can cement a location within the Great Web, preventing anything short of a major disaster from causing any change in the location. This is often used to protect areas of special interest to the Ananasi.
System: The Werespider makes a Gnosis roll (difficulty 7). Each success grants the targeted item or location three extra soak dice. This Gift can be used only on inanimate objects (even vampires and robots don't qualify), and cannot affect areas larger than an acre. The effects last for one scene.
(PGttCB p50, Ananasi BB p94)
Cocoon - As the Rank Four Garou Homid Gift.
(PGttCB p51, Ananasi BB p94)
Lesser Unweaving - As the Rank Two Gift: Minor Unweaving, save that this Gift may affect any single Gift or power of Level Two or lower.
(Ananasi BB p94)
Rank 4
Attunement - As the Garou Bone Gnawer Gift.
(PGttCB p51, Ananasi BB p94)
Brethren Call - The Ananasi is able to call others to her aid in a time of Crisis. The Character has the choice of contacting the two closest Ananasi, or a massive quantity of nearby spiders. The Ananasi do not magically appear, but are suddenly informed of the character's difficulty and location. If the character chooses to summon the local spiders, they converge on the area en masse, with the single mindset of aiding the Ananasi in trouble. The spiders do not gain magical intelligence, but within those limits do all they can to help the Ananasi who summoned them.
System: The player must spend one blood point and roll Willpower. The difficulty in contacting other Ananasi is equal to the distance (in miles) that the character is from their Sylie, divided by 10 (minimum of 3). The difficulty in summoning the local spiders is 7, with every success summoning twenty spiders to the Ananasi's aid.
(PGttCB p51, Ananasi BB p94)
Greater Unweaving - As the Rank Two Gift: Minor Unweaving, save that this Gift unravels any single Gift or power of level 3 or lower, and the Gnosis cost is raised to two.
(Ananasi BB p94)
Rank 5
Shattering - The Ananasi employing this Gift unweaves the affects of a specific Gift or magical enchantment on a target. The end result depends on the exact nature of what the previous Gift was meant to do, but this could effectively destroy a fetish or reseal an opened caern.
System: The Viskr rolls Intelligence + Occult and spends three Gnosis. The difficulty is equal to the level of the original Gift/rite/effect originally being used, +4. (Countering a Rank 5 Gift would thus be at difficulty 9.) If successful, the item or person affected by the power or enchantment is freed from its effects. Note that this is not always beneficial; this Gift also works against Gifts such as Resist Toxin.
(PGttCB p51, Ananasi BB p94)
Summon Paradox Spirit - This powerful Gift not only brings a Paradox spirit into the area, it also suggests a target for the Paradox spirit to punish. This Gift only works against targets that are suffering from Paradox as it is, such as mages and those the Viskr has already marked via the Rite: Summon Paradox.
System: The Viskr rolls Wits + Occult (difficulty 8), and spends 1 Gnosis point. The number of successes indicates the speed with which the spirit responds. Paradox spirits are generally not offended by the use of this Gift, unless the target is clearly no threat to the orderly progression of the universe. The punishments meted out by Paradox spirits range from merely annoying to instantly fatal, depending upon the severity of the offense. Occasionally the Paradox spirit may abduct its target to a pocket Umbral realm to be punished for an indeterminate space of time (or until he escapes or is rescued). What the Paradox spirit actually does when it arrives is up to the Storyteller to decide. More on the nature of Paradox spirits can be found in Book of the Weaver, and Mage: the Ascension.
(Ananasi BB p94)
Web of Illusion - This powerful Gift enables the Ananasi to create an artificial reality in a secured area. The appearance, sounds, and smells are all dictated by the character's will; everyone that enters the area sees, smells, and hears the same things for the duration of the illusion. The Ananasi that creates the illusion can either remain to control the confines, or pre-program the area to react in a particular way upon a particular event; there can never be more than one pre-programmed action for any illusion.
System: The character must expend two Gnosis points, the first to create the structure of the illusion, and a second to animate anything inside it. The player must then make a Manipulation + Primal Urge roll (difficulty 7), with each success adding to the difficulty to detect the illusion. Characters attempting to see through the illusion must make a Perception + Subterfuge roll (difficulty 5 + the Ananasi's successes, maximum difficulty of 10). Characters automatically see the illusion as it was prepared unless they have valid reason to believe otherwise. The illusion lasts a number of days equal to the Ananasi's permanent Gnosis rating.
(PGttCB p51, Ananasi BB p94)
Wyrsta Gifts
PGttCB p51-52, Ananasi BB p94-95
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Alter Mood - With the Gift, the Wyrsta is able to slightly change the emotion of one person. The change cannot be extreme, but it allows them to distort their target's emotion slightly, making a happy man overjoyed, a sad woman depressed, or a blase character apathetic.
System: The Ananasi must expend one Gnosis point and be within visual range of the target. The target may resist with a Willpower roll (difficulty 7). The effect of this Gift lasts for one scene.
(PGttCB p51, Ananasi BB p94)
Beast Mind - As the Rank Two Red Talon Gift.
(PGttCB p51, Ananasi BB p95)
Rank 2
Blinding Spit - The Ananasi is able to spit her venom up to twenty feet, blinding her opponent with a successful hit to the face. The venom causes a slight burning sensation, but does no real physical damage aside from temporary blindness.
System: The player spends one blood point, and must make a successful attack roll (Dexterity + Melee, difficulty 8). The victim is blinded for a number of turns equal to the number of successes on the attack roll.
(PGttCB p51, Ananasi BB p95)
Visceral Agony - As the Rank Three Garou Black Fury Gift.
(PGttCB p51, Ananasi BB p95)
Rank 3
Aura of Ananasa - There are none that can inspire fear like the Ananasi. By means of this Gift, the character can cause any affected character in the area to enter a state of extreme horror or fright. The victims do not automatically panic, unless something (which can be anything from a loud noise to a gentle scrape on the flesh) sets them off. Of course, once one of them gets started, they all tend to go nuts quickly.
System: The player makes a Manipulation + Primal Urge roll (difficulty 7), and expends one Gnosis point, creating tension and near-panic in anyone within a hundred-foot radius. Supernatural characters may resist with Willpower (difficulty 7) to avoid the effects.
(PGttCB p51, Ananasi BB p95)
Tick Body - As the Common Ananasi Gift.
(PGttCB p51, Ananasi BB p95)
Web Snare - The Wyrsta using this Gift spins a web trap, which will trigger under the right set of circumstances, capturing an opponent.
System: The player spends one blood point to spin a series of webs in a designated location. A successful Wits + Subterfuge roll (difficulty 7) hides the webs from sight as if they were invisible. Anyone stumbling across the webs is ensnared. The Ananasi may use these webs to haul the victim into the air or spring a more deadly trap.
(PGttCB p51, Ananasi BB p95)
Rank 4
Blades of the Mantis The character using this Gift grows longer arms, with long, wickedly sharp blades, much like those of a praying mantis.
System: The player spends one blood point; the character's first set of arms grows by roughly two feet, developing scythe-like blades which do Strength +5 aggravated damage. The length and sharpness of these blades makes them particularly easy to use (difficulty 5 to attack).
(PGttCB p51, Ananasi BB p95)
Whither Limb - As the Garou Metis Gift.
(PGttCB p51, Ananasi BB p95)
Rank 5
Razor Webs - By employing this Gift, the Ananasi can coat a target or person with very strong, very thin, razor-sharp webs, causing severe damage to anything that touches them.
System: The werespider can spin enough webs with one blood point to cover a Garou in Crinos form. More blood points increase the amount of webbing. If the web covers a doorway or inanimate object, it lasts until it receives six health levels of unsoaked damage. Anyone simply touching the web takes one unsoakable level of damage (more if the individual hits the web with any force). If the Ananasi covers a living being with the webbing, any motion by the victim causes the victim's Strength in unsoakable damage. Anyone caught in this web rolls their Strength to damage the web and takes as much damage as they cause in unsoakable damage to themselves. If they survivem they may continue attempting to break the web by rolling their strength until they achieve a total of six levels of damage. All damage is aggravated.
(PGttCB p51, Ananasi BB p95)
Summon Net Spider - As the Garou Glass Walker Gift.
(PGttCB p51, Ananasi BB p95)