Difference between revisions of "Draft expanded renown"

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='''Common Bastet Gifts'''=
 
PGttCB 67-68, Bastet 96-101
 
{|
 
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'''Level 1'''
 
* Catfeet
 
* Lick Wounds
 
* Open Seal
 
* Truth of Gaia (''Sense the Truth'')
 
* Sense Wyrm (''Sense the Unmaker's Hand'')
 
* Silent Stalking
 
<hr />
 
* Banish Sickness
 
* Command Attention
 
* Dowsing
 
* Pathfinder's Pride
 
* Razor Claws
 
* Spirits' Sight
 
* Treeclimber
 
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'''Level 2'''
 
* Eyes of the Cat (''Cat Sight'')
 
* Staredown (''Eerie Eyes'')
 
* Spirit of the Fray (''First Slash'')
 
* Night's Passage
 
* Sense of the Prey
 
* Sense Silver
 
* Shriek
 
* Taking the Forgotten (''Swipe'')
 
<hr />
 
* Call Spirits
 
* Night Terror
 
* Summon Water
 
 
Not included: Mental Speech (''Touch the Mind'') - changed to level 3 in PGttCB
 
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'''Level 3'''
 
* Impala's Flight
 
* Mental Speech (''Touch the Mind'')
 
<hr />
 
* Call the Pride
 
* Caper
 
* Cat Fear
 
* Cheshire Prank
 
* Command the Prey
 
* Farsight
 
* Freyja's Blessing
 
* Gift of Rage
 
* Ignore Pain
 
* Purr
 
* Righteous Gaze
 
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'''Level 4'''
 
* Clawstorm
 
* Walking Between Worlds
 
* Silver Claws (''Wolf's Terror'')
 
<hr />
 
* Attunement
 
* Fortuna
 
* Spirit Claws
 
* Spitfire
 
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'''Level 5'''
 
* Withering Stare
 
<hr />
 
* Future Warning
 
* Jump to the Moon
 
* Perfect Passage
 
* Soothe/Summon Storm
 
|}
 
=='''Rank 1'''==
 
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Banish Sickness</font>''' - Cats have long been renowned for their healing prowess. With a purr and a lick, a skillful Bastet can cure minor diseases and chase venoms away. Although a Bastet never takes ill herself, this Gift is helpful when a loved one is unwell.
 
 
'''System:''' Curing a simple illness like the flu requires a Manipulation + Medicine roll (difficulty 6). Severe diseases and venoms demand a Gnosis point and a roll against difficulty 7. Chronic illnesses or really lethal poisons demand two Gnosis points and a difficulty of 8 or higher. Vicious diseases that eat a victim alive, like AIDS, cancer, leprosy, etc. may demand three Gnosis or even remain incurable by magical means.
 
 
''(PGttCB p67, Bastet BB p96)''
 
----
 
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Catfeet</font>''' - As the Rank Three Garou Lupus Gift, but obviously easier for Bastet.
 
 
''(PGttCB p67, Bastet BB p96)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Command Attention</font>''' - A werecat can call on his feline presence to draw attention the instant he steps into a room. Everyone in a given space (a rook, a clearing, whatever) will immediately stop what they're doing to notice the Bastet's entrance. Their reaction from that point on will depend on what the character does, and upon their feelings about him; an attractive Homid will get a different reaction than an angry Crinos panther would.
 
 
'''System:''' The player rolls Manipulation + Expression (difficulty 7) to get everyone's attention for one turn. This gift also reduces the difficulty of his next Social roll by 1 for every success he rolls for the Gift. This bonus only applies once, upon entering the space.
 
 
''(Bastet BB p96)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Dowsing</font>''' - By pawing or sniffing at the ground, the Bastet tries to locate nearby water sources (underground streams, pipes, etc.). With luck, she'll be able to tell whether or not that water is safe to drink.
 
 
'''System:''' A roll of Perception + Primal Urge will determine the water's location, if any exists within 100 feet of the Bastet. The difficulty depends on the water's distance and quantity; a muddy puddle beneath debris would be 9, while a pure rushing stream on the other side of a wall would be 5.
 
 
''(Bastet BB p96)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Lick Wounds</font>''' - As the Garou Theurge Gift: '''Mother's Touch''', this power heals normal or aggravated wounds (but unlike the Theurge Gift, can be used to heal oneself). This gift may be used as many times as the player wants, but each healing "lick" costs another Gnosis point. Hear in mind that even a cat may be loathe to lick up toxic waste or raw sewage! Some substances, like silver or Wyrm-poison, might damage the healer in proportion to her healing - that is, by one health level per health level healed - if it's still in or on the wound when she licks it.
 
 
''(PGttCB p67, Bastet BB p96)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Open Seal</font>''' - As the Garou Ragabash Gift.
 
 
''(PGttCB p67, Bastet BB p96)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Pathfinder's Pride</font>''' - Cats have a remarkably good sense of direction. With this Gift, a Bastet may improve that knack to find his way out of most kinds of mazes, deserts or woodlands. Worthy folk may learn this Gift from Bird spirits, but no werecat willingly admits to it in public.
 
 
'''System:''' Invoking this Gift requires a Perception + Subterfuge roll. The difficulty depends on the area's complexity: a large flat desert or a small forest would be 5 or 6, a vast expanse or complicated maze might be 7 or 8, and a primordial rain forest would be 8 or 9. Magical confusion spells, like the Garou Gift: Trackless Waste, can be undone with difficulties 9 or 10. Pathfinder's Pride does not provide any kind of travel; the werecat merely discovers the way out - getting to the exit is her problem.
 
 
''(Bastet BB p96)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Razor Claws</font>''' - As the Garou Ahroun Gift.
 
 
''(Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Sense the Truth</font>''' - As the Garou Philodox Gift: '''Truth of Gaia'''.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Sense the Unmaker's Hand</font>''' - As the Garou Metis Gift: '''Sense Wyrm'''.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Silent Stalking</font>''' - This common trick allows a Bastet to move without making any sound. Even squeaky or shifting surfaces, like wooden floors or piled twigs, can be passed over without noise.
 
 
'''System:''' The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift unusable for the rest of the scene. Note that this Gift doesn't make the werecat himself invisible or silent in any way, nor will it prevent any damage (broken twigs, for instance) in his wake - it stifles the sound of his footsteps, nothing more.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Spirit's Sight</font>''' - Although werecats cannot normally travel through the Gauntlet, this Gift allows them to see through it for a short time. Plenty of good secrets can be discovered this way, but the Gift's effects tend to frustrate the hell out of the Bastet who cant get through, like a cat watching a bird on the other side of a window.
 
 
'''System:''' The player rolls Perception + Awareness (difficulty of the local Gauntlet) and spends one Gnosis point to look into the Penumbra. The Gift lasts one scene and ends if the Bastet is knocked unconscious.
 
 
''(Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Treeclimber</font>''' - By extending and sharpening his claws, then invoking this Gift, a Bastet may travel up or down any vertical surface, from tree to concrete.
 
 
'''System:''' Climbing this way requires a Dexterity + Athletics roll. Really hard or slippery surfaces, like ice or steel, are difficulty 8, while easy ones like rock or bark are at difficulty 6. The character traveling this way moves at ten feet a turn or so and may have to make new rolls if the circumstances change (in an avalanche, for example).
 
 
''(Bastet BB p97)''
 
----
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Call Spirits</font>''' - By speaking the ancient language of The-World-That-Was, a Bastet may communicate with nearby spirits as if they normally speak her language. This Gift weaves between the Gauntlet and the material world, and carries both ways.
 
 
'''System:''' The player rolls Gnosis against the local Gauntlet. If she's standing inside the Penumbra already, no roll is necessary. Once she learns this Gift, the werecat understands Spirit-speech for the rest of her life, although some truly alien spirits might be beyond normal comprehension.
 
 
''(Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Cat Sight</font>''' - As the Rank Three Garou Metis Gift: '''Eyes of the Cat'''.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Eerie Eyes</font>''' - As the Garou Homid Gift: '''Staredown'''.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">First Slash</font>''' - As the Garou Ahroun Gift: '''Spirit of the Fray'''.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Night Terror</font>''' - By standing vigil over a sleeping person or animal, the Bastet can evoke the famous cat-fear, causing the target to have nightmares for several nights running.
 
 
'''System:''' The werecat must sit beside his victim for several minutes while she sleeps, spend one Gnosis point, and roll Wits + Occult or Enigmas (whichever is higher). If he rolls well, she'll have nightmares for one night per success. Five successes or more will cost the victim a temporary point of Willpower until she can sleep normally again. The Gift cannot be reused on the same person until the original nightmares have passed.
 
 
''(Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Night's Passage</font>''' - By attuning himself to the shadows from which he was born, a Bastet may walk through dim or dark areas while effectively invisible. Others may hear him or spy him with magical sight, but until he makes his move, the werecat remains hidden from view. This Gift even foils sudden lights so long as some shadows still exist to hide in.
 
 
'''System:''' By spending a Gnosis point and rolling Dexterity + Subterfuge or Occult (difficulty 7), the cat effectively "disappears". Although he'll remain substantial, the darkness will mask his presence for the rest of the scene, or until he attacks someone. At that point, the Gift disperses, and the Bastet is left with his natural hiding talents only. Supernatural beings can use their own magics to detect the cat by rolling Perception + Occult, (difficulty 8). Otherwise, nothing short of total illumination will reveal the skulking werecat.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Sense of the Prey</font>''' - As the Garou Ragabash Gift.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Sense Silver</font>''' - As the Garou Ahroun Gift.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Shriek</font>''' - With an ear-splitting scream, the Bastet deafens everyone nearby. Careless shriekers beware - your allies are not immune!
 
 
'''System:''' This Gift demands a scream, a Stamina + Expression roll (difficulty 7), and a mean streak. Everyone within 10' will be deafened for one turn per success, and will end up in a world of pain (plus 1 to all difficulties for the duration).
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Summon Water</font>''' - By calling upon the ancient affinity between cat-kind and the waters, a Bastet can create a bit of water in some place where none was before, or add to an existing amount of it. This Gift, known by most desert cats, only creates pure water, not any other form of liquid.
 
 
'''System:''' By spending a Gnosis point and rolling his Manipulation + Survival, the cat creates a pool of water. The difficulty depends on the circumstances: adding to existing water is difficulty 6; conjuring it into a dry place is difficulty 7. Each success brings forth five gallons of fresh, clean water, which lasts until it is consumed.
 
''(Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Swipe</font>''' - As the Garou Ragabash Gift: '''Taking the Forgotten'''.
 
 
''(PGttCB p67, Bastet BB p97)''
 
----
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Call the Pride</font>''' - By moaning or crying out, the Bastet may summon the local cats (domestic, wild or big cats, depending on where she is) to her aid. Although the Gift isn't a life-or-death command, the summoned cats will help the Bastet if they can. Some Bastet can summon other creatures as their "prides"; Bubasti often keep jackals nearby, Qualmi summon birds, and Pumonca have been known to summon hawks, owls, and alligators to their defense.
 
 
'''System:''' Roll charisma + Animal Ken (difficulty 7). For each success, four normal cats or one large predator (if any are nearby) respond at their own speed. The Gift can reach up to a mile; cats more distant than that won't be much help, anyhow. The Pride remains until it has performed one service, then departs. Variant creatures must be approved by the Storyteller, and work just as cats do (four small or one large per success).
 
 
''(Bastet BB p97)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Caper</font>''' - By dancing around, a Bastet can charm bystanders into a semi-trance. This works in any form, so long as the werecat invokes the Gift and dances for at least a turn. Violence breaks the spell, but subtle actions like sneaking away remain unnoticed until the trance ends.
 
 
'''System:''' A roll of Manipulation + Expression (or Dancing) and a spent Gnosis point set the charm in motion. Anyone watching the werecat dance must roll his Willpower against difficulty 9 or be lulled into a genial daze. Storytellers may simply make a single roll against difficulty 7 to reflect a large group of normal humans. The trance lasts one turn per success, unless someone starts a fight or obviously steals something, in which case it ends immediately.
 
 
''(Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Cat Fear</font>''' - Garou aren't the only ones who command primal fear. By bristling and spitting, a werecat can scare the holy hell out of everyone nearby. Unfortunates suffering from ailurophobia (fear of cats) often go catatonic with fear when confronted this way.
 
 
'''System:''' A successful Manipulation + Primal Urge roll (difficulty 7) and a point of Gnosis can send everyone within 10 feet per success into a panic. Supernatural creatures can resist with their Willpower (difficulty 7), but humans and animals flee or fall into shock for one turn per success. Ailurophobes lapse into a coma for one day per success. This Gift cannot be used in Homid or Sokto forms.
 
 
''(Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Cheshire Prank</font>''' - Why should Lewis Carroll have all the fun? It took a while, but enterprising Bastet finally discovered the secret to dis appearing from plain sight. Today, it remains a valuable but popular trick.
 
 
'''System:''' By putting on a wide grin, spending a Gnosis point, and rolling Charisma + Subterfuge (difficulty 7), a Bastet may fade from view. The Prank takes three turns to complete. This invisibility lasts for the scene's duration and foils even magical perceptions. The Gift wont dampen sounds, but any werecat who cant move silently by this Rank is in big trouble, anyway. This Gift only works in Feline and Chatro forms, and changing forms ends the invisibility.
 
 
''(Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Command Prey</font>''' - By chittering slightly, a Bastet may, with this Gift, make her prey come to her. So long as she stands still and chants, the victim will wander slightly dazed until he's close enough to grab. Once the cat moves, the trance is broke. Naturally, this Gift can be used for all kinds of hunting...
 
 
'''System:''' The Bastet player rolls Manipulation + Primal Urge (difficulty 7) to command her target to approach. Unless he can resist with a Willpower roll (difficulty 8), any human or animal will obey. Supernatural opponents with a mind empowering supernatural ability (if active when the Gift's influence began) or more than five points of Rage resist at difficulty 6. Otherwise, they're attracted as usual. This only works against victims who were unaware of the Bastet's presence beforehand - as far as they know, they want to wander over that way. Once the prey is close, the werecat can move in however she prefers; a leap, a distraction, or an opening line all work equally well once the target's in place. This Gift does not work in combat.
 
 
''(Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Farsight</font>''' - By concentrating on a reflective surface or summoning a spirit, the Bastet looks into distant places. It helps if he's been there before, but it isn't essential. Once he finds what he's looking for, he may watch it for a while until, slowly, the Farsight fades.
 
 
'''System:''' Invoking this Gift requires a Gnosis point, a Perception + Occult roll, and time to concentrate. The roll's difficulty depends on the werecat's knowledge of his target. Although Farsight only spies on places, not people, anyone there can be observed as usual. The cat sees the place as if from a bird's-eye perspective - high enough to see everything nearby, but close enough to discern objects. A Willpower roll (difficulty 6) allows him to "focus" on certain things. The Gift lasts for one turn per success, and extends up to 30 miles distant.
 
 
 
{|class="wikitable" style="text-align: center;" width="25%"
 
{|class="wikitable" style="text-align: center;" width="25%"
! style="min-width: 75px" | Difficulty
+
! style="min-width: 125px" | Type
! style="min-width: 250px" | Location
+
! style="min-width: 125px" | Roll
|-
 
|6
 
|Intimately familiar (home, girlfriend's place)
 
|-
 
|7
 
|Somewhat Familiar (friend's house, vacation spot)
 
|-
 
|8
 
|Visited occasionally (old elementary school)
 
|-
 
|9
 
|Been there once
 
|-
 
|10
 
|Only described or seen in photos
 
|-
 
|}
 
 
 
''(Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Freyja's Blessing</font>''' - The old Norse goddess of fertility and love traveled in a chariot drawn by cats. Now she remembers the service by gifting certain cat-folk with a profound fertility, which they may bestow upon others if they wish. Although the Gift doesn't insure that a given mating will sire a Bastet kitten, many within the Folk claim that without the Blessing, their kind might be virtually extinct.
 
'''System:''' By rolling Gnosis (difficulty 7) and calling upon Freyja, Gaia, or Nala, the Bastet summons a Fertility spirit into herself. By laying her hands on another's belly, the werecat may pass the spirit into someone else who wants a child. A male may use the gift at +1 difficulty to sire some offspring with his next mating. If the roll succeeds, a child of some kind will result. Whether that child carries the werecat gene depends on Nala's (and the rolls made to staff's) whim.
 
 
 
''(Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Gift of Rage</font>''' - By tapping into her inner Beast, the werecat may summon a Berserk frenzy, lashing out at everyone within range until the Gift wears off. Sadly, this is usually a last-ditch tactic; most werecats use this Gift only once.
 
 
 
'''System:''' To invoke a frenzy, the cat's player rolls her Rage (difficulty 6). This sends her into a killing state where tactics and mercy are impossible and all health level penalties are suspended. The rage lasts as long as there's danger around, and in this state, anyone present seems dangerous. The Thrall of the Wyrm (Werewolf rulebook) applies to werecats, too.
 
 
 
''(Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Ignore Pain</font>''' - By summoning up his inner reserves, the werecat can ignore the effects of his wounds.
 
 
 
'''System:''' A successful Stamina + Primal Urge roll (difficulty 8) allows the character to ignore all health level penalties for the Gift's duration. Even those from aggravated damage. Each success lets the Gift last two turns. If the Bastet hasn't healed by then, he'll be in serious pain...
 
 
 
''(Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Impala's Flight</font>''' - An essential Gift on the open plains, the Flight doubles the werecat's running speed. As the name implies, the Bastet credit Impala with this wisdom.
 
 
 
'''System:''' A successful Stamina + Athletics roll (difficulty 6) boosts the cat's maximum speed to double. It does not confer additional actions in the same turn. The Gift lasts two turns per success, and works in any form.
 
 
 
''(PGttCB p68, Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Purr</font>''' - The ultimate tool of feline seduction: by softly purring near some person or animal, the Bastet instills her with a desire to cuddle, pet and spoil him. So long as he treats his paramour well, she'll want nothing more than to shower him with affection for days at a time. Purr works in any form.
 
 
 
'''System:''' To set this charm in motion, the Bastet must purr audibly for at least a minute. The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the target's Willpower). This Gift works on anyone, and unless she has some reason to suspect a trick, the subject will believe her affections are genuine (soon, they may be). Violence or unreasonable demands ("Go kill that vampire for me, sweetheart") wreck the charm beyond repair - it'll never work on her again. The infatuation lingers for one day per success; the results may last a lifetime.
 
 
 
''(Bastet BB p99)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Righteous Gaze</font>''' - By staring into the heart of a liar, the werecat can break through his deception, shaming him badly. Bagheera and Simba excel at this Gift.
 
 
 
'''System:''' The werecat must stare into her target's eyes for at least a turn and accuse him of lying. On a successful Perception + Subterfuge or Primal Urge roll (difficulty of the target's Willpower), the target not only confesses any lies he may have told, but also loses one point of temporary Willpower per success and falls to his knees in tears. If the accused is honest, the Gift merely makes him feel uneasy.
 
 
 
''(Bastet BB p99)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Touch the Mind</font>''' - As the Garou Metis Gift: '''Mental Speech'''.
 
 
 
''(PGttCB p68)''
 
----
 
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Attunement</font>''' - Bastet who've set up Den-Realms use this secret to view their holdings from where they stand. By going into a light trance, the werecat in question communes with the spirits in her territory and learns what's going on throughout the Den-Realm. Visitors, intruders or crises can be discovered long before they get too close to the cat herself.
 
 
 
'''System:''' The player spends a Gnosis point and rolls Perception + Survival (difficulty 6). The more successes she wins, the more she learns. On a botch, the spirits lie.
 
 
 
''(Bastet BB p99)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Clawstorm</font>''' - Any cat is at his most terrifying when cornered. This Gift allows him to become the proverbial shredding machine. Anyone within reach had better be at peace with their gods!
 
 
 
'''System:''' By spending one point each of Rage and Gnosis, the werecat gains three extra attacks on that turn (to a maximum of four, total - he cannot spend Rage for extra actions while using Clawstorm). Only slashing attacks apply - he cant perform elaborate maneuvers, shoot guns or travel more than 10 feet, although he could use edged melee weapons. A Bastet may use Clawstorm as many times in a single combat as he has dots in Stamina.
 
 
 
''(PGttCB p68, Bastet BB p99)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Fortuna</font>''' - Cats love their friends, and they're famous for their luck. This Gift allows them to share some of that good fortune with others, or even use a bit of it themselves.
 
 
 
'''System:''' For every point of Gnosis spent, the Bastet (or her friend) can call for one re-roll of the dice. If she spends three gnosis, she may re-roll the dice three times. Only one re-roll is allowed per task, and only if the first roll was a failure or a botch. This Gift may only be used once per scene, but it lasts until all re-rolling has occurred. This luck works for whomever the werecat cares to give it to. Only one person at a time can receive this Fortuna - it cant be given to a number of people before an adventure begins.
 
 
 
''(Bastet BB p99)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Spirit Claws</font>''' - Another Den-Realm Gift, this one allows a werecat to attack from the Penumbra, or to rip through the Gauntlet at an Umbral opponent, without stepping sideways. Naturally, he must be able to see his opponent before he can hit him...
 
 
 
'''System:''' By rolling Gnosis against the local Gauntlet, the Bastet can slash through with normal hand-to-hand attack (+1 difficulty) without exposing himself to danger. Each attack requires a new roll against the Gauntlet. This Gift can only be used within the cat's own Den-Realm.
 
 
 
''(Bastet BB p100)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Spitfire</font>''' - With a wicked hiss, the werecat spits a stream of fire at his opponent. Crude, but effective!
 
 
 
'''System:''' The player spends a Gnosis point and rolls Stamina + Athletics to hit a victim (difficulty 7). Each success inflicts one aggravated health level of flame damage, which may ignite flammable items.
 
 
 
''(Bastet BB p100)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Walking Between Worlds</font>''' - Some tales claim that Coyote taught the Bastet to step sideways; others insist the trick was stolen from Garou. In any case, this Gift allows a werecat to walk into the Umbra as Garou do.
 
 
 
'''System:''' The talent becomes natural once a werecat learns this Gift. (See Werewolf rulebook).
 
 
 
''(PGttCB p68, Bastet BB p100)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Wolf's Terror</font>''' - As the Garou Ahroun Gift: '''Silver Claws'''.
 
 
 
''(PGttCB p68, Bastet BB p100)''
 
----
 
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Future Warning</font>''' - By sensing the whims of Fate-in-Motion, a Bastet may sense some impending disaster. While not exactly precognition, the Gift grants vague insight into coming perils.
 
 
 
'''System:''' A good Perception + Primal Urge (difficulty 6) roll wins the character a sort of "danger sense" for one hour per success. This manifests as "bad feelings" whenever something nasty's waiting nearby; it wont tell her about the five dakats waiting around the corner, but she'll certainly feel like she ought top stop before she turns that corner... Conspiracies, natural disasters, ambushes and festering rivalries can all be sensed ahead of time, though the outcome of combat cannot.
 
 
 
''(Bastet BB p100)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Jump to the Moon</font>''' - The greatest of Bastet can return to Seline for short visits. By forming a Moon Bridge from her Den-Realm to the moon, the werecat departs to the court of Luna. While there, she can breathe and move about normally; so long as she's careful, it'll be a glorious stay...
 
 
 
'''System:''' Opening the Bridge requires 10 successes with a Wits + Enigmas roll (difficulty 8). Obviously, this demands an extended roll, a bit of time (each roll takes one hour), and some great moonlit ritual. Seline must be invoked and her servants called. The Gift can only be attempted once per night; if dawn comes before 10 successes are accumulated, the ritual has been wasted. If the Bastet succeeds, the Bridge lasts for one night. Lines come down to guide the werecat and her guests to Seline's body. The trip, it is said, is faster than thought - reaching or returning to the moon takes only minutes. If the Bridge closes before the character returns, she must open another one from the moon.
 
 
 
''(Bastet BB p100)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Perfect Passage</font>''' - The ultimate stealth Gift; a werecat who knows this trick can travel over or through any material obstacle without leaving traces. It's said this Gift allowed the Bubasti to rob the tombs of the Pharaohs long before any human could circumvent the traps and blocks.
 
 
 
'''System:''' using this Gift costs one Gnosis point per scene (or per hour if it's a long trip), and requires a Wits + Stealth roll (difficulty 5) each time the character encounters a new obstacle. Perfect Passage does not render the cat invisible, but it dampens all sounds and scents, eliminates footprints, opens and closes doors, springs locks, and shuts down security systems long enough for the cat to pass. When necessary, the character may even walk through solid barriers as if they were smoke. Botching any roll during this journey has terrible results - The Bastet may be trapped inside a wall, spotted by a security camera, scented by a guard dog, or worse. Some magical perceptions (Prime magics, Auspex) might betray signs of a Passage, but will not reveal one in progress unless the seeker makes a successful Perception + Occult roll (difficulty is the Bastet's Stealth +5). The Gift applies only to a single Bastet and anything she carries in her hands or jaws.
 
 
 
''(Bastet BB p100)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Soothe/Summon Storm</font>''' - Mighty werecats can call upon the weather spirits to whip up or disperse a storm. The bigger the tempest, the harder it is to call up or put down. Doing so usually requires a long rite in which the cat yowls and capers at the sky. Undoing what you have summoned requires another, harder effort. This Gift is said to be a birthright from Nala herself.
 
 
 
'''System:''' Beginning this process requires two Gnosis points and a Manipulation + Survival roll. Once it's in action, stopping it requires another Gnosis point and a roll at 2 difficulty higher. Once a weather patter has begin, it will run its own course. This may take hours. Storms in unlikely locations (a sudden rainstorm in the desert, for instance) require five or more additional successes. Botching during a storm-call can be unpredictable - and disastrous. The Bastet is not immune to the forces she calls upon...
 
 
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 200px" | Storm
 
 
! style="min-width: 125px" | Difficulty
 
! style="min-width: 125px" | Difficulty
! style="min-width: 125px" | Succs Needed
 
 
|-
 
|-
|Drizzle
+
|'''<font color=blue style="text-shadow: 5px 5px 8px blue;">Kuasha</font>'''
 +
|Cha + Rituals
 
|6
 
|6
|1
 
 
|-
 
|-
|Rain Shower
+
|'''<font color=cyan style="text-shadow: 5px 5px 8px cyan;">Moon</font>'''
|6
+
|Manipulation + Rituals
|3
+
|9-moon phase
 
|-
 
|-
|Thunderstorm
+
|'''<font color=black style="text-shadow: 5px 5px 8px Green;">Need</font>'''
 +
|Wits + Rituals
 
|7
 
|7
|5
 
 
|-
 
|-
|Severe Thunderstorm
+
|'''<font color=purple style="text-shadow: 5px 5px 8px purple;">Taghairm</font>'''
|8
+
|Charisma+Rituals
|10
+
|7
 
|-
 
|-
|Severe Windstorm
+
| '''<font color=orange style="text-shadow: 5px 5px 8px orange;">Astrological</font>'''
|9
+
|See Ritual System
|15
+
|Varies
 
|-
 
|-
|Tornado/Waterspout
+
| '''Minor''' || None || None
|9
 
|20
 
|-
 
|Small Hurricane
 
|10
 
|20
 
 
|}
 
|}
 
+
='''Kuasha Rites'''=
''(Bastet BB p101)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Withering Stare</font>''' - This Gift lets a werecat kill with a glance, a favorite trick of Simba lords and wandering Pumonca. Using this Gift against other Bastet is considered deeply dishonorable, but it happens.
 
 
 
'''System:''' The werecat locks eyes with his target; the player spends a Gnosis point and rolls Rage. The difficulty is the victim's Willpower, and each success inflicts one aggravated health level of damage. Only a Willpower roll (difficulty 8) can soak the Stare, which twists the victim into agonized convulsions either until death or until the werecat grants release.
 
 
 
''(PGttCB p68, Bastet BB p101)''
 
 
 
='''Homid Gifts'''=
 
PGttCB 68, Bastet 101-102
 
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
 
'''Level 1'''
 
'''Level 1'''
* Cat Claws
+
* Dedication Rite
* Persuasion ('''Sweet Hunter's Smile''')
+
* Rite of Contrition
 +
* Speaking the Name
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
'''Level 2'''
* Jam Technology
+
* Rite of Recognition
* Eavesdropper's Ear
+
* Passing the Yava
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
'''Level 3'''
* Reshape Object (''Craft of the Maker'')
+
* Kuasga Degree
<hr />
 
* Babel's Cure
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
'''Level 4'''
* Monkey's Uncle
 
<hr />
 
* What's the Password?
 
 
| style="vertical-align: top; width: 20%" |
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
'''Level 5'''
* Madness
 
<hr />
 
* Black Friday
 
* Deny the Hungry
 
 
|}
 
|}
=='''Rank 1'''==
+
==Rank 1==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Cat Claws</font>''' - By calling on her heritage, a Bastet in Homid of Sokto form can unsheathe her claws and attack as if she was in beast-form.
+
'''<font color=black style="text-shadow: 5px 5px 8px blue;">Dedication Rite</font>''' - As the Garou Mystic Rite: Rite of Talisman Dedication. - Spend one Gnosis per object or outfit to be dedicated, and the character may never have more objects bound to himself than his Gnosis score. The player must decide what happens to the object(s) when the character assumes certain forms. For example, when the character assumes Crinos form, her backpacks straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in Chatro form, her knife may meld with her body. In such cases, the object will appear as a tattoo. Others must spend a Willpower point to remove the object from the character.
 
 
'''System:''' A simple Stamina+Primal Urge roll (difficulty 7) brings out a cat's claws. They remain out as long as she cares to keep them, but look damned peculiar and hurt to use (+1 to all combat or Dexterity difficulties). Once resheathed, they must be called forth again.
 
  
''(PGttCB p68, Bastet BB p101)''
+
''(Werewolf: Revised, p 160)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Sweet Hunter's Smile</font>''' - As the Garou Homid Gift: '''Persuasion'''.
+
'''<font color=black style="text-shadow: 5px 5px 8px blue;">Rite of Contrition</font>''' - As the Garou Accord Rite: Rite of Contrition. - The difficulty level of the rite equals the Rage of the target spirit or shifter. A single success suffices for a gracious apology, but it may not be enough to mend friendships or forgive grievous errors. The more successes, the greater the wrong that can be forgiven. Shifters who refuse to recognize a Rite of Contrition are looked upon badly by elders. Most spirits will always accept a well-performed rite. This effect lasts until the Bastet performs another action that could harm or insult the other.
  
''(PGttCB p68)''
+
''(Werewolf: Revised, p157)''
----
+
---
 +
'''<font color=black style="text-shadow: 5px 5px 8px blue;">Speaking the Name</font>''' - Names have Power, thus all Bastet change their birth names to new titles during their First Year. This rite, performed by the Tekhmet and the Kuasha together, "seals" that new name and makes it part of the cat. Traditionally, the Swara mark this rite (and the apprentice) with a ceremonial tattoo, usually across the initiate's chest. The Balam often pierce the newcomer's lip, earlobe, or nostrils with a jeweled plug. Simba and Khan mark the rite with a hunt, usually of a human target, in which the initiate tastes the blood of her first kill as a Bastet. Pumonca and Qualmi send their kits on short visionquests, take them to sweat lodges or offer them ordeal rituals like the Sioux sun dance, while the Ceilican bless their new members in old faerie rings. The more ceremonial Bagheera and the Bubasti perform elaborate and formal rites to welcome their offspring; these rituals, which might take as long as a day to complete, often involve two or more elders who have been invited to attend.
  
=='''Rank 2'''==
+
'''System:''' Aside from a standard roll, a new name and the ritual needs of tribal ceremonies, the rite requires nothing special.
'''<font color=black style="text-shadow: 5px 5px 8px black;">Jam Technology</font>''' - As the Garou Homid Gift of the same name. Garou sensing for the Wyrm at this time will notice a slight shimmer coming from the werecat who uses this Gift, as the Bastet version invokes the power of Cahlash.
 
  
''(PGttCB p68, Bastet BB p101)''
+
''(Bastet BB, p118)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Eavesdropper's Ear</font>''' - By listening carefully, a Bastet may hear things outside the nirmal human range, or understand something spoken some distance away. This is said to be a Gift from Whispers.
 
  
'''System:''' A simple Perception + Enigmas roll (difficulty 6) boosts the cat's hearing into the high and low sonic spectrums, and adds two to her Perception dice pool for hearing rolls only. The Gift lasts one scene, and makes the Bastet susceptible to sudden loud noises (which might inflict one to three health levels of normal damage in extreme cases like explosions or high-frequency alarms).
+
==Level 2==
 +
'''<font color=black style="text-shadow: 5px 5px 8px blue;">Rite of Recognition</font>''' - To be accepted into a new Rank, a Bastet must perform this rite before the spirits, his peers, or Both. Like many werecat rituals, this ceremony can be done by a solitary cat, and it often is. A Balam in the wilderness doesn't have to travel to the nearest Taghairm to be recognized - the spirits will carry tales of his deeds to other cats.
  
''(PGttCB p68, Bastet BB p101)''
+
To petition for a new Rank, the cat stands in a circle prepared for the rite with herbs and, if possible, trophies of his achievements. Speaking the ritual phrases, he recites his deeds, relates his accomplishments since attaining the last Rank, and demands to be recognized for what he has done. If he succeeds, the others agree and declare his new standing; if not, they tell him why they're dissatisfied and deny his petition. These reasons can range anywhere from a lack of progress to bad politics. The Bastet may only perform this rite once per season.
----
 
  
=='''Rank 3'''==
+
'''System:''' In addition to the usual rite roll, the cat must either make a good impression (either Charisma or Manipulation +either Enigmas, Etiquette, Expression, Leadership, Occult, or Politics, depending on the cat, his audience, and the case he's trying to make.) The difficulty for this role often depends on what the cat has done in the past, and how he stands in the eyes of his jury. Unless the werecat does something truly striking between attempts, the rite rises in difficulty each time it's failed, then repeated. Neither the cats nor the spirits respect a lose.
'''<font color=black style="text-shadow: 5px 5px 8px black;">Craft of the Maker</font>''' - As the Garou Homid Gift: '''Reshape Object'''.
 
  
''(PGttCB p68, Bastet BB p101)''
+
''(Bastet BB, p119)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Babel's Cure</font>''' - By flexing Rahjah's powers, a Bastet can translate any human language in her vicinity. Invoking the Unmaker will turn everything into gibberish.
+
'''<font color=black style="text-shadow: 5px 5px 8px blue;">Passing the Yava</font>''' - These secrets contain the seeds of survival or destruction for the entire tribe. Passing them on to a youngster is a sign of the utmost trust and pride. Imagine handing a loaded gun to your child and telling him to shoot at a target behind your head; that's the kind of importance the Yava convey. They're not passed on lightly, or to fools. Thus this exchange, often the last rite between a kit and her mentor, is deeply important.
  
'''System:''' To render languages either clear or unintelligible, the player rolls her Manipulation + Linguistics (difficulty 6). this Gift works on spoken words, writing, and even body language. Everyone within 50 feet will understand all communications for the duration. Cahlash's inversion of the Gift scrambles everything the same way. Either version lasts for one turn (or minute) per success, and each can cancel the other out.
+
This ritual, traditionally performed at dusk, involves a recitation of the three secrets, a reminder of their importance, and an admonishment to keep them safe. The Kuasha informs her apprentice that some day he too will pass on the Yava, and that his judgement will reflect the future of the tribe. To betray the trust, even under torment, is the worst crime a Bastet can commit. Before this rite is performed, the mentor scans the area for spirits or other eavesdroppers. If the area is clear, the secrets are then passed between elder and kit. Afterward, the two spend their last night together and part ways at dawn. Although they may very well remain friends, the First Year has ended. The kit is on his own.
  
''(Bastet BB p101)''
+
'''System:''' Although the kuasha traditionally checks and secures the ritual site before beginning the rite, this ceremony requires no special materials.
----
 
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">What's the Password?</font>''' - By communicating with the odd spirits inside computers, a werecat can call up the passwords to files, accounts, or encryptions. Although few nature-bound Bastet know this trick, many of their city cousins have at least heard of it. Most of those who do know charge hefty favors for the teaching...
 
 
 
'''System:''' The player rolls Manipulation + Enigmas, spends a Gnosis point, and hopes the Net-Spiders will be generous. These encounters should be played out - computer spirits can be pretty weird, and may want a bribe. The difficulty depends on the target's value. A successful Computer or Hacking roll can reduce this difficulty by 1 for every two successes.
 
 
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 100px" | Difficulty
 
! style="min-width: 200px" | Information
 
|-
 
|5
 
|Checking accounts
 
|-
 
|6
 
|Corporate records
 
|-
 
|7
 
|Important documents, designer viruses
 
|-
 
|8
 
|Secure accounts
 
|-
 
|9
 
|Corporate Secrets
 
|-
 
|10
 
|Government Secrets
 
|}
 
  
''(Bastet BB p101)''
+
''(Bastet BB, p119)
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Monkey's Uncle</font>''' - As the Garou Glass Walker Gift: '''Doppelgänger''', although the Bastet can only take the forms of humans, great cats, or Bastet.
 
  
''(PGttCB p68)''
+
==Level 3==
----
+
'''<font color=black style="text-shadow: 5px 5px 8px blue;">Kuasha Degree</font>''' - With this rite, a teacher passes on the secrets of her teaching, so that the pupil may become a kuasha. Normally the Degree must be uncovered through the "proper channels" - that is, the secrets of the rite must be dig out of a series of mentors, contacts, and friends, then pieced together. An especially apt Tekhmet might impress her mentor so well that he passes on everything she needs to know before her apprenticeship ends; it's rare, but it has been known to happen.
  
=='''Rank 5'''==
+
The Kuasha Degree contains all the rites, advice, secrets, and preparations a Bastet needs in order to take a pupil and confers the rite to do so. Even so, the elder usually cautions her kit to take a bit of time to see the world for himself before he begins teaching someone else about it. Taking a kit means responsibility; most Kuashas stress that their pupils must run free for a while before taking on such a burden. At the end of the ritual, the mentor invests her student with the power to take a student of his own and advises him to do so carefully.
'''<font color=black style="text-shadow: 5px 5px 8px black;">Black Friday</font>''' - This dreaded Gift, the bane of the Information Age, allows a Bastet to crash a computer network in seconds. By communing with net Spiders (see the Gift: What's the Password?) and promising a few favors, a lucky werecat can wreak system havoc without even touching a keyboard. It's rarely done because of its tendency to backfire (wiping out one's own computer files!), but causes untold headaches for the programmers of Pentex.
 
  
'''System:''' The player rolls his Manipulation + Enigmas to convince the Spiders to do his dirty work. Obviously, he has to have some way of reaching them first, such as a Gift, a short visit to the Penumbra, or a message typed into the doomed system. Once the deal is set in motion, the Spiders eat the system's data; a skillful data retriever can undo the damage, but it'll take days or weeks to fix. The Gift's difficulty depends on the size and complexity of the system in question. Protected networks add 1 to the amount of successes needed; magical system include Trinary computers or Technomagical networks (see Mage: The Ascension). A botch causes the Spiders to wreck your own data instead. Note that this kind of tampering immediately sets of alarms on guarded systems; a would-be saboteur would be wise to amscray ontopray!
+
In the Degree, a Bastet learns how to find Taghairms, how to petition spirits, how to find a new-changed Bastet and how to chastise him for doing wrong. it relates the responsibilities and rites the mentor receives under Bastet law, and offers a lot of common wisdom about the feeding and caring of a kit. The Yava is not passed on through this rite - that requires its own rite. The Bastet has been taught how to pass on the tribal secrets, but isn't told what they are until the mentor and student part ways.
  
{|class="wikitable" style="text-align: center;" width="25%"
+
'''System:''' The rite takes six hours, often longer. Aside from making time to talk and having the freedom to do so, this rite doesn't require special preparations.
! style="min-width: 200px" | Network
 
! style="min-width: 100px" | Difficulty
 
! style="min-width: 100px" | Succs Needed
 
|-
 
|Small office
 
|6
 
|1-2
 
|-
 
|Large office
 
|6
 
|3-4
 
|-
 
|Small Corporate
 
|7
 
|4-5
 
|-
 
|Large corporate
 
|8
 
|4-5
 
|-
 
|International/Government
 
|9
 
|5-10
 
|-
 
|Secret Government/Magical
 
|10
 
|5-15
 
|}
 
  
''(Bastet BB p102)''
+
''(Bastet BB, p120)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Deny the Hungry</font>''' - With a gesture or spray, a spiteful werecat can destroy crops and fertile land, spoil food or toxify drinking water. Legend lays this Gift at the feet of the Bubasti, who were said to punish disrespectful communities with famine and drought. Some Simba use it for the same reasons. Sadly, it's easier to destroy than to create; undoing this damage requires a different Gift altogether.
 
  
'''System:''' The player spends a permanent Rage point and rolls Wits + Primal Urge (difficulty 7). Each success whithers one mile of crops, spols a waterhole or lake, or renders one ton of food or drink unusable. Only the Redeem the Waste Gift, a Rite of Cleansing, or powerful Life and Prime magics (see Mage) can undo the destruction. Cropland will remain infertile for a year, water will be poisoned for the same time. Spoiled food is rotten forever, and those who eat it will grow ill. These effects, and the casting of the Gift, clearly come from the Unmaker, and may be detected by appropriate Gifts.
+
=='''Moon Rites'''==
 
 
''(Bastet BB p102)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Madness</font>''' - As the Garou Metis Gift.
 
 
 
''(PGttCB p68)''
 
 
 
='''Metis Gifts'''=
 
PGttCB 68-69, Bastet 102-104
 
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
 
'''Level 1'''
 
'''Level 1'''
* Create Element
+
* Rite of Warding
* Sense Primal Nature
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
'''Level 2'''
* Whisker Sight
+
* Rouse the Sleeping Spirit (Rite of Spirit Awakening)
<hr />
 
* Blinding Moonbeam Gaze
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
'''Level 3'''
* Fist of Cahlash
+
* Bind the Spirit-Fetish
<hr />
+
* Rite of Claiming
* Spirit-Touch
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
'''Level 4'''
* Moon's Gateway
+
* Eater of the Dead
<hr />
 
* Redeem the Waste
 
 
| style="vertical-align: top; width: 20%" |
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
'''Level 5'''
* Wrath of Nala
+
* Call the Four Winds
<hr />
+
* Rite of Nine Lives
* Moon Sense
+
* Wishing Waves
 
|}
 
|}
=='''Rank 1'''==
+
==Level 1==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Create Element</font>''' - As the Garou Metis Gift. Most Bastet favor the five Oriental elements (fire, wood, metal, earth and water) but those born in the Western Hemisphere often know them as earth, air, fire and water. An Eastern Bastet may create raw ore and wood but cannot conjure air. Neither version can create precious metals, refined ores, gasses or poison.
+
'''<font color=black style="text-shadow: 5px 5px 8px cyan;">Rite of Warding</font>''' - A simple precaution taken around any site of importance, this rite is typically performed before the guests for a Taghairm arrive. By calling up spirits, securing the corners and entrances of the site and charging the safety of the area to Seline, the Bastet sets up an "alarm system" which bars the site against lesser intrusioons and alerts the ritespeaker against greater ones.
 
 
''(PGttCB p68, Bastet BB p102)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Sense Primal Nature</font>''' - As attuned as they are to the Jamaa, metis Bastet can easily sense whether one of those entities has a strong influence on a person, place or thing.
 
 
 
'''System:''' This Gift works like the Rank One common Bastet Gift: Sense Unmaker's Hand, except that it detects a strong affinity for Rahjah, Nala or Cahlash (Weaver, Wyld or Wyrm). Examples include Banes (Cahlash), Technomagi (Rahjah) and some Garou (Nala, though some may tend toward the other two). However, the difficulty is one higher than Sense the Unmaker's Hand.
 
 
 
''(PGttCB p68, Bastet BB p102)''
 
----
 
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Blinding Moonbeam Gaze</font>''' - By calling upon Mother Seline, the werecat shoots bright beams of moonlight from her eyes. These don't inflict real damage, but can blind or distract an opponent, and provide illumination as well. Superstitious people often run away when confronted with a giant moon-eyed cat.
 
 
 
'''System:''' The player rolls Gnosis (difficulty 7). The light blasts forth on the next turn, and lasts for one turn per success. The moonlight offers the illumination of a high-powered flashlight and can blind an opponent during his next turn if he's surprised and hit in the eyes with the light (Dexterity + Brawl, difficulty 8).
 
 
 
''(Bastet BB p102)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Whisker Sight</font>''' - By attuning herself to her surroundings, a Metis Bastet can get a sense of her surroundings. Anything within reach - even if it's behind her, or invisible - is plain to all her senses.
 
 
 
'''System:''' Roll Perception + Primal Urge (difficulty 6). Success grants the character total sensory perceptions within a 10 foot radius. This doesn't automatically reveal hidden or invisible objects, but it allows her to try a normal Perception roll to notice things that would normally be beyond her sight. The Gift lasts one scene.
 
 
 
''(PGttCB p68, Bastet BB p102)''
 
----
 
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Fist of Cahlash</font>''' - By channeling in raw destructive power, an angry Bastet can destroy any material thing with a snarl. Although the Gift isn't terribly effective against living (or undead) creatures, its potency can be avowed by a multitude of puzzled technicians and drivers in various rainforest-clearing projects.
 
  
'''System:''' The werecat's player spends a Rage point and rolls her Rage against difficulty 6 (for inanimate objects) or 8 (for living or undead beings). Each success either destroys 10 pounds (or ten cubic feet) of matter, or inflicts one aggravated health level. The latter damage can only be soaked by a Gnosis or Glamour roll (difficulty 6), Spirit or Prime countermagic, or vampiric Fortitude. Affected targets literally burst or fly apart. The Fist cannot affect spirit-matter of any kind; even Materialized spirits or ghosts are immune. New attacks require new rolls and expenditures.
+
'''System:''' By spending a Gnosis point, the ritespeaker ties herself to the place for the duration of the Warding. This Warding continues for one hour per success unless the ritespeaker either leaves the area or dismisses the guard. For as long as it lasts, any non-Bastet who enters the area triggers a mystic feeling of unease; the ritespeaker will not know exactly who or what the culprit is, but she'll know something isn't right. Intruders cannot enter a warded site at all without succeeding in a Willpower roll (difficulty is 5+the caster's successes) - the energies of the place simply drive them away for no explicable reason. Even spirits cannot pass through a warded area without alerting the ritespeaker.
  
''(PGttCB p68, Bastet BB p102)''
+
''(PGttCB p75, Bastet BB p121)''
----
+
---
'''<font color=black style="text-shadow: 5px 5px 8px black;">Spirit-Touch</font>''' - This Gift functions like the Rank Four common Bastet Gift: '''Spirit Claws''', except that it works anywhere.
+
==Level 2==
 +
'''<font color=black style="text-shadow: 5px 5px 8px cyan;">Rouse the Sleeping Spirit</font>''' - As the Garou Mystic Rite: Rite of Spirit Awakening. - The Bastet must play a musical instrument or sing a song (talent doesn't matter). The difficulty of the roll is the spirit's Rage. Failure means that the spirit remains dormant. The Storyteller must decide whether the spirit is hostile or friendly to its awakener. Awakening a spirit does not allow any control over it. This rite doesn't work on sentient beings such as humans. Such individuals are already as "awakened" as they're going to get.
  
''(Bastet BB p102)''
+
''(Werewolf: Revised, p161)''
 
----
 
----
 
+
'''<font color=black style="text-shadow: 5px 5px 8px cyan;">Rite of Summoning</font>''' - As the Garou Mystic Rite: Rite of Summoning. - The Bastet must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the Gauntlet). A cat already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine the target numbers from the following chart:
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Moon's Gateway</font>''' - By calling upon a Lune for help, the Bastet opens a Moon Bridge between Caerns or Den-Realms. Such travel only occurs at night. The Gateway forms a glowing fog, which slowly swirls into the shape of the cat's intended destination. Anyone who wants to use the Bridge must enter before the summoner. When she passes through, the Gateway disperses.
 
 
 
'''System:''' The player spends one Gnosis point per 100 miles and rolls Intelligence + Alertness. The Gateway's difficulty depends on the werecat's familiarity with her destination, from 5 for very familiar places, to 10 for an unknown location or an Otherworldly Realm. the two travel points must involve either a Den-Realm or some other mystical location (a Caern, a Node or Chantry, a Horizon Realm, etc.). A botch lands the traveler(s) in some strange or dangerous place. Traveling out of material reality is always tricky; those lost on such trips are often lost forever...
 
 
 
''(PGttCB p68, Bastet BB p103)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Redeem the Waste</font>''' - Part of a Metis' roll is the salvation of despoiled wilderness. To do so, he'll often sniff around, paw at the earth, rub his scent around and urinate in various places, essentially claiming the place as his own. While this isn't a true Rite of Claiming, it resembles it in many ways. By dedicating himself to this land, he can summon forth a healing power to save it from toxins and other desecrations.
 
 
 
'''System:''' The player rolls Manipulation + Survival (difficulty 7) and spends a Gnosis point. Each success makes one square half-mile of damaged, cursed or barren land fertile again; uprooted trees wont re-plant themselves, but new trees and plants will rapidly grow. This healing is permanent until someone takes the time to despoil the land again.
 
 
 
''(Bastet BB p103)''
 
----
 
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Moon Sense</font>''' - By meditating upon a pool of moonlit water, a Bastet may see anything that transpires beneath Seline's glow. Although it's difficult to see distant or hidden locations, a rigorous search can see anywhere on Earth.
 
 
 
'''System:''' The player rolls Perception + Enigmas and spends a Gnosis point. The Bastet must be staring into outside water. Any place touched by moonlight (even near windows, in-doors, and within the Penumbra) may be sensed with all six senses, as if the Bastet were standing in the moonlight itself. The water's surface must be calm; raging waves will reveal nothing. The search's difficulty depends on the distance scanned and the Bastet's familiarity with it. If she observes for more than a minute (or requires more than three rolls) another Gnosis point must be spent. A person with mystical senses might realize he's being spied upon with a successful Perception + Occult or Enigmas roll (difficulty 6). He would, if he discovered this, see a giant moonlit cat slowly fading away. Naturally, discovery terminates the Gift.
 
  
 
{|class="wikitable" style="text-align: center;" width="25%"
 
{|class="wikitable" style="text-align: center;" width="25%"
! style="min-width: 200px" | Subject
 
! style="min-width: 125px" | Difficulty
 
! style="min-width: 125px" | Succs Needed
 
|-
 
|Near and familiar
 
|6
 
|2
 
|-
 
|Distant and familiar
 
|7
 
|3
 
|-
 
|Unfamiliar
 
|8
 
|3
 
|-
 
|Seen Pictures
 
|8
 
|5
 
|-
 
|Never Been
 
|9
 
|5
 
|-
 
|Distant and Alien
 
|10
 
|5
 
|-
 
|}
 
 
''(Bastet BB p103)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Wrath of Nala</font>''' - This Gift whips up a wild storm that devastates the werecat's vicinity. This tempest springs up out of nowhere and lasts for five minutes or less, then calms and disperses. Nala herself teaches this Gift in dreams.
 
 
'''System:''' The werecat spends two Gnosis points and rolls Manipulation + Survival (difficulty 8). If he rolls five or more successes, he summons a severe thunderstorm that lasts only a few minutes and remains beyond the werecat's power once it's in motion.
 
 
''(PGttCB p69, Bastet BB p103)''
 
 
='''Feline Gifts'''=
 
PGttCB 69, Bastet 104-105
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Heightened Senses
 
* Hare's Leap (''Pounce'')
 
<hr />
 
* Kitten's Cry
 
* Mark as Mine
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Perfect Cover
 
* Whisker Sight
 
<hr />
 
* Leap of the Kangaroo (''Killer's Leap'')
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Underbelly
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Beast Life
 
<hr />
 
* Ghosts at Play
 
* Hand of Will
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Gaia's Vengeance (''Revolt of the Land'')
 
<hr />
 
* Judgment of Pestilence
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Heightened Senses</font>''' - As the Garou Lupus Gift.
 
 
''(PGttCB p69)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Kitten's Cry</font>''' - Also called "Pathetamew" for its pitiful sound, this Gift imbues the werecat's voice with a tone so pathetic that anyone who hears it goes out of his way to comfort her. This compulsion extends to attackers, who break off hostilities unless they're attacked in return. Most Bastet consider this a dirty but useful trick.
 
 
'''System:''' The Bastet's player rolls her Manipulation + Expression; the difficulty depends on the circumstances and the target. If the roll succeeds, the target immediately stops whatever he's doing and offers sympathy for the werecat's pain. Some folks, of course, have no pity in their hearts. The Gift inspires hard-souled enemies to torment the Bastet even more than they normally would.
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 200px" | Relationship
 
 
! style="min-width: 100px" | Difficulty
 
! style="min-width: 100px" | Difficulty
 +
! style="min-width: 125px" | Spirit Type
 
|-
 
|-
|Lover/relative
 
 
|4
 
|4
 +
|Gaffling
 
|-
 
|-
|Friend
 
 
|5
 
|5
 +
|Jaggling
 
|-
 
|-
|Passerby
 
|6
 
|-
 
|Total Stranger
 
 
|7
 
|7
 +
|Totem Avatar
 
|-
 
|-
|Rival
+
|8-9
|8
+
|Incarna
|-
 
|Enemy
 
|9
 
 
|-
 
|-
|Foe in combat
 
 
|10
 
|10
 +
|Celestine Avatar
 
|-
 
|-
 
|}
 
|}
  
''(Bastet BB p104)''
+
For each hour the Bastet spends invoking the spirit, his target number drops by one. No target number may fall below 3. The player must then make a Gnosis roll and achieve as many successes as possible, with the following results:
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Pounce</font>''' - As the Garou Lupus Gift: '''Hare's Leap'''.
 
 
 
''(PGttCB p69)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Mark as Mine</font>''' - By spraying a given area or object with urine and musk, a Bastet stakes a claim on it. Any shapeshifter will know that a werecat has marked the place, and any other mystically-inclined being (a mage, vampire, etc.) will recognize the sign as a "Keep Out" warning. This usually lasts until someone else removes the Gift with some other magic, or until the Bastet sees fit to destroy the Mark himself (not likely!).
 
 
 
'''System:''' This costs a temporary Gnosis point for each object or area treated. Anyone making a successful Perception + Empathy roll will feel distinctly uneasy when coming within 10 feet of the Mark, as if they were trespassing in someone else's house or stealing someone else's valuables. Through sensory magics, an intruder may actually see the Mark, even after the spray dries, and may remove it through appropriate use of magical powers. The Bastet may remove the Gift himself my spraying it a second time. This Gift does work on live creatures, but does not harm them in any way.
 
 
 
''(Bastet BB p104)''
 
----
 
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Killer's Leap</font>''' - As the Garou Lupus Gift: '''Leap of the Kangaroo'''.
 
 
 
''(Bastet BB p104)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Perfect Cover</font>''' - Cats must excel at covering up their tracks and lairs, especially in these dangerous times. To help them, the spirits have passed this Gift on to the wild members of the race. By scratching around the place, trail or object to be hidden, the Bastet obscures it from normal and magical view.
 
 
 
'''System:''' After the Bastet "buries" all traces of the hidden thing, the player rolls Perception + Survival and spends a Gnosis point. From that point on, the place or object is safe from any form of mortal perception until it moves or is moved. Any magical senses (including Awareness) scanning the area add 1 to their difficulty to notice the hiding place for every success the Bastet rolls. The difficulty of the roll depends on the size of the object and the surroundings: hiding small objects in areas with thick cover would be 5, while hiding larger objects in areas with light cover would be 9. The Gift cannot conceal obvious objects, like the car on the side of the street, nor does it make objects invisible. Rather, it uses surrounding cover, like shadows and underbrush, to make the hidden spot seem more overgrown. A letter on a table covered with paper could be hidden, but a jewelry box on a bare mantle could not. A Bastet may use this Gift to conceal himself, and many do.
 
 
 
''(PGttCB p69, Bastet BB p104)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Whisker Sight</font>''' - As the Bastet Metis Gift.
 
 
 
''(PGttCB p69, Bastet BB p102)''
 
----
 
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Underbelly</font>''' - By sizing up a foe or obstacle, a feral Bastet can get a feeling for its weakest point. Once that's spotted, he can rip through most things with a good swipe.
 
 
 
'''System:''' By rolling Perception + Primal Urge, the Bastet can find a weak spot on the living (or once-living) beings. Picking a weakness on a technological object object requires Perception + Repair, while noticing a flaw in a natural one takes Perception + Survival. Either way, the difficulty depends on the target's toughness:
 
  
 
{|class="wikitable" style="text-align: center;" width="25%"
 
{|class="wikitable" style="text-align: center;" width="25%"
! style="min-width: 200px" | Subject
+
! style="min-width: 100px" | Successes
! style="min-width: 100px" | Difficulty
+
! style="min-width: 300px" | Effect
 
|-
 
|-
|Typical (man, computer, wall)
+
|1
|6
+
|Spirit comes eventually and is initially hostile
 
|-
 
|-
|Sturdy (athlete, car, desk)
+
|2
|7
+
|Spirit manifests quickly, but is initially hostile
 
|-
 
|-
|Powerful (vampire, heavy machine, boulder)
+
|3
|8
+
|Spirit comes immediately and is neutral
|-
 
|Reinforced (armored man, combat vehicle, bank vault)
 
|9
 
 
|-
 
|-
|}
 
 
Each success adds one to the Bastet's damage dice pool against that target for the scene. Spotting a weakness in a magical object or mystical protection requires a Gnosis point in addition to the roll. This Gift doesn't work against spirits of any kind.
 
 
''(PGttCB p69, Bastet BB p105)''
 
----
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Beast Life</font>''' - As the Garou Lupus Gift.
 
 
''(PGttCB p69)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Ghosts at Play</font>''' - By spraying around an area, the werecat can expose all nearby spirits. Although the Gauntlet remains intact, any active spirit becomes visible, as if everyone in the vicinity had used the Rank One common Bastet Gift: Spirit's Sight.
 
 
'''System:''' The Bastet's player rolls Manipulation + Enigmas against a difficulty of the Gauntlet. Success reveals all spirits in the area. The range of the Gift extends 10 feet for every success the player rolls; the vision itself lasts for one turn per success.
 
 
''(Bastet BB p105)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Hand of Will</font>''' - By willing things to move, the Bastet can lift objects or open barriers merely by staring at them. A strong-willed Bastet can move even trucks and construction vehicles with her mind alone! King-of-Beasts and Hatti favor this Gift, especially given the devastation brought about by human traffic.
 
 
'''System:''' Invoking the power of the will requires a Gnosis point and a Willpower roll (difficulty 7). Each success gives the Bastet three points worth of Strength at range (see "Feats of Strength" in the Werewolf rulebook). This power can only move things, not punch or crush them, and the cat's degree of control is limited. A typewriter can be shoved aside, but not used. It's possible to employ a bit of fine manipulation by raising the difficulty to 9, but this requires total concentration. For each extra turn the object remains in motion, the werecat has to spend a point of Willpower to keep it going. Once he sets it aside, the Gift ends.
 
 
''(Bastet BB p105)''
 
----
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Judgement of Pestilence</font>''' - In many ancestral lands, epidemics ravage both human and animal populations. The Mistress of Catkind bequeaths this Gift to her feline children in an effort to channel the disease. Communities who respect the cats' Kinfolk and the land find pestilence banished from their homes; those who exploit nature or hunt the great cats receive the disease in return. Nature's balance must be maintained.
 
 
'''System:''' This Gift doesn't create a plague; instead, it moves it from one place to another. To do this, a cat spends two gnosis points and rolls Manipulation + Primal Urge to absorb the sickness without harming herself. From there, she carries it to a place she dislikes, then releases it by breathing into the night air. Once in motion, the disease runs its course in the new location. Every survivor in the original community mysteriously recovers. A werecat who botches her roll quickly dies, overwhelmed by the toxins in her blood.
 
 
''(Bastet BB p105)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Revolt of the Land</font>''' - As the Red Talon Gift: '''Gaia's Vengence'''.
 
 
''(PGttCB p69, Bastet BB p105)''
 
 
='''Bagheera Gifts'''=
 
PGttCB 69-70, Bastet 105-106
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Humbaba's Escape
 
* Treeclimber
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Lawgiver's Legacy
 
* Ojas Surge
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Eye of the Cobra
 
<hr />
 
* Cobra's Dance
 
* Babel's Cure (''Traveler's Tongues'')
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Craft of the Maker (''Potter's Clay'')
 
<hr />
 
* The Paradox of Time
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Shiva's Might
 
<hr />
 
* Part the Curtain
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Humbaba's Escape</font>''' - One of the tribe's first and most valuable tricks, this Gift allows a wereleopard to dislocate her limbs and slide through small openings. Though the Bagheera claim that the wise cat Humbaba invented the trick, the Simba maintain that he originally learned it from Mouse spirits.
 
 
'''System:''' The player rolls her Dexterity + Athletics to dislocate her limbs. The harder the attempt, the higher the difficulty becomes. Undoing your wrist to get out of handcuffs would be difficulty 6, while dislocating your spine and ribs to get through an air shaft would be 10. While the cat is out of joint, her Stamina rating drops by two. Simple adjustments don't cost any Gnosis, but large-scale body-shifts cost one point
 
 
''(PGttCB p69, Bastet BB p105)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Treeclimber</font>''' - As the common Bastet Gift. Leopards excel at climbing, and most Kuasha teach this secret first.
 
 
''(PGttCB p69, Bastet BB p105)''
 
----
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Lawgiver's Legacy</font>''' - In the distant past, it is said that the Bagheera were intended to be the arbitrators of the cat-folk. The position never materialized, but this Gift offers an edge to the Bagheera trying to exercise this ancient right with minimal force. With it, a panther can raise her voice to drown out all others without actually shouting, and it adds a note of command that makes even Simba take the panther's words seriously.
 
 
'''System:''' The player rolls Manipulation + Expression (difficulty 7) to get everyone's attention for one scene. The Gift also reduces the difficulty of her next social roll by 1 for every success she rolls. Anyone who wants to contest to Bagheera's authority must will a resisted Willpower roll with the panther (difficulty 7).
 
 
''(PGttCB p69, Bastet BB p105)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Ojas Surge</font>''' - By channeling ojas, the mystical energy inside us all, a Bagheera can boost his physical and perceptual abilities beyond their normal limits. To do so, he attains a posture and meditates for a moment, then guides the ojas through his body, directing it to whatever his need might be.
 
 
'''System:''' To perform the Gift, the panther must first meditate for five minutes. He may reduce this time by one minute for every rank he's achieved beyond first (to a minimum of one minute). After he's centered himself, he rolls Gnosis (difficulty 7). Each success can be used to boost one of the following attributes by one dot: Strength, Dexterity, Stamina, Charisma, Perception, or Wits. The successes can be distribited in any way the Bagheera wishes, and the effects last for one scene. Multiple uses of the Gift are not cumulative. The Bagheera may use the Gift as often as he wishes, but each use beyond the first in a given day raises the difficult by two and doubles the meditation time. A failed attempt to initiate the surge leaves the Bagheera depressed, and the Gift cannot be used again that day.
 
 
''(PGttCB p69, Bastet BB p106)''
 
----
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Cobra's Dance</font>''' - Long ago, a panther named Tola entered into negotiations with King Snake. After weeks of discussion and debate, the two came to an understanding of sorts. No one knows what secrets Tola offered King Snake, but he learned this Gift as part of the exchange. The Dance allows a cat to freeze prey with a glance. Some old Bagheera claim to know other secrets of the serpent folk, but if any other Gifts have survived, they're not well known.
 
 
'''System:''' To begin the Dance, a panther sways in place; the player rolls Manipulation + Expression and spends a Gnosis point. This requires at least one turn spent dancing, and the effect lasts one turn per success. The rolls difficulty depends on the target: hypnotizing most animals is easy (5), while freezing a hostile vampire is anything but (10). to break the spell, the target must win a Willpower contest with the cat (difficulty 8). Otherwise, he's held stunned and helpless until the Gift wears off. Once the Dance takes hold, the cat can do whatever he likes - such as leave, talking or mauling the target.
 
 
''(Bastet BB p106)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Eye of the Cobra</font>''' - As the Garou Galliard Gift.
 
 
''(PGttCB p70)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Traveler's Tongues</font>''' - As the Bastet Homid Gift: '''Babel's Cure'''.
 
 
''(Bastet BB p101)''
 
----
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Paradox of Time</font>''' - To most followers of Hinduism, time is not the linear stream Westerners believe it is. Rather, all times are one time, viewed from a perspective that shifts. In other words, it only appears to move because we believe it does. A skilled Bagheera can employ this seeming paradox to utterly confuse an enemy or enlighten a pilgrim. By showing him the relative nature of time, the panther can offer him a glimpse of his folly - or baffle him for minutes on end.
 
 
'''System:''' While the cat talks to his target in a low, hypnotic tones, the player rolls Manipulation + Enigmas against the target's Willpower rating. For each success, the subjects perceptions skew slightly, disorientating him for two turns. Until the Gift wears off, he subtracts three dice from all dice pools due to terminal confusion. Mages who understand the Time Sphere are totally immune to this Gift's effects.
 
 
''(Bastet BB p106)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Potter's Clay</font>''' - As the Rank Three Bastet Homid Gift: '''Craft of the Maker''' (As the Garou Homid Gift: '''Reshape Object'''.)
 
 
''(PGttCB p70, Bastet BB p101)''
 
----
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Part the Curtain</font>''' - Like the Rank Four common Bastet Gift: Walking Between Worlds, this spell allows a leopard to cross into the Near Umbra. This variation, however, lets her bring others across as well. the Mistress of Cat-kind is said to have brought this Gift to several Bagheera elders during the British occupation of India. Working with allies from the Swara and Khan, these old cats turned several staid English manors into shrieking chaos.
 
 
'''System:''' All systems resemble the aforementioned Gift, except that the Bagheera can take one additional ally through for every point of Gnosis she possesses.
 
 
''(Bastet BB p106)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Shiva's Might</font>''' - One of the most impressive feats of godlike destruction this side of a nuke, a Bagheera may change into a form reminiscent of Shiva the Destroyer or Kali the Dark Mother (depending on the cat's gender). In a burst of holy light, the Bastet becomes a 12 foot tall, six armed Crinos form werepanther wielding flaming weapons. Until the ground is littered with bodies, this engine of reline wrath hacks everything around it - foe and otherwise - into bloody giblets. Obviously, this is a last resort, but a very effective one.
 
 
'''System:''' The player invoking this godlike manifestation spends two Rage points and two Gnosis points, then immediately rolls for frenzy (difficulty 3). If he wins five successes or more, the Bagheera springs into Crinos form, grows three feet taller, and sprouts four more arms, each bearing a flaming weapon. This destroyer form, the Juddho, goes into a sudden killing frenzy which lasts for one turn for every point of Rage in the Bastet's permanent rating. If he fails, nothing happens; a botch brings on a fox frenzy instead. The stats for the Judho form are:
 
 
'''Strength''': +6, '''Dexterity''': +3, '''Stamina''': +6, '''Appearance''': 0, '''Weapons''': Strength +4 (Aggravated)
 
 
No one is safe from Shiva's Might - anyone in sight will be attacked. The Bagheera is totally incapable of any form of rational communication or combat strategy. Until the Juddho form disappears, he knows only how to kill. In his mind, he wanders through the hells of the Asura, slashing and hitting everything he meets. When the gift finally fades, the panther drops to 0 rage, assumes his breed form, and falls asleep for at least four hours.
 
 
''(PGttCB p70, Bastet BB p106)''
 
 
='''Balam Gifts'''=
 
PGttCB 70, Bastet 106-108
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Curse of Aeolus ('''Hunter's Mists''')
 
* Storm of Pests
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Perfect Cover
 
* True Fear (''Terrors'')
 
<hr />
 
* Ancestral Wings
 
* Smoking Mirror
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Trackless Waste (''Wandering Forest'')
 
<hr />
 
* Touch of the Tree-Frog
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Vision Cloud
 
* Jungle's Vengeance
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Feed the Gods
 
<hr />
 
* Redeem the Waste (''Heal the Wounded Land'')
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Hunter's Mists</font>''' - As the Garou Black Furies Gift: '''Curse of Aeolus'''.
 
 
''(PGttCB p70, Bastet BB p106)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Storm of Pests</font>''' - By singing a plea to Tzinzie the Fly Lord and his kind, a werejaguar can call up a cloud of mosquitoes, gnats, biting flies, or some equally obnoxious bugs. These creatures don't so much damage as distract their prey, although they might at the Storyteller's option, carry diseases like malaria or yellow fever. By drawing the victim's attention to the biting pests, the Balam may prepare either an ambush or an escape.
 
 
'''System:''' The jaguar's player rolls Manipulation + Survival. In most rain forests or coastal areas, the difficulty is 5. In other places, the difficulty rises to 7, and goes to 9 in areas where bugs are scarce. For each success, an area roughly 10 feet square is filled with flying bugs, reducing all dice pool by 2 for one turn per success. After that, the insects disperse. The cat is not immune to bug bites, but usually knows what to expect and can act normally.
 
 
''(PGttCB p70, Bastet BB p106)''
 
----
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Ancestral Wings</font>''' - According to their folklore, the Balam were once two tribes. One of the original families, the Olioiuqui, had wings. By diffing into this ancestral past, a werejaguar can invoke their gift and fly for short distances.
 
 
'''System:''' The player rolls Intelligence + Primal Urge against difficulty 8 and spends a Gnosis point. If successful, brightly colored wings burst from the Balam's shoulders and carry him aloft. While winged, the cat can fly at 15 yards per turn in any form, and may carry up to 200 pounds of addition weight. This Gift lasts for one scene (or one half-hour), after which the wings atrophy and harmlessly drop off.
 
 
''(Bastet BB p107)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Perfect Cover</font>''' - As the Bastet Feline Gift.
 
 
''(PGttCB p70, Bastet BB p104)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Smoking Mirror</font>''' - As the Rank Three common Bastet Gift: '''Farsight'''.
 
 
''(PGttCB p70, Bastet BB p98)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Terrors</font>''' - As the Garou Ahroun Gift: '''True Fear'''.
 
 
''(PGttCB p70)''
 
----
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Touch of the Tree Frog</font>''' - By touching a victim with her paw, teeth, or even spittle, a Balaam can paralyze him for minutes on end. Some jaguars take this opportunity to get away, or to deliver a warning; others make more sadistic use of that time. This Gift stems from the Tree-Frog spirits, whose fluids coat the arrows of the ancient folk.
 
 
'''System:''' the jaguar spends a Gnosis point to activate the Gift; once done it lingers in her skin until she brushes against someone. Unless the target makes a Stamina + Awareness or Primal Urge roll (difficulty 8), he is frozen for one turn per point of the Balam's current Gnosis (the score she had before she cast the Gift). He may, if he's lucky, break the paralysis with a Willpower roll (difficulty 9); if not, he remains helpless for the duration.
 
 
''(Bastet BB p107)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Wandering Forest</font>''' - As the Garou Red Talon Gift: '''Trackless Waste'''.
 
 
''(PGttCB p70, Bastet BB p107)''
 
----
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Vision Cloud</font>''' - Among the old folk, the jaguars were respected for their insight. Many Olmacs and Maya came to them for visions, and the tribe responded by evoking this ageless Gift. By calling to the spirits of the air and the plants, a modern jaguar can still conjure the Vision Cloud, a swirling fog which wraps itself through the clearing or cave, bringing mystic insights to those who seek them - and to those who do not.
 
 
'''System:''' By rolling Manipulation + Enigmas (difficulty 5) and spending a Gnosis point, the Bastet can fill an area up to 50 feet square qith a misty cloud that affects everyone without breathing gear or magical protection - including the Balam herself. The visions seen are left to the Storyteller's discretion, but should foreshadow possible future events, reveal lost lore, or offer clues that clever characters can decipher.
 
 
''(PGttCB p70, Bastet BB p107)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Jungle's Vengeance</font>''' - By tapping into her ties with the land, a Balam urges the jungle to turn against any invaders. The assault begins innocently enough, with vines that trip and swarms of hungry bugs; if the outsiders don't get the hint and leave, however, the Vengeance turns nastier. Pool's of quicksand, poisonous plants and insects and clouds of noxious gas spring into existence right in the invader's path. Ultimately, the Gift whittles a determined force of trespassers down to a handful of desperate survivors - easy pickings for an angry werejaguar and her friends...
 
 
'''System:''' The player spends a point of Rage and two points of Gnosis, and sets in motion a purposeful series of events designed to drive invaders away from the werejaguar's domain. Although the Storyteller has the final say about what happens and to whom, the one constant with the Gift is the fact that it gets more and more dangerous as time goes by. It wont be enough to harm supernaturals (much), but it will drive humans to the brink of madness and beyond (and might significantly interfere with Garou operations, should they be unlucky enough to rub the Balam the wrong way...).
 
 
''(PGttCB p70, Bastet BB p107)''
 
----
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Feed the Gods</font>''' - By reaching out with his hand, a powerful jaguar can rip the heart out of an enemy from a distance, pull it to his palm, and consume it in a burst of fire. This Gift kills the target if it succeeds. Only strong magic can rebuild the ashes of the heart or grow another one in its place.
 
 
'''System:''' The player rolls Gnosis (difficulty 7) and spends two Gnosis points. If the werejaguar's successes amount to twice the target's dots in Stamina or more, the victim dies. Supernatural defenses (vampiric fortitude, Gifts, etc.) subtract one success for every dot or level of protection. Hence, this Gift isn't useful for killing supernatural foes, but it's devastating against normal humans.
 
 
''(PGttCB p70, Bastet BB p108)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Heal the Wounded Land</font>''' - As the Rank Four Bastet Metis Gift: '''Redeem the Waste'''.
 
 
''(PGttCB p70, Bastet BB p103)''
 
 
='''Bubasti Gifts'''=
 
PGttCB 70-72, Bastet 108-110
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Alms to the Poor
 
* Scholar's Friend
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Dreamspeak
 
* Spirit Barrier
 
<hr />
 
* Mousemaze
 
* Spirit Ward
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Banish Cahlash's Brood
 
<hr />
 
* Babel's Cure (''The Many Tongues of Ptah'')
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Shadowplay
 
<hr />
 
* The Scarab's Flight
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Shadow Pack (''Shadow Brethren'')
 
<hr />
 
* Deny the Hungry
 
* Spirit Wall
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Alms to the Poor</font>''' - Beggars are an all-too-common feature of the Bubasti homelands. As a kindness (and perhaps as a bribe to the gods), the shadowcats developed this secret, which allows one to conjur up a small bit of food or money to give to a beggar. Naturally, the cat can use the "alms" for himself, but they taste slightly bitter and leave the palm greasy if used for selfish means.
 
 
'''System:''' The player spends a point of Gnosis and rolls his Gnosis against difficulty 6. Each success creates a handful of food or cheap copper coins (no bills, silver or gold). Most Bubasti disguise this "miracle" by reaching into a sack or box before sharing this wealth.
 
 
''(PGttCB p70, Bastet BB p108)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Scholar's Friend</font>''' - A simple yet helpful Gift, this secret allows a Bubasti to read a book, scroll or tablet in any written language. This talent doesn't teach the cat any new language, nor will it help him understand esoteric concepts or missing bits of text. Even so, the ability to read anything set in front of you is a subtle yet powerful gift.
 
 
'''System:''' The shadowcat spends a Gnosis point, rolls his Willpower and begins reading. The difficulty of the roll depends on the obscurity of the text.
 
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 200px" | Language
 
! style="min-width: 100px" | Difficulty
 
|-
 
|Modern
 
|5
 
|-
 
|Scholarly (Latin, Sanskrit)
 
|6
 
|-
 
|Archaic or dead (Aramaic)
 
|7
 
|-
 
|Common pictograms (classic Egyptian)
 
|8
 
|-
 
|Obscure pictograms (Sigils of Mu)
 
|9
 
|-
 
|Personal codes/lost cuneiform
 
|10
 
|}
 
 
Only one roll is allowed per reading session. The Gift lasts for one hour per success, and the cat must rest his eyes for several hours after finishing. A failed roll doesn't necessarily mean the werecat couldn't read the text; it may mean that he read it wrong. Storytellers are advised to keep the difficulty of the roll a secret, and to base the information given on the success of the roll. One success lets the cat get the general idea, while four successes or more indicate complete understanding.
 
 
''(PGttCB p71, Bastet BB p108)''
 
----
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Dreamspeak</font>''' - As the Garou Galliard Gift.
 
 
''(PGttCB p71)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Mousemaze</font>''' - An unsettling spell of confusion, this Gift disorients a target until he blunders around in a panic. Walls shift and close in, shadows lengthen, sounds drift to his ears from all corners, and familiar places seem strange and threatening. Although the magic has no real effect on the person's surroundings, his terror and confusion send him into a frenzy, making him an easy target for the werecat lurking nearby...
 
 
'''System:''' The cat's player rolls Manipulation + Empathy, with the target's Willpower (or Rage, if higher) as a difficulty. Success scrambles his sense of direction and relationship. The better the roll, the more confused the target becomes. Three success or more send him into a panic; werewolves and vampires must check for frenzy; mages must make Willpower rolls or go into short Quiet; mere humans just freak out. This disorientation lasts about 15 minutes, then slowly fades.
 
 
''(Bastet BB p109)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Spirit Ward</font>'''  - Called 'Spirit Barrier' in Player's Guide to the Changing Breeds - By employing the eldritch enigmas of Egypt, a Bubasti can wall an area off from spirit-traffic. No spirit can move in or out of the warded place without the cat's permission. Naturally, the stronger chaya can shred this barrier like papyrus; still, the wisest werecats can erect stronger barriers than their youngers can...
 
 
'''System:''' By spending a Gnosis point and rolling her Willpower against difficulty 8, the Bubasti erects a barrier across an area no larger than 30 by 30 feet. Each success the player rolls raises the Gauntlet around the area by 1 (maximum 10) and extends it so that the barrier exists in both the material and Penumbral worlds. This irritates the spirits, and they can often tell who's to blame. The Ward lasts one day ber point of Gnosis in the Cat's permanent pool, unless some spirit destroys it, which a chaya can do by rolling its Rage against the new Gauntlet rating. Three successes or more will turn the Ward to spirit dust.
 
 
''(PGttCB p71, Bastet BB p109)''
 
----
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Banish Cahlash's Brood</font>''' - By calling upon the Father of Dark Spirits, a Bubasti may command one of his brood to depart. Of course, powerful spirits or ones bound into fetishes wont be easily dismissed; doing so may demand great rituals or even a sacrifice. Small independent elementals or banes, however, may be banished with slight effort. Calling upon Cahlash has a price: each time the werecat performs this Gift, his fur grows a deeper shade of black and his actions become more... erratic. Garou or Bastet who Sense Wyrm on him will detect the Unmaker's essence upon him until he purges himself somehow. The more spirits he banishes, the deeper the taint becomes.
 
 
'''System:''' The cat's player rolls Manipulation + Enigmas and spends a Willpower point to attempt to dismiss a spirit. The difficulty is the spirit's Gnosis, or its Rage, if the latter is higher. Each success removes 3 points of the spirits Power/Essence. Getting rid of a powerful spirit might require an extended roll or two (of course, the spirit wont sit still in the meantime...). For fetishes, the difficulty is 6 + the level of the fetish, to a maximum of 10 (a level 4 fetish would be difficulty 10, as would a level 5). Sacrificing a bit of blood to Cahlash may add to the Gift's effectiveness. For every health level "spent" this way, the Bubasti lowers his difficulty by 1. The spirit isn't under any obligation to sit still during the process, and may attack the Bastet until either the werecat stops or the spirit disappears. Nala help the werecat who botches this Gift; doing so requires a frenzy check against a difficulty of 6, and failure fills the cat with Wyrm taint. Atonement isn't impossible, but ridding one's self of the dark taint often requires rigorous quests without Renown.
 
 
''(PGttCB p71, Bastet BB p109)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Many Tongues of Ptah</font>''' - As the Homid Gift: '''Babel's Cure'''.
 
 
''(Bastet BB p101)''
 
----
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Scarab's Flight</font>''' - By calling together the elements of her soul, a Bubasti can send them out of her body for a while. The body itself enters a deathlike trance until the Scarab returns; although it doesn't decompose, all other signs (magical and otherwise) declare that the cat has died. The flying Scarab resembles an ordinary insect unless inspected with magical senses, in which case it glows brightly.
 
 
'''System:''' Manifesting a soul into the beetle shape requires a Manipulation + Occult roll (difficulty 8) and a one-Gnosis expenditure. From there, it takes wing from some orifice or crawls away unnoticed (Perception + Alertness, difficulty 9, to spot). The body remains intact for one day per success, during which time the Scarab can reenter and resurrect the cat. After the time limit passes, the body instantly decays, even if it has been preserved some how.
 
 
''(Bastet BB p109)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Shadowplay</font>''' - As the Theurge Gift. Unlike the werewolf Gift, the Bubasti does not have to mimic the shadow's movements; once free, it can go about its business as if it were a perfect duplicate of the Bastet. Also unlike the Garou Gift, some light must be present to cast the shadow in the first place.
 
 
''(PGttCB p72, Bastet BB p109)''
 
----
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Deny the Hungry</font>''' - As the Bastet Homid Gift.
 
 
''(PGttCB p72, Bastet BB p102)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Shadow Brethren</font>''' - As the Garou Shadow Lord Gift: '''Shadow Pack'''.
 
 
''(PGttCB p72)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Spirit Wall</font>''' - One of the greatest tricks a Bubasti learns is the art of calling together minor spirits from around the area and forming them into a wailing Umbral wall. Such magics do not endear a cat to the spirits in general, but by the time she achieves this Rank, a Bubasti should have enough sense to use such a power wisely - and enough power to protect herself when she uses it at all.
 
 
'''System:''' The player rolls Manipulation + Enigmas. The difficulty can range from 6 to 10, depending on how many minor spirits are nearby. This takes two turns. To shape the assembled chaya into a wall, she spends two Gnosis points and rolls a contested roll between her Willpower and the spirits' (assume a dice pool of three dice for every success the Bubasti scores on her earlier roll). If she succeeds, the resulting wall blocks spirits, imposes a Gauntlet of 10 and lasts for one turn per success on the Willpower roll. If she fails, the spirits remain unbound, unformed, and angrier than hell.
 
 
''(Bastet BB p109)''
 
 
='''Celican Gifts'''=
 
Bastet 110-111
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Mother's Blessing/Curse
 
* Satyr's Wisdom
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Banish Burning
 
* Sorcerer's Blade
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Data Flow
 
* Phantasm
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Monkey's Uncle
 
* Small Cousin
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Chariot of Lions
 
* The Madness of Crowds
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Mother's Blessing/Curse</font>''' - Folklore hods that a cat had the ability to either bless or curse a pregnant woman. In the case of the Ceilican, this legend is true. A kind Bastet can offer a boon to a mother, while a spiteful one can harm her in some minor but memorable way.
 
 
'''System:''' This Gift's effects are more psychological that physical, and get an extra boost from the way the Ceilican acts towards the mother while offering his wishes. Setting things in motion demands a Gnosis point and a roll of Manipulation + Occult (difficulty 7). While touching the mother's belly, the cat either wishes her well or ill, usually in some poetic rhyme. After that, some good or bad event befalls the woman or her child. Although the event itself is outside the character's control, the number of successes he rolls should reflect the power of the Blessing or Curse. Blessings can include an easy delivery, unusual good looks or great health. Curses include breech birth, minor disability or poor constitution. Once the event has occurred, the Gift is discharged.
 
 
''(Bastet BB p110)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Satyr's Wisdom</font>''' - By calling upon the talents of his tribe's fae allies, a Ceilican can play any musical instrument as if he'd been reared with it in his hands. Although this talent is fleeting, it can make one hell of an impression.
 
 
'''System:''' With a Manipulation + Occult roll (difficulty 7), the cat gains a few temporary points in Expression, Performance, or the optional Singing secondary Skill. For each success, he adds one dot to the chosen trait. This lasts for as long as the Ceilican plays; afterward, the skill fades from his fingers until he either learns it for good or uses the Gift again.
 
 
''(Bastet BB p110)''
 
----
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Banish Burning</font>''' - This Gift became necessary during the Madness, when sorcerers and witch-hunters both tossed cats on the pyre to please demons and God. With it, the Ceilican may protect herself or a companion from normal fire. While the Moon Mother and Mistress of Catkind originated this Gift, Burning Cat teaches it as well.
 
 
'''System:''' Before the Bastet meets the flames, the player must roll Gnosis (difficulty 7) and spend one Willpower point to protect the Bastet. If she succeeds, no non-magical fire will burn the Bastet for the Gift's duration. Magical fires can reduce their effects by one health level for every success. Banish Burning lasts one scene, and does nothing to protect the cat from smoke inhalation, oxygen deprivation or falling debris.
 
 
''(Bastet BB p110)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Sorcerer's Blade</font>''' - By casting this Gift on a weapon, a cat can enchant a blade so that it harms supernatural beings. A favorite trick of swashbuckling Ceilican who wandered the open roads in bygon eras, this Gift often comes from the King of Cats, or Mistress of Catkind.
 
 
'''System:''' The player spends a point of Gnosis and rolls Manipulation + Occult while the cat cradles the weapon in her hands. The blade then inflicts aggravated damage until the next sunrise. Although this Gift allows the cat to enchant missile weapons, each bullet or arrow must be Gifted separately. Although the arrows may be reused, bullets cannot be.
 
 
''(Bastet BB p110)''
 
----
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Data Flow</font>''' - As the Garou Glass Walkers Gift.
 
 
''(Bastet BB p110)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Phantasm</font>''' - Twisting the fibers of illusion, the Ceilican creates majestic nonsense the baffle and entertain their companions - or horrors to torment their enemies. This secret obviously comes from forbidden faerie Lore, and can be quite powerful in the hands of a cat with an active imagination.
 
 
'''System:''' To cast a Phantasm, the player rolls Manipulation + Subterfuge and spends a Willpower point. The resulting illusion lasts for one scene unless the cat chooses to dismiss it, and can extend through an area roughly 10 feet square. Simple illusions are easy; the more complex the trick, the harder it is to perform. Although the illusions have no solid form, a casual witness might be fooled into believing that a Phantasm was real.
 
 
{|
 
| style="vertical-align: top; width: 30%; padding-right: 25px" |
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 100px" | Illusion
 
! style="min-width: 250px" | Complexity
 
|-
 
|1 success
 
|Minor lights/noises
 
|-
 
|2 successes
 
|Recognizable images or sounds
 
|-
 
|3 successes
 
|Complex, interweaving images/sounds
 
|-
 
|4 successes
 
|Vivid multi-sensory hallucinations
 
|-
 
|5 successes
 
|Indistinguishable from the real thing without examination
 
|-
 
|}
 
| style="vertical-align: top; width: 30%; padding-right: 25px" |
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 100px" | Difficulty
 
! style="min-width: 250px" | Illusion
 
|-
 
|6
 
|Single sound or flash of image
 
|-
 
|7
 
|Complex patter of light or sound (object or conversation)
 
|-
 
|8
 
|Complex moving pattern (person speaking)
 
|-
 
|9
 
|Complex active pattern (person walking/talking/responding)
 
|-
 
|10
 
|Complex active multi-pattern (group of people walking/talking/responding)
 
|-
 
|}
 
|}
 
 
''(Bastet BB p110)''
 
----
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Monkey's Uncle</font>''' - As the Bastet Homid Gift.
 
 
''(Bastet BB p102)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Small Cousin</font>''' - Some Ceilican over-steeped in human culture call this Gift Blofeld's Cat after James Bond's nemesis (who, they insist, was the white cat, not the man). This Gift allows a Bastet to physically become a house cat. While this form can be limiting, it's very unobtrusive. Best of all, it doesn't hamper cat magic in any way, and screens out routine mystic senses. Unless the victim subjects his house cat to a rigorous magical appraisal, the Bastet is free to enter and observe whatever he likes.
 
 
'''System:''' The Ceilican's player spends a Gnosis point and rolls her Gnosis against difficulty 8; for each success, the Ceilican can retain her feline form for one hour. During this time, her Physical Attributes become those of a domestic cat, though her Social and Mental Attributes remain the same. She cannot speak, but can use any Gift that her feline form will allow. Although a person who makes a successful Perception + Awareness roll (difficulty 8) might realize that "there's something weird about the cat", her true nature remains hidden unless someone penetrates her disguise magically (with Disciplines or True Magic, for instance. Attempts to do so add 3 to their difficulty. It should be noted that few vampires or wizards bother to check ever passing cat with magical sight unless they have some compelling reason to be so paranoid (over and above their usual paranoia).
 
 
''(Bastet BB p110)''
 
----
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Chariot of Lions</font>''' - This less than subtle Gift lets a Ceilican conjure a chariot drawn by huge cats. Like the craft of the goddess Freyja, this chariot is made of coarse-cut wood and covered in Nordic designs. The two huge cats that pull it run as fast as the average car and can, in a pinch, carry the Ceilican and one passenger into the air for a few moments. Only the Mistress of Catkind teaches this Gift, learning it without her blessing is a grave insult.
 
 
'''System:''' the player rolls Gnosis against difficulty 8 and spends three Gnosis points. The chariot appears from thin air and lasts for one scene, or for an hour - long enough to make a quick getaway, but not long enough to use as regular transportation. By spending a Willpower point, the Bastet's player may urge the chariot into the air for two turns; each additional turn costs another Willpower point.
 
 
''(Bastet BB p111)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Madness of Crowds</font>''' - As tales from the witch-craze demonstrate, some Ceilican indulge their darker appetites after sundown. The more sadistic of these games involve bystanders whipped into a frenzy by this nasty secret, then set loose. By capering around a room or clearing, the Ceilican can stir up the wild side of everyone nearby, causing an orgy or riot unless her "subjects" are unusually stubborn or controlled. The same Gift can take an angry mob, although it's generally easier to start trouble than to end it.
 
 
'''System:''' The fae cat's player rolls Manipulation + Empathy to turn the mood of a crowd her way. By adding a Willpower point to the mix, she seizes control of their collective will. The difficulty of the task depends on the size of the mob, and on how inclined it is to follow her suggestion. A packed nightclub is more likely to be led into an orgy than a Baptist congregation (though the results of the latter might be more disturbing...). All targets must be within 700 feet when the cat begins to use the Gift. Circumstances and surroundings may add or subtract from the overall difficulty; calming a disturbance raises that difficulty by 2. A person caught up in the Gift can attempt to resist with a Willpower roll (difficulty 7). The Madness lasts for one scene, and leaves the werecat's control once in motion.
 
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 100px" | Difficulty
 
! style="min-width: 250px" | Group size
 
|-
 
|6
 
|Small group (2-20 people)
 
|-
 
|7
 
|Medium group (20-50 people)
 
|-
 
|8
 
|Crowd (50-100 people)
 
|-
 
|9
 
|Mob (100-300 people)
 
|-
 
|10
 
|Riot (300-500 people)
 
|-
 
|}
 
 
''(Bastet BB p111)''
 
 
='''Khan Gifts'''=
 
PGttCB 72, Bastet 112-113
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Razor Claws
 
* Skin of Jade
 
<hr />
 
* Rhino's Favor
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Heart of Fury
 
* Snarl of the Predator
 
<hr />
 
* Ricepaper Walk
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Paws of the Raging Spirit Tiger
 
<hr />
 
* Craft of the Maker (''Maker's Charm'')
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Asura's Bane
 
<hr />
 
* Dragonroar
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Strength of Will (''Call to Battle'')
 
<hr />
 
* Thousand-Thunder Strike
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Razor Claws</font>''' - As the Garou Ahroun Gift.
 
 
''(PGttCB p72)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rhino's Favor</font>''' - By calling on the spirit of the rhino, a Khan may grow a temporary horn on her skull. Although this protrusion is a bit unsightly, it allows the tiger to head-butt an opponent for considerable damage.
 
 
'''System:''' The Khan rolls Gnosis to grow the horn. This protrusion lasts for one scene, and allows her to gore opponents for Strength +2 (aggravated damage, difficulty 7). Tiger skulls aren't built for ramming, however; botching such an attack inflicts normal Strength damage back on the Khan.
 
 
''(Bastet BB p112)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Skin of Jade</font>''' - Willing himself solid, a Khan might turn his skin to the hardness of jade. It's said that the spirit of the rock itself taught this Gift to Yu Kwan, a warrior in the service of the alchemist Ko Hung.
 
 
'''System:''' By spending a Willpower point and rolling Gnosis (difficulty 7), the tiger gains an additional two dice to his soak rolls. THis Gift lasts one scene.
 
 
''(PGttCB p72, Bastet BB p112)''
 
----
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Heart of Fury</font>''' - As the Garou Ahroun Gift.
 
 
''(PGttCB p72, Bastet BB p112)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Ricepaper Walk</font>''' - By attuning his inner energies, a Khan can walk across a light or fragile surface without disturbing it, regardless of his form or weight. A 900-pound Crinos weretiger weighs no more than a wisp of paper so long as he concentrates on his feat. Once his attention shifts, the Khan's full weight returns.
 
 
'''System:''' The player makes a Gnosis roll to activate the Gift. Once he does, the Khan must move immediately at half his normal walking speed across whatever surface he wants to cross, and cannot stop. Any distractions force the tiger to make w Willpower roll to keep his concentration; the louder the disruption, the higher the difficulty. The tiger cant carry any other living weight, although he may bear a significant amount of inanimate baggage.
 
 
''(Bastet BB p112)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Snarl of the Predator</font>''' - As the Garou Get of Fenris Gift.
 
 
''(PGttCB p72)''
 
----
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Maker's Charm</font>''' - As the Bastet Homid Gift: '''Craft of the Maker'''. (As the Garou Homid Gift: '''Reshape Object'''.)
 
 
''(Bastet BB p101)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Paws of the Raging Spirit Tiger</font>''' - By channeling his chi energy through this Gift, a Khan may wreath his paws or hands in crackling spirit power. Thus fortified, the tiger can rip through enemies in the spirit world without stepping sideways to do it, so long as he can see them. Obviously no spirit will teach a Bastet such a damaging Gift; he'll have to learn it from another Khan (and considering the Gift's nature, learning can be very dangerous!
 
 
'''System:''' The Khan spends a Gnosis point and concentrates. The next turn, his paws or hands begin to smolder in blue-white light. This light burns from blue to green to yellow to red. When it attains a pinkish hue, the Gift dissipates. This takes roughly six turns.
 
 
''(PGttCB p72, Bastet BB p112)''
 
----
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Asura's Bane</font>''' - As the Rank Three Bubasti Gift: Banish Cahlash's Brood, except that using it turns the tiger's pelt white instead of black. Unlike the shadowcats, tigers channel Rahjah to banish corruption.
 
 
''(PGttCB p72, Bastet BB p112)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Dragonroar</font>''' - Bellowing like a thunderclap, the Khan vomits a ball of fire on his foes. This burning exhalation continues to blaze until either it or its target is consumed.
 
 
'''System:''' This Gift costs one Gnosis point to perform and blasts out a fireball worth one health level for each point of the Khan's current (not permanent) Gnosis. A successful Dexterity + Brawl roll puts the fireball where the tiger wants it. Anyone within 10 feet of the blast is burned unless he makes a Dexterity + Dodge roll (difficulty 8). If the target has already acted on this turn, the Dragonroar inflicts its full damage. Next turn, it will burn for half that damage, igniting anything flammable in its range. On the third turn, the Gift's fire burns for one additional health level, then dies. A fire begun by the Gift will burn like any normal blaze (see Werewolf rulebook).
 
 
''(Bastet BB p112)''
 
----
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Call the Battle</font>''' - As the Garou Ahroun Gift: '''Strength of Will'''.
 
 
''(PGttCB p72, Bastet BB p113)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Thousand-Thunder Strike</font>''' - By slamming his paws together and invoking Rahjah or one of his manifestations (Shiva, Pan Gu, etc.), an angry tiger causes a shock wave that can level buildings or disrupt unclean spirits. The King of Cats, in his more regal guises, teaches this Gift to worthy Khan.
 
 
'''System:''' The player spends two points of Gnosis and rolls Willpower (difficulty 7). Each success inflicts three points of Power against Asura or other Banes, whichever side of the Gauntlet they might inhabit. This wave also shakes structures in a 200-foot radius. The severity of the damage depends on the Khan's successes: One breaks windows, two cracks plaster, three snaps wppd, four shatters concrete and five bends metal. The wave lasts only a moment, but can be felt for a mile or more.
 
 
''(Bastet BB p113)''
 
 
='''Pumonca Gifts'''=
 
PGttCB 72, Bastet 113-114
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Mockingbird's Mirror
 
* Wanderer's Boon
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Speak with Wind Spirits
 
* Spirit of the Fish
 
<hr />
 
* Raincalling
 
* Stonework
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Thunderbolt
 
<hr />
 
* Bayou Shambler
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Call Elemental
 
<hr />
 
* Element-Folk Favor
 
* The Hungry Earth
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Thunderbird's Cry
 
<hr />
 
* Earthspeaking
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Mockingbird's Mirror</font>''' - According to legend, an early Pumonca known as Three Spiders Climb mastered the art of mimicry and ventriloquism, and passed the secret on to his friends. This secret lets a cougar imitate whomever he wishes - birds, animals, humans, even machines - and allows him to throw his new voice for some distance. As the name suggests, a Mockingbird spirit often passes the secret along, usually in return for food.
 
 
'''System:''' The player rolls Manipulation + Subterfuge to imitate sounds within the normal human vocal range. So long as he's successful, his mimicry is flawless. If he tries to mirror sounds outside the normal range - subsonic vibrations, explosions, high frequency whines, etc. - the cat must spend a Gnosis point and the difficulty is 7. This Gift lasts roughly a scene, and sounds can be "thrown" up to 100 feet away from where the werecat stands.
 
 
''(PGttCB p72, Bastet BB p113)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Wanderer's Boon</font>''' - Travel is hard, especially given the Spartan ways of the Pumonca. This Gift allows a cougar to adapt to changing climates quickly, or to ignore the pangs of hunger or thirst for some time. Bird and Bear spirits pass this Gift along.
 
 
'''System:''' By rolling Stamina + Survival and spending a Willpower point, the player allows her werecat to do one of the following things: ignore the worst effects of normal heat and cold for a week; go one day without water; or go three days without food. The difficulty for the roll is 6, although harsh conditions (blizzards, droughts, heat waves, etc.) can raise it by two or more. The Gift can be repeated, but the difficulty rises by one each time it's performed in succession.
 
 
''(PGttCB p72, Bastet BB p113)''
 
----
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Raincalling</font>''' - The spirits of wind and weather are the best friends and worst enemies a Pumonca can have. This Gift, which came from a pact between Old Stone Face and the East Wind, allows a cougar to call forth rain. The shower is more a drizzle than a thunderstorm, but it can cool a hot day, water crops or dampen an empty creed bed in minutes.
 
 
'''System:''' The cougar's player rolls Manipulation + Survival and spends a Gnosis point to call forth rain. The difficulty depends on the conditions: humid, overcast skies are difficulty 6, while dry, clear skies raise it to 10. If there aren't any clouds in sight, the Gift could take some time to manifest. The intensity and length of the shower depends on the successes rolled; one success might get a brief drizzle, while five successes would make it rain fairly hard for an hour or so. This Gift inflicts no damage and cannot flood most areas.
 
 
''(Bastet BB p113)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Speak with Wind Spirits</font>''' - As the Garou Wendigo Gift.
 
 
''(PGttCB p72)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Spirit of the Fish</font>''' - As the Garou Uktena Gift.
 
 
''(PGttCB p72)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Stonework</font>''' - As the Rank Three Homid Gift: Craft of the Maker, (As the Garou Homid Gift: Reshape Object), except that it only affects stone, dirt, clay and glass, employs a Manipulation + Survival roll, and reshapes the object permanently.
 
 
''(Bastet BB p113)''
 
----
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Bayou Slumber</font>''' - Deserts and mountains aren't the only places Pumonca roam. So-called "swamp cats" know the Southern wetlands well. By crooning to the spirits of the bayous and calling upon any favors owed, a Pumonca can call forth a swamp elemental, dropping with plants and ooze, to assist her. While the creature retains its own free will, a Shambler is disposed to be friendly to the cat and hostile towards anyone in her way.
 
 
'''System:''' The player spends two points each of Rage and Gnosis to animate the Shambler, and rolls Willpower against difficulty 7. The resulting creature is semi-intelligent at best, but smells terrible, and lasts for three turns per success. Suggested Shambler traits are:
 
 
'''Attributes''': Strength 4, Dexterity 2, Stamina 5, Wits 1
 
 
'''Abilities''': Alertness 1, Brawl 3, Stealth 3
 
 
'''Health Levels''': Two per success, and no penalties apply. Once its health levels are gone, the Shambler falls apart.
 
 
''(Bastet BB p113)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Thunderbolt</font>''' - A pact with the spirits of the storm allows some Pumonca to call down a thunderbolt. So long as at least one cloud hangs in the air, the cougar can call down lightning. Most cougars learn this mighty spell from Thunderbird himself.
 
 
'''System:''' The cougar's player spends a point of Rage to summon a bolt of lightning, and rolls Dexterity + Survival to hit the target. Under normal conditions (partly cloudy skies, human-sized target), the roll's difficulty is 8; large targets or stormy skies can decrease it to 7 or 6, while dry conditions or unusually small targets can raise the difficulty to 9 or even 10. The bolt inflicts two health levels worth of fire damage for every point of the werecat's Gnosis. Even if the Thunderbolt misses its victim, it's still a terrifying experience to be on the receiving end of a lightning strike. Wound-be victims roll their Willpower against a difficulty 8 to avoid running in fear.
 
 
''(PGttCB p72, Bastet BB p113)''
 
----
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Call Elemental</font>''' - As the Garou Uktena Gift.
 
 
''(PGttCB p72)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Element-Folk Favor</font>''' - Old Stone Face made many allies among the elemental spirits, and performed many favors for their kind before passing on. The ageless spirits remember his good deeds by aiding those who invoke their ancient ancestor. A Pumonca who performs this Gift can call up an elemental spirit for help. Once it arrives, the spirit will do what it can to assist the cat; after it finishes one task, the spirit departs.
 
 
'''System:''' The player rolls Manipulation + Enigmas and spends a Gnosis point to summon the elemental. The roll's difficulty is that of the local Gauntlet. The spirit, if it appears, will be friendly toward the cat, so long as she reminds him of her blood-link to Old Stone Face. No other tribe warrants the same kindness; in fact, Bubasti who have tried to swipe this Gift have been destroyed by the angry elemental spirits they called up. When the first service named has been finished or when one hour has elapsed, the elemental departs peacefully.
 
 
''(Bastet BB p113)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Hungry Earth</font>''' - The Mother is not at peace. Some Pumonca know how to rouse her enough to show her displeasure. When this Gift is employed, the ground shakes, opens or gives way, covering tracks, sealing passages or burying the cat's opponents alive.
 
 
'''System:''' Depending on the cat's environment, this Gift takes many different forms; among hills or mountains, it causes an avalanche; in the swamps it begets quicksand; in deserts and plains, it causes the ground to open up beneath a target. To invoke these disasters, the cat's player rolls Manipulation + Survival, with the difficulty being the area's Gauntlet +2 (maximum 10) and spends a Rage point. The exact effects are up to the Storyteller, but often affect a 100 foot radius for each success rolled. If the attack causes damage, assume that the victim takes two or three normal health levels for each success. Some attacks, like falling rocks, are more deadly, but may allow the target a Dexterity + Athletics roll (difficulty 6 - 8) to get clear.
 
 
''(Bastet BB p114)''
 
----
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Earthspeaking</font>''' - By sifting dirt and calling on the spirits within the ground, a puma receives visions of things that have happened in the area. These insights can help her follow trails, "witness" past events, or learn where things came from or went. Bird spirits often pass this Gift along, but some worm and elemental chaya do their part too, especially if the Bastet's questions serve the spirit's ends.
 
 
'''System:''' The Pumonca concentrates while chanting a single question and a plea. While she does, the player rolls Perception + Enigmas to see into the past. Success reveals the answer. The more distant the event, the higher the difficulty, unless it left impressions so vivid that they never fade (like the Trail of Tears), which might reduce the difficulty by one or two. Events that occurred more than a year ago require a Gnosis point to "see". The vision comes from the perspective of the ground nearby, whichc might make details hard to read (imagine a worm's-eye view of a murder); some dreams pass emotional impressions, too, leaving moods that can last for hours.
 
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 125px" | Time Elapsed
 
! style="min-width: 100px" | Difficulty
 
|-
 
|A week
 
 
|4
 
|4
 +
|Spirit comes immediately and is passively benign
 
|-
 
|-
|A month
 
 
|5
 
|5
|-
+
|Spirit comes immediately and is friendly
|Six months
 
|6
 
|-
 
|A year
 
|7
 
|-
 
|10 years
 
|8
 
|-
 
|50 years
 
|9
 
|-
 
|100+ years
 
|10
 
|-
 
|}
 
 
 
''(Bastet BB p114)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Thunderbird's Cry</font>''' - As the Bastet Metis Gift: Wrath of Nala, except that the storm may last for up to an hour if the player's roll is five or more successes. This Gift is taught by Thunderbird himself.
 
 
 
''(PGttCB p72, Bastet BB p114)''
 
 
 
='''Qualmi Gifts'''=
 
PGttCB 72-73, Bastet 114-115
 
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Wanderer's Boon (''Breakfast of Stones'')
 
* Turned Fur
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Wind from the West
 
<hr />
 
* No Hidden Thing
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Wisdom of the Ancient Ways
 
<hr />
 
* Drop of Sea
 
* Nighttime Web
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Child of Early Frost
 
<hr />
 
* Dancing on Air
 
* Still Breeze Blowing
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Water's Vision
 
<hr />
 
* Call Down the Stars
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Breakfast of Stones</font>''' - As the Pumonca Gift: '''Wanderer's Boon'''.
 
 
 
''(PGttCB p72, Bastet BB p113)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Turned Fur</font>''' - As the Wendigo Gift: '''Camouflage''', save that the cat must discard any clothing and gear before the Gift takes effect - the lynx is the only thing that changes color.
 
 
 
''(PGttCB p72, Bastet BB p114)''
 
----
 
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">No Hidden Thing</font>''' - By reading the riddles of the world as mystic patterns, a Qualmi can discover answers that aren't immediately obvious to mortals. It's hard to hide things from a lynx!
 
 
 
'''System:''' This Gift combines the Rank One common Bastet Gifts: Spirit's Sight, Dowsing, Pathfinder's Pride, Sense the Truth, Sense Unmaker's Hand, and Cat Sight. The roll is Perception + Enigmas, and the difficulty ranges from 5 to 9, depending on what the lynx is looking for and how well it's hidden. The Qualmi must spend one Gnosis, but retains the use of this Gift for the entire scene.
 
 
 
''(Bastet BB p114)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Wind from the West</font>''' - This Gift takes the form of a series of high-speed riddles designed to tie a victim's mind into knots. Most Qualmi are rather pleased if this Gift fails; it's not often they find someone clever enough to keep up with them.
 
 
 
'''System:''' As the Bubasti Gift: '''Mousemaze''', except that the roll is Manipulation + Enigmas, and does not cost a Gnosis point. To counter the confusion effect, the target might try to figure out the puzzle (Wits + Enigmas) before it takes effect. Oddly enough, it pleases most Qualmi when a victim can think for himself; this often leads to a riddling contest with the loser becoming confused by the magic. To simulate this exchange, see "Gamecraft" in the Werewolf rulebook, and raise the difficulty by one after each turn. When it reaches 10, check the final result: if someone wins and another loses, the loser suffers magical confusion; if both loose, they're both confused; if both win, neither is confused. Most Qualmi take defeat well under these circumstances, and can be very generous losers.
 
 
 
''(PGttCB p72, Bastet BB p114)''
 
----
 
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Drop of Sea</font>''' - Qualmi are renowned shapeshifters; this Gift, which allows them to take a veriety of forms, demonstrates why.
 
 
 
'''System:''' This Gift combines the powers of the Rank Four Homid Gift: Monkey's Uncle and the Rank Five Swara Gift: All the Beasts Under the Sun, with the following differences: The roll is Manipulation + Subterfuge (difficulty 7); the animal shapes run from hare-sized to bear-sized, and an observer who makes a Perception + Enigmas roll (difficulty 9) may see the werecat for what she is. If he wants to undo the magic, he may ask the transformed werecat a riddle (see "Gamecraft"); if she cant answer it, she changes back to her old form immediately.
 
 
 
''(Bastet BB p114)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Nighttime Web</font>''' - As the common Bastet Gift: '''Cheshire Prank''', except that it works in all forms, and does not require a grin.
 
 
 
''(Bastet BB p115)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Wisdom of the Ancient Ways</font>''' - As the Garou Philodox Gift.
 
 
 
''(PGttCB p73)''
 
----
 
 
 
=='''Rank 4'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Chill of Early Frost</font>''' - As the Garou Wendigo Gift.
 
 
 
''(PGttCB p73)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Dancing on Air</font>''' - As the Bastet Metis Gift: '''Moon's Gateway''', except that the roll is Intelligence + Enigmas.'
 
''(Bastet BB p115)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Still Breeze Blowing</font>''' - Like the Lupus Gift: Elemental Gift, this magic allows a Qualmi to conjure a spirit to shift the elements to her advantage. Dwelling in the North as they do, most members of this tribe favor air and ice elemental over fire or earth.
 
 
 
''(Bastet BB p115)''
 
----
 
 
 
=='''Rank 5'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Call Down the Stars</font>''' - Sometimes the best answer to a riddle is force. This Gift recalls the days of Strange Owl Woman, when the white men dragged iron monsters across the open lands. By confusing the spirits inside machinery with a staggering riddle, the lynx causes fires, and power generators and other sources of combustion to explode. This tends to fix most problems for good.
 
 
 
'''System:''' The player rolls Manipulation + Enigmas (difficulty 7) and spends a Willpower point to drive the riddle home. If she succeeds, the power source - be it gas, coal, wood, electricity, kerosene, whatever - ignites. The exact effects are left to the Storyteller; small fires may flare for one or two health levels per success, while car gas tanks or steam train furnaces might blow for four health levels per success. Some combustion must be involved - a canister of gasoline will not explode on its own. No Qualmi has dared to find out what would happen if the spirits of nuclear power plants were confused; the results might poison the entire land.
 
 
 
''(Bastet BB p115)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Water's Vision</font>''' - Water sees everything. By learning to see as the water does, a Qualmi can look through barriers to see what lies beyond them. Walls, vaults, the Gauntlet - nothing stops a Qualmi who wants to see around them.
 
 
 
'''System:''' Seeing through barriers requires a Perception + Primal Urge roll against the Gauntlet rating. For each success, the lynx can see 100 feet without obstruction. Every object, from stone walls to living bodies, appears translucent and immaterial. Unfortunately, it's often hard to pick one thing out from among the series of see-through patterns; it often requires a Perception + Alertness roll to notice details. This vision stops at ground level, although the cat can see into basements or cellars if her sight extends far enough. This power lasts one turn per success.
 
 
 
''(PGttCB p73, Bastet BB p115)''
 
 
 
='''Simba Gifts'''=
 
PGttCB 73-74, Bastet 115-117
 
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Majesty
 
* Submit
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Luna's Armor ('''Armor of Kings''')
 
<hr />
 
* Rallying Challenge
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Fireroar
 
<hr />
 
* Shadow the Moon's Light
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* King of Beasts
 
<hr />
 
* The Bountiful Dominion
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Obedience
 
<hr />
 
* Command the Multitude
 
* Rising Sun
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Majesty</font>''' - The first trick a good king learns is how to impress his subjects. By employing the ancient right of command, any Simba may demand respect and expect to get it.
 
 
 
'''System:''' As the Rank Two Bagheera Gift: '''Lawgiver's Legacy''', except it involves Manipulation + Intimidation. Other Simba are immune to its effects.
 
 
 
''(PGttCB p73, Bastet BB p105)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Submit</font>''' - The second trick in a ruler's arsenal is the ability to make his sunjects obey whether they want to or not. By mastering their bodies, a Simba can force others to fall to their knees or roll over on their backs in submission. They can say whatever they like, but their reactions betray their cowardice!
 
 
 
'''System:''' Like the Garou Philodox Gift: '''Roll Over''', although Simba must spend a point of Gnosis for every Rank he is short of Rank Four (thus a Rank One Simba must spend three Gnosis to use this Gift). The Gift cant change a target's mind, but it can master his body if the Simba earns at least three successes in a resisted Willpower roll (difficulty 7). This Gift lasts for one turn per success. Simba are immune to this Gift if it comes from one of their kind.
 
 
 
''(PGttCB p73, Bastet BB p115)''
 
----
 
 
 
=='''Rank 2'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Armor of Kings</font>''' - As the Garou Children of Gaia Gift: '''Luna's Armor'''.
 
 
 
''(PGttCB p73, Bastet BB p116)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rallying Challenge</font>''' - By sending her inner power outward, a Simba may rally herself to accomplish things normally outside her range. With a shattering cry, she raises her physical strength or force of personality to unusual heights.
 
 
 
'''System:''' Like the Bagheera Gift: Ojas Surge, except that it only boosts Strength, Stamina or Charisma, takes one turn (and a thunderous roar) to achieve, and can only be done once per scene.
 
 
 
''(Bastet BB p116)''
 
----
 
 
 
=='''Rank 3'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Fireroar</font>''' - As the Khan Gift: '''Dragonroar'''.
 
 
 
''(PGttCB p73, Bastet BB p112)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Shadow the Moon's Light</font>''' - There is a time for everything, even for stealth. As nocturnal hunters, the cat kings have perfected a secret which allows them to dim the light as they approach. While it cant actually extinguish the moon, this Gift stifles natural, magical, and technological lights equally well.
 
 
 
'''System:''' To dim the local lights, the werecat's player rolls Manipulation + Stealth. The dimness lasts for one turn per success.
 
 
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 250px" | Light Source
 
! style="min-width: 100px" | Difficulty
 
|-
 
|Weak (torches, lamps)
 
|6
 
|-
 
|Bright (fires, moonlight)
 
|7
 
|-
 
|Harsh Illumination (headlights)
 
|8
 
|-
 
|Powerful lamps (halogen bulbs, yard lights)
 
|9
 
|-
 
|Overwhelming (spotlights, the sun)
 
|10
 
 
|-
 
|-
 
|}
 
|}
  
''(Bastet BB p116)''
+
A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit - or even Banes - in great numbers or with great hostility. The Storyteller should feel free to adjust the previous tables as she wishes, particularly as appropriate to totems. In certain cases, a Bastet who attempts to summon a specific spirit will have no chance of success. At other time, he will have almost no chance of failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her decisions.
----
 
  
=='''Rank 4'''==
+
''(Werewolf: Revised, p161)''
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Bountiful Dominion</font>''' - A ruler must be prepared to provide for his subjects. By laying this Gift upon the land, a Simba can make the local crops grow quickly, the soil turn fertile and the waters run clear. This Gift comes from the land of Manu T'Chaa, who ended a famine with his wisdom and passed the secret to his descendants.
 
 
 
'''System:''' As the Metis Gift: Redeem the Waste, except that the magic doubles crop growth, and health, purifies water immediately, and costs one Gnosis per success.
 
 
 
''(Bastet BB p116)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">King of Beasts</font>''' - As the Garou Philodox Gift: '''King of the Beasts''', except that it affects all animals within 300 feet.
 
 
 
''(PGttCB p74, Bastet BB p116)''
 
 
----
 
----
  
=='''Rank 5'''==
+
==Level 3==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Command the Multitude</font>''' - Like the Rank One Gift: '''Submit''', except that it affects everyone in a 200 foot radius and requires a Gnosis point. To make things easy, the Storyteller may simply have the player roll three successes with Willpower (difficulty 9) to dominate a strong-willed crowd. Lesser foes, like normal humans or animals, reduce the difficulty to 6.
+
'''<font color=black style="text-shadow: 5px 5px 8px cyan;">Binding the Spirit-Fetish</font>''' - As the Garou Mystic Rite: Rite of the Fetish. - See the [[Creating_Magical_Items#Fetishes|Fetish Rules Page]] for how to create a Fetish.
 
 
''(Bastet BB p116)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Obedience</font>''' - As the Garou Shadow Lord Gift.
 
  
''(PGttCB p74)''
+
''(Werewolf: Revised, p161)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rising Sun</font>''' - It is said that the lion carries the sun in his heart; the saying may contain more truth than poetry. Some powerful Simba can cause the land around them to blaze with sunlight, even at night. According to tribal caliah, Taa Mlimba used this magic to drive the vampires from his lands ages ago. Although it's not as effective against the undead as true sunlight, this Gift is certainly potent.
+
'''<font color=black style="text-shadow: 5px 5px 8px cyan;">Rite of Claiming</font>''' - This mystic secret proclaims the foundation, or transferal of a Den-Realm. To do this, a Bastet travels across his territory on foot, marking the bounderies with scratches, urine and other forms (graffiti, incantations, blood, etc.) When the circuit is completed, the werecat performs the rite in the place where he began, and binds himself to the essence of the place. From then on, the area is his Den-Realm, and he may do what he wants within it.
  
'''System:''' Conjuring sunlight requires two Gnosis points and a Charisma + Primal Urge roll (difficulty 7). Once this is done, the surrounding rock and earth begin to glow. Each turn, the light grows brighter, until the rocks blaze like the sun; after six turns, it fades away. The light, blinding as it is, doesn't hurt most living things, and leaves the rocks stone cold; against vampires and other things that fear the sun, however, the Gift inflicts one additional cumulative aggravated health level for every turn after the first (one during the second turn, two during the third, etc.). Thus, at its height, the light causes five health levels of damage. While this damage may be soaked with Fortitude, most Kindred will remember such an encounter...
+
Occasionally, Den-Realms exchange hands; some upstarts take the lands from dying elders, while others reveive old friends' territory for safekeeping. This rite is still essential to becoming one with the land; until it's performed by the new owner, it's just another hunting ground. Sometimes, a dying elder will pass the rite along to the newcomer as a gesture of respect. If the Den-Realm has been ripped from her hands, however, the old owner's not likely to help the thief. Although Den-Realms may be expanded by performing this rite again, no werecat can keep more than one seperate Realm. Fewer still would give up their lands without a fight. The Den-Real is the cat's true home, and until she dies, it remains a part of her.
  
''(Bastet BB p116)''
+
'''System:''' Standard roll; the rules for Den-Realms can be found in Backgrounds.
  
='''Swara Gifts'''=
+
''(Bastet BB, p121)''
PGttCB 74, Bastet 117-118
 
 
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Razor Claws ('''Diamond Claws''')
 
* Impala's Flight
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Sense the Unnatural
 
* Walking Between Worlds
 
<hr />
 
* Weight of a Heart
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
* Dance of the Chaya
 
<hr />
 
* Clearwater Passage
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Ghost Caress
 
* Speed Beyond Thought
 
<hr />
 
* Judgment of Pestilence
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* River of Blood
 
<hr />
 
* The Thousand Forms (''All Beasts Under the Sun'')
 
|}
 
=='''Rank 1'''==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Diamond Claws</font>''' - As the Garou Ahroun Gift: '''Razor Claws'''. This magic is especially helpful for the Swara, who wear their claws down through daily use.
 
 
 
''(PGttCB p74, Bastet BB p117)''
 
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Impala's Flight</font>''' - As the Rank Three common Bastet Gift, but obviously easier for Swara.
 
  
''(PGttCB p74, Bastet BB p100)''
+
==Level 4==
----
+
'''<font color=black style="text-shadow: 5px 5px 8px cyan;">Eater of the Dead</font>''' - The Bubasti alone command this rite, a vile punishment reserved for oathbreakers among their tribe and thieves from outside it. By calling to Sobk, the Egyptian crocodile lord, an elder Bubasti sends the soul of the offender into a labyrinthine spirit realm deep within the ground. Here (they say), the victim is stalked by Sobk, who pursues him, corners him, judges him and may consume his soul.
  
=='''Rank 2'''==
+
Once a transgressor is caught, the shadowcats bind him for the rite. During the ritual, the offender's tongue is ripped out, his eyes are seared and his ears are plugged up. Special wrappings, prepared in sandalwood oil and honey, are wound around the cat from toes to forehead. Then his head is struck off, followed by his limbs, and the whole mess is burned in an ofen prepared for the rite. This ceremony, horrifying in itself, sends the cat's soul to the tunnels of Sobk to be judged.
'''<font color=black style="text-shadow: 5px 5px 8px black;">Sense the Unnatural</font>''' - As the Garou Lupus Gift.
 
 
 
''(PGttCB p74)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Walking Between Worlds</font>''' - As the Rank Four common Bastet Gift. That this talent is so common among the Swara is a closely guarded secret.
 
  
''(PGttCB p74, Bastet BB p117)''
+
The chase begins as the cat, now whole again, rips out of his bandages and flees into the tunnels. The Eater of the Dead pursues the soul for what seems like weeks, untill he finally corners the cat. Biting off each limb in turn, he judges the soul on a golden scale. If the punishment so far is ruled enough, the soul is freed to its final journey. If Sobk doesn't like what he sees, he devours the offender forever.
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Weight of a Heart</font>''' - As the Swara know, the weight of emotions comes from the weight of the heart. Making the heart swell creates euphoria, while shrinking it generates terror or despair. By working the weight of another being's heart, a Swara can induce crazy mood swings from a distance. Nothing diffuses a fight faster than making the aggressor walk away in near suicidal depression. Tales credit this Gift to Hatti, who knows the ways of the heart better than most people do.
 
  
'''System:''' A Manipulation + Empathy roll changes the target's mood. The more radical the shift (from joy to sudden weeping), the higher the difficulty. Even so, this is an easy Gift to use - its difficulties range from 4 to 8. The victim - if even aware that something has changed his mood from the outside - can resist the Gift with a Willpower roll at difficulty 8. Otherwise, the Gift lasts one scene, and inflicts no damage.
+
'''System:''' Standard roll, plus a Gnosis point and the preparations mentioned above. Rather than joining his Ancestor spirits, a truly unworthy victim's essence is gone for good. Tales of this gruesome rite keep other cats very far away from Bubasti affairs.
  
''(Bastet BB p117)''
+
''(Bastet BB, p121)''
 
----
 
----
  
=='''Rank 3'''==
+
==Level 5==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Clearwater Passage</font>''' - By turning herself into liquid, a Swara can pass through barriers without fully passing into the Umbra. Like water, she trickles through cracks, seeps around obstacles and soaks through materials. Once she reaches the other side, the cheetah reforms into a solid shape and continues on her way. It's said that Shi'a the Water Ghost taught this Gift to the Swara elder Nyolo in return for a kiss. He nearly drowned, but survived her embrace long enough to pass the Gift to his friends before joining his love beneath the waves.
+
'''<font color=black style="text-shadow: 5px 5px 8px cyan;">Call the Four Winds</font> - Cats are renowned masters of the weather. While many Gifts reflect this talent to a small degree, call the Four Winds affects weather patterns across whole sections of a country.
  
'''System:''' The player spends a Gnosis point and rolls Stamina + Enigmas (difficulty 7) to turn her Bastet into water, and the cat remains in that state for two turns per success. While liquid, she cannot be harmed by any physical attack except fore (from which she takes the usual aggravated damage). She may reform at any time, but must use the Gift again to turn liquid again. If she's been "absorbed" while in a watery state, the Swara bursts out of the material when she turns back into solid form.
+
Unlike many rites, the Call demands the presence of five Bastet. One leader, the ritespeaker, decides what changes to request and begins the ritual. The others take the roles of the four corners of the earth and invoke the powers of each of them in turn. The ritespeaker acts as a center, and stands amid the others in a prepared circle, channeling their power. As the rite progresses, the power builds until the circle is swept through with elemental force. Spirits swirl, screaming past the ritespeaker, who sends them up into the sky to bind the clouds and invoke the werecats' will. In time, storms gather or disperse, rain comes, winds rise, blizzards begin, tempests rage or calm... A whole range of weather effects, from dust storms to squalls, can be evoked with a pride of cats, this rite, and a knowledgable leader.
 
 
''(Bastet BB p117)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Dance of the Chaya</font>''' - One of the greatest favors a Bastet can offer a spirit is the chance to ride in his skin for a while. Although most cats would never consider such a "loan", many Swara see voluntary possession as a service, not a chore. This Gift, which begins with a frenzied dance, allows a chaya to enter the werecat and "take control" for a while. The spirit gets a body to ride, and the werecat gets certain... benefits. The dance is seen more as an act of love or affection than of servitude - a sentiment few bastet would ever understand.
 
  
'''System:''' A smart cheetah performs a spirit calling before he starts the Gift, and scans the Umbra to see who responds before opening himself to the possession. More often than not, the cat will be familiar with the ghost or spirit before he offers it a ride. Once the Dance has begun, the player rolls Charisma + Enigmas, difficulty 7. The Gift lasts about two turns per success, and allows the Swara to do things that would usually be impossible - wild contortions, great feats of strength, flight, etc. The exact effects of the Dance will depend on the spirit, the Bastet, their circumstances, and the relationship between the three, but should emphasize drama over game systems.
+
'''System:''' The exact effects of the Call are left to the Storyteller. These should depend on the wishes of the ritespeaker, the successes she rolls, the local climate, and the dictates of the story. A severe weather front will be harder to raise or disperse than a subtle shift, and a long lasting change will be harder to affect than a brief storm. Unseasonal patterns, like blizzards in summer, should be considered difficulty 9 or 10, but may be possible if the story allows.
  
''(PGttCB p74, Bastet BB p117)''
+
''(Bastet BB, p121)''
 
----
 
----
 +
'''<font color=black style="text-shadow: 5px 5px 8px cyan;">Rite of the Nine Lives - The secret knowledge granted by Seline to the wisest of her children allows them to literally return from the dead. This rite, which may only be performed once in a werecat's life, allows her to return from the dead as many as eight times before her spirit departs for good.
  
=='''Rank 4'''==
+
To begin, the werecat sets aside a ritual space outside and calls upon Seline's favor. After mixing a bit of blood, water, spit, and fur in a bowl, she holds the bowl up to the moon and chants the rite. Once finished, she drinks the broth and hopes for the best. Seline will be the final judge as to whether the cat survives her death or not
'''<font color=black style="text-shadow: 5px 5px 8px black;">Ghost Caress</font>''' - This secret, called the "Ghost Caress" because most people blame ghosts for its effects, recalls the time when all things were still one. By tapping the spirits that bond objects together, the Swara can send sensations across a distance. To use the Gift, a cheetah must hold something that contains the essence of the person she wants to affect; locks of hair, prized possessions, or items of clothing are good examples. Focusing her intentions on the item, she does whatever she wants done to the item, not the target. A sympathetic pulse passes between the two objects and, if the cat has been successful, transfers a feeling from the item to the target. Although the magic cant physically harm someone, it can drive them nearly crazy as phantom pains or pleasures wash over him without noticeable cause.
 
 
 
'''System:''' To reach across space, the Swara's player spends a Willpower point and rolls Gnosis. The difficulty depends on the distance between the Bastet and her target. Whatever she does to her focus from that point passes the sensation on to the person on the receiving end. Each success gives her one action to perform. When those actions are done, the spell ends. this Gift passes sensations only, not damage; it can send the feeling of being slapped, but it will not do harm. Likewise, it cannot move the target at all. A Swara who simply lifts a handkerchief cannot lift the person who owned it.
 
 
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 250px" | Distance
 
! style="min-width: 100px" | Difficulty
 
|-
 
|Near by (1 mile)
 
|7
 
|-
 
|A ways off (2-5 miles)
 
|8
 
|-
 
|Distant (6-10 miles)
 
|9
 
|-
 
|Really distant (10-50 miles)
 
|10
 
|-
 
|}
 
 
 
''(PGttCB p74, Bastet BB p117)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Speed Beyond Thought</font>''' - As the Rank 4 Garou Silent Strider Gift.
 
  
''(PGttCB p74)''
+
'''System:''' Standard roll, plus two Gnosis points. This rite can be performed only once, and the success of it remains uncertain until something kills the werecat. If successful, the Bastet recovers from her death; her spirit remains in the body and wills it to return to health. Depending on how she perishes, this may take some time. A Bastet who's "merely" mauled will return in a day or two. If she falls off a 40-story building, it may take a week to recover. A really nasty demise, like immolation or entombment, may take her weeks to confound. The recovery process is slow and painful - a Bastet who had been skinned to death may wish she had stayed dead before she heals completely. As you can imagine, a werecat who returns from death has some serious scores to settle upon her return...
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Judgement of Pestilence</font>''' - As the Rank Five Bastet Feline Gift.
 
  
''(Bastet BB p105)''
+
Once the cat lives again in all senses of the word, she may still face difficulties. If she was buried, she'll have to dig herself out. This may kill her a second time before she can escape. Dismemberments do not prevent resurrection - some gruesome tales speak of werecats who were hanged, drawn and quartered, only to drag their limbs from their crossroads graves to rejoin somewhere in the middle. Once recovered, the werecat loses one permenant point each from her Rage, Gnosis, and Willpower. These points may never be regained; hence a Simba who has died eight times finishes his life with a maximum of two dots in each of these traits. Any part of the cat that is destroyed (see below) is lost forever; ressurected cats often lose limbs or retain other disfigurements. Aside from that, the werecat is her old self (though some deaths leave permanent emotional and psychological scars).
----
 
  
=='''Rank 5'''==
+
Naturally, some deaths cancel out even this arcane secret. If a Bastet dies in one of these ways, she wont come back, and must face her fate like the rest of Gaia's children.
'''<font color=black style="text-shadow: 5px 5px 8px black;">All Beasts Under the Sun</font>''' - As the Garou Black Fury Gift: '''The Thousand Forms'''.
+
* Total destruction of the body (cremation, dissolution in acid or toxic waste, wood-chipper shredding, etc.)
 +
* Natural death by old age
 +
* Death in some outer Realm (the Deep Umbra, a Horizon Realm, an Umbra world, etc)
 +
* Imprisonment of the soul (through some forms of magic, or through soul-pacts or annihilation)
 +
* The vampiric Embrace
  
''(Bastet BB p118)''
+
''(Bastet BB, p121)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">River of Blood</font>''' - The soil of Africa has been bathed in the blood of its inhabitants for millions of years. A Swara can call that spilled blood together through the soil and give it form, creating a pool, a river, a mass of tentacles, or a variety of other things. This bond to blood seems to be limited to African soil; if a Swara has ever used this Gift outside his native land, no tales of the event survive.
+
'''<font color=black style="text-shadow: 5px 5px 8px cyan;">Wishing Waves - By yowling, spitting and dancing around a lake or sea, a werecat can stir the surface into waves. Ceilican who drowned their enemies this way gave rise to tales of witches who danced with cats to create storms at sea. Although this tribe claims to have originated the Rite, the Bubasti say otherwise. In their stories, Bast herself taught her children to wreck invaders on the Nile, and supposedly used it to punish Pharaoh Snefru II, who persecuted her kind.
 
 
'''System:''' It costs a Rage point to pull a large amount of blood together. A successful Manipulation + Primal Urge roll is also required. The roll's difficulty depends on location; a place that's seen a lot of bloodshed (a watering hole, the site of a massacre, etc.) is only 7, while a remote mountain peak would be 10. It takes several turns for the blood to coalesce into solid form; once it does, the cheetah can work it into any of the following shapes: a wall, a column, a shower, a geyser, a pool, a roger, a rope, a bridge, or a mass of "arms" which wrap the target in a liquid embrace. All forms have Strength or health levels based on the cat's successes. For each success, the blood attains two dots of Strength or two health levels. Although it remains liquid, the River of Blood can be as solid as thick sand or as fluid as water. This Gift lasts for one scene, then the blood drains back into the earth. The Swara who performs the Gift will be sad for hours afterward; the blood of immeasurable death has passed through his hands.
 
 
 
''(PGttCB p74, Bastet BB p118)''
 
  
 +
'''System:''' This rite must be performed on a cliff or beach overlooking the sea. To begin the tempest, each player makes the standard roll and spends two Gnosis points. If more than one cat performs the rite, all their successes are added together. Each blood-Kinfolk present adds an additional success to the total. One roll is made for each hour spent dancing, at successively higher difficulties; each new roll costs an additional two Gnosis points and a point of Willpower. The turbulence extends out for one mile for every Bastet participating in the rite, and dies down an hour or so after the dance ends.
  
[[Category:Shifter]]
+
The severity of the storm depends on the successes gathered; obviously most Bastet perform this rite as an extended roll, accumulating successes until they reach the desired effect. Each success level makes the waves a bit more powerfil: 1 or 2 to create choppy little waves, 3 to 5 turn the water rough, 6 to 8 create trouble for small craft, 9 to 10 make sailing difficult for large boats, almost impossible for small ones. 10 to 15 can capsize anything smaller than an old sailing ship, although large vessels remain unmoved. 15 to 20 can create problems for freighters and small navy ships, while 21 or more can swamp large warships and tankers. The waves often spill across the shore, and might theaten the dancing cats before the rite is finished.
[[Category:Fera]]
 
[[Category:Bastet]]
 
[[Category:Stats]]
 

Revision as of 23:27, 11 May 2019

Type Roll Difficulty
Kuasha Cha + Rituals 6
Moon Manipulation + Rituals 9-moon phase
Need Wits + Rituals 7
Taghairm Charisma+Rituals 7
Astrological See Ritual System Varies
Minor None None

Kuasha Rites

Level 1

  • Dedication Rite
  • Rite of Contrition
  • Speaking the Name

| style="vertical-align: top; width: 20%; padding-right: 25px" | Level 2

  • Rite of Recognition
  • Passing the Yava

| style="vertical-align: top; width: 20%; padding-right: 25px" | Level 3

  • Kuasga Degree

| style="vertical-align: top; width: 20%; padding-right: 25px" | Level 4 | style="vertical-align: top; width: 20%" | Level 5 |}

Rank 1

Dedication Rite - As the Garou Mystic Rite: Rite of Talisman Dedication. - Spend one Gnosis per object or outfit to be dedicated, and the character may never have more objects bound to himself than his Gnosis score. The player must decide what happens to the object(s) when the character assumes certain forms. For example, when the character assumes Crinos form, her backpacks straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in Chatro form, her knife may meld with her body. In such cases, the object will appear as a tattoo. Others must spend a Willpower point to remove the object from the character.

(Werewolf: Revised, p 160)


Rite of Contrition - As the Garou Accord Rite: Rite of Contrition. - The difficulty level of the rite equals the Rage of the target spirit or shifter. A single success suffices for a gracious apology, but it may not be enough to mend friendships or forgive grievous errors. The more successes, the greater the wrong that can be forgiven. Shifters who refuse to recognize a Rite of Contrition are looked upon badly by elders. Most spirits will always accept a well-performed rite. This effect lasts until the Bastet performs another action that could harm or insult the other.

(Werewolf: Revised, p157) --- Speaking the Name - Names have Power, thus all Bastet change their birth names to new titles during their First Year. This rite, performed by the Tekhmet and the Kuasha together, "seals" that new name and makes it part of the cat. Traditionally, the Swara mark this rite (and the apprentice) with a ceremonial tattoo, usually across the initiate's chest. The Balam often pierce the newcomer's lip, earlobe, or nostrils with a jeweled plug. Simba and Khan mark the rite with a hunt, usually of a human target, in which the initiate tastes the blood of her first kill as a Bastet. Pumonca and Qualmi send their kits on short visionquests, take them to sweat lodges or offer them ordeal rituals like the Sioux sun dance, while the Ceilican bless their new members in old faerie rings. The more ceremonial Bagheera and the Bubasti perform elaborate and formal rites to welcome their offspring; these rituals, which might take as long as a day to complete, often involve two or more elders who have been invited to attend.

System: Aside from a standard roll, a new name and the ritual needs of tribal ceremonies, the rite requires nothing special.

(Bastet BB, p118)


Level 2

Rite of Recognition - To be accepted into a new Rank, a Bastet must perform this rite before the spirits, his peers, or Both. Like many werecat rituals, this ceremony can be done by a solitary cat, and it often is. A Balam in the wilderness doesn't have to travel to the nearest Taghairm to be recognized - the spirits will carry tales of his deeds to other cats.

To petition for a new Rank, the cat stands in a circle prepared for the rite with herbs and, if possible, trophies of his achievements. Speaking the ritual phrases, he recites his deeds, relates his accomplishments since attaining the last Rank, and demands to be recognized for what he has done. If he succeeds, the others agree and declare his new standing; if not, they tell him why they're dissatisfied and deny his petition. These reasons can range anywhere from a lack of progress to bad politics. The Bastet may only perform this rite once per season.

System: In addition to the usual rite roll, the cat must either make a good impression (either Charisma or Manipulation +either Enigmas, Etiquette, Expression, Leadership, Occult, or Politics, depending on the cat, his audience, and the case he's trying to make.) The difficulty for this role often depends on what the cat has done in the past, and how he stands in the eyes of his jury. Unless the werecat does something truly striking between attempts, the rite rises in difficulty each time it's failed, then repeated. Neither the cats nor the spirits respect a lose.

(Bastet BB, p119)


Passing the Yava - These secrets contain the seeds of survival or destruction for the entire tribe. Passing them on to a youngster is a sign of the utmost trust and pride. Imagine handing a loaded gun to your child and telling him to shoot at a target behind your head; that's the kind of importance the Yava convey. They're not passed on lightly, or to fools. Thus this exchange, often the last rite between a kit and her mentor, is deeply important.

This ritual, traditionally performed at dusk, involves a recitation of the three secrets, a reminder of their importance, and an admonishment to keep them safe. The Kuasha informs her apprentice that some day he too will pass on the Yava, and that his judgement will reflect the future of the tribe. To betray the trust, even under torment, is the worst crime a Bastet can commit. Before this rite is performed, the mentor scans the area for spirits or other eavesdroppers. If the area is clear, the secrets are then passed between elder and kit. Afterward, the two spend their last night together and part ways at dawn. Although they may very well remain friends, the First Year has ended. The kit is on his own.

System: Although the kuasha traditionally checks and secures the ritual site before beginning the rite, this ceremony requires no special materials.

(Bastet BB, p119)


Level 3

Kuasha Degree - With this rite, a teacher passes on the secrets of her teaching, so that the pupil may become a kuasha. Normally the Degree must be uncovered through the "proper channels" - that is, the secrets of the rite must be dig out of a series of mentors, contacts, and friends, then pieced together. An especially apt Tekhmet might impress her mentor so well that he passes on everything she needs to know before her apprenticeship ends; it's rare, but it has been known to happen.

The Kuasha Degree contains all the rites, advice, secrets, and preparations a Bastet needs in order to take a pupil and confers the rite to do so. Even so, the elder usually cautions her kit to take a bit of time to see the world for himself before he begins teaching someone else about it. Taking a kit means responsibility; most Kuashas stress that their pupils must run free for a while before taking on such a burden. At the end of the ritual, the mentor invests her student with the power to take a student of his own and advises him to do so carefully.

In the Degree, a Bastet learns how to find Taghairms, how to petition spirits, how to find a new-changed Bastet and how to chastise him for doing wrong. it relates the responsibilities and rites the mentor receives under Bastet law, and offers a lot of common wisdom about the feeding and caring of a kit. The Yava is not passed on through this rite - that requires its own rite. The Bastet has been taught how to pass on the tribal secrets, but isn't told what they are until the mentor and student part ways.

System: The rite takes six hours, often longer. Aside from making time to talk and having the freedom to do so, this rite doesn't require special preparations.

(Bastet BB, p120)


Moon Rites

Level 1

  • Rite of Warding

| style="vertical-align: top; width: 20%; padding-right: 25px" | Level 2

  • Rouse the Sleeping Spirit (Rite of Spirit Awakening)

| style="vertical-align: top; width: 20%; padding-right: 25px" | Level 3

  • Bind the Spirit-Fetish
  • Rite of Claiming

| style="vertical-align: top; width: 20%; padding-right: 25px" | Level 4

  • Eater of the Dead

| style="vertical-align: top; width: 20%" | Level 5

  • Call the Four Winds
  • Rite of Nine Lives
  • Wishing Waves

|}

Level 1

Rite of Warding - A simple precaution taken around any site of importance, this rite is typically performed before the guests for a Taghairm arrive. By calling up spirits, securing the corners and entrances of the site and charging the safety of the area to Seline, the Bastet sets up an "alarm system" which bars the site against lesser intrusioons and alerts the ritespeaker against greater ones.

System: By spending a Gnosis point, the ritespeaker ties herself to the place for the duration of the Warding. This Warding continues for one hour per success unless the ritespeaker either leaves the area or dismisses the guard. For as long as it lasts, any non-Bastet who enters the area triggers a mystic feeling of unease; the ritespeaker will not know exactly who or what the culprit is, but she'll know something isn't right. Intruders cannot enter a warded site at all without succeeding in a Willpower roll (difficulty is 5+the caster's successes) - the energies of the place simply drive them away for no explicable reason. Even spirits cannot pass through a warded area without alerting the ritespeaker.

(PGttCB p75, Bastet BB p121) ---

Level 2

Rouse the Sleeping Spirit - As the Garou Mystic Rite: Rite of Spirit Awakening. - The Bastet must play a musical instrument or sing a song (talent doesn't matter). The difficulty of the roll is the spirit's Rage. Failure means that the spirit remains dormant. The Storyteller must decide whether the spirit is hostile or friendly to its awakener. Awakening a spirit does not allow any control over it. This rite doesn't work on sentient beings such as humans. Such individuals are already as "awakened" as they're going to get.

(Werewolf: Revised, p161)


Rite of Summoning - As the Garou Mystic Rite: Rite of Summoning. - The Bastet must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the Gauntlet). A cat already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine the target numbers from the following chart:

Difficulty Spirit Type
4 Gaffling
5 Jaggling
7 Totem Avatar
8-9 Incarna
10 Celestine Avatar

For each hour the Bastet spends invoking the spirit, his target number drops by one. No target number may fall below 3. The player must then make a Gnosis roll and achieve as many successes as possible, with the following results:

Successes Effect
1 Spirit comes eventually and is initially hostile
2 Spirit manifests quickly, but is initially hostile
3 Spirit comes immediately and is neutral
4 Spirit comes immediately and is passively benign
5 Spirit comes immediately and is friendly

A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit - or even Banes - in great numbers or with great hostility. The Storyteller should feel free to adjust the previous tables as she wishes, particularly as appropriate to totems. In certain cases, a Bastet who attempts to summon a specific spirit will have no chance of success. At other time, he will have almost no chance of failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her decisions.

(Werewolf: Revised, p161)


Level 3

Binding the Spirit-Fetish - As the Garou Mystic Rite: Rite of the Fetish. - See the Fetish Rules Page for how to create a Fetish.

(Werewolf: Revised, p161)


Rite of Claiming - This mystic secret proclaims the foundation, or transferal of a Den-Realm. To do this, a Bastet travels across his territory on foot, marking the bounderies with scratches, urine and other forms (graffiti, incantations, blood, etc.) When the circuit is completed, the werecat performs the rite in the place where he began, and binds himself to the essence of the place. From then on, the area is his Den-Realm, and he may do what he wants within it.

Occasionally, Den-Realms exchange hands; some upstarts take the lands from dying elders, while others reveive old friends' territory for safekeeping. This rite is still essential to becoming one with the land; until it's performed by the new owner, it's just another hunting ground. Sometimes, a dying elder will pass the rite along to the newcomer as a gesture of respect. If the Den-Realm has been ripped from her hands, however, the old owner's not likely to help the thief. Although Den-Realms may be expanded by performing this rite again, no werecat can keep more than one seperate Realm. Fewer still would give up their lands without a fight. The Den-Real is the cat's true home, and until she dies, it remains a part of her.

System: Standard roll; the rules for Den-Realms can be found in Backgrounds.

(Bastet BB, p121)


Level 4

Eater of the Dead - The Bubasti alone command this rite, a vile punishment reserved for oathbreakers among their tribe and thieves from outside it. By calling to Sobk, the Egyptian crocodile lord, an elder Bubasti sends the soul of the offender into a labyrinthine spirit realm deep within the ground. Here (they say), the victim is stalked by Sobk, who pursues him, corners him, judges him and may consume his soul.

Once a transgressor is caught, the shadowcats bind him for the rite. During the ritual, the offender's tongue is ripped out, his eyes are seared and his ears are plugged up. Special wrappings, prepared in sandalwood oil and honey, are wound around the cat from toes to forehead. Then his head is struck off, followed by his limbs, and the whole mess is burned in an ofen prepared for the rite. This ceremony, horrifying in itself, sends the cat's soul to the tunnels of Sobk to be judged.

The chase begins as the cat, now whole again, rips out of his bandages and flees into the tunnels. The Eater of the Dead pursues the soul for what seems like weeks, untill he finally corners the cat. Biting off each limb in turn, he judges the soul on a golden scale. If the punishment so far is ruled enough, the soul is freed to its final journey. If Sobk doesn't like what he sees, he devours the offender forever.

System: Standard roll, plus a Gnosis point and the preparations mentioned above. Rather than joining his Ancestor spirits, a truly unworthy victim's essence is gone for good. Tales of this gruesome rite keep other cats very far away from Bubasti affairs.

(Bastet BB, p121)


Level 5

Call the Four Winds - Cats are renowned masters of the weather. While many Gifts reflect this talent to a small degree, call the Four Winds affects weather patterns across whole sections of a country.

Unlike many rites, the Call demands the presence of five Bastet. One leader, the ritespeaker, decides what changes to request and begins the ritual. The others take the roles of the four corners of the earth and invoke the powers of each of them in turn. The ritespeaker acts as a center, and stands amid the others in a prepared circle, channeling their power. As the rite progresses, the power builds until the circle is swept through with elemental force. Spirits swirl, screaming past the ritespeaker, who sends them up into the sky to bind the clouds and invoke the werecats' will. In time, storms gather or disperse, rain comes, winds rise, blizzards begin, tempests rage or calm... A whole range of weather effects, from dust storms to squalls, can be evoked with a pride of cats, this rite, and a knowledgable leader.

System: The exact effects of the Call are left to the Storyteller. These should depend on the wishes of the ritespeaker, the successes she rolls, the local climate, and the dictates of the story. A severe weather front will be harder to raise or disperse than a subtle shift, and a long lasting change will be harder to affect than a brief storm. Unseasonal patterns, like blizzards in summer, should be considered difficulty 9 or 10, but may be possible if the story allows.

(Bastet BB, p121)


Rite of the Nine Lives - The secret knowledge granted by Seline to the wisest of her children allows them to literally return from the dead. This rite, which may only be performed once in a werecat's life, allows her to return from the dead as many as eight times before her spirit departs for good.

To begin, the werecat sets aside a ritual space outside and calls upon Seline's favor. After mixing a bit of blood, water, spit, and fur in a bowl, she holds the bowl up to the moon and chants the rite. Once finished, she drinks the broth and hopes for the best. Seline will be the final judge as to whether the cat survives her death or not

System: Standard roll, plus two Gnosis points. This rite can be performed only once, and the success of it remains uncertain until something kills the werecat. If successful, the Bastet recovers from her death; her spirit remains in the body and wills it to return to health. Depending on how she perishes, this may take some time. A Bastet who's "merely" mauled will return in a day or two. If she falls off a 40-story building, it may take a week to recover. A really nasty demise, like immolation or entombment, may take her weeks to confound. The recovery process is slow and painful - a Bastet who had been skinned to death may wish she had stayed dead before she heals completely. As you can imagine, a werecat who returns from death has some serious scores to settle upon her return...

Once the cat lives again in all senses of the word, she may still face difficulties. If she was buried, she'll have to dig herself out. This may kill her a second time before she can escape. Dismemberments do not prevent resurrection - some gruesome tales speak of werecats who were hanged, drawn and quartered, only to drag their limbs from their crossroads graves to rejoin somewhere in the middle. Once recovered, the werecat loses one permenant point each from her Rage, Gnosis, and Willpower. These points may never be regained; hence a Simba who has died eight times finishes his life with a maximum of two dots in each of these traits. Any part of the cat that is destroyed (see below) is lost forever; ressurected cats often lose limbs or retain other disfigurements. Aside from that, the werecat is her old self (though some deaths leave permanent emotional and psychological scars).

Naturally, some deaths cancel out even this arcane secret. If a Bastet dies in one of these ways, she wont come back, and must face her fate like the rest of Gaia's children.

  • Total destruction of the body (cremation, dissolution in acid or toxic waste, wood-chipper shredding, etc.)
  • Natural death by old age
  • Death in some outer Realm (the Deep Umbra, a Horizon Realm, an Umbra world, etc)
  • Imprisonment of the soul (through some forms of magic, or through soul-pacts or annihilation)
  • The vampiric Embrace

(Bastet BB, p121)


Wishing Waves - By yowling, spitting and dancing around a lake or sea, a werecat can stir the surface into waves. Ceilican who drowned their enemies this way gave rise to tales of witches who danced with cats to create storms at sea. Although this tribe claims to have originated the Rite, the Bubasti say otherwise. In their stories, Bast herself taught her children to wreck invaders on the Nile, and supposedly used it to punish Pharaoh Snefru II, who persecuted her kind.

System: This rite must be performed on a cliff or beach overlooking the sea. To begin the tempest, each player makes the standard roll and spends two Gnosis points. If more than one cat performs the rite, all their successes are added together. Each blood-Kinfolk present adds an additional success to the total. One roll is made for each hour spent dancing, at successively higher difficulties; each new roll costs an additional two Gnosis points and a point of Willpower. The turbulence extends out for one mile for every Bastet participating in the rite, and dies down an hour or so after the dance ends.

The severity of the storm depends on the successes gathered; obviously most Bastet perform this rite as an extended roll, accumulating successes until they reach the desired effect. Each success level makes the waves a bit more powerfil: 1 or 2 to create choppy little waves, 3 to 5 turn the water rough, 6 to 8 create trouble for small craft, 9 to 10 make sailing difficult for large boats, almost impossible for small ones. 10 to 15 can capsize anything smaller than an old sailing ship, although large vessels remain unmoved. 15 to 20 can create problems for freighters and small navy ships, while 21 or more can swamp large warships and tankers. The waves often spill across the shore, and might theaten the dancing cats before the rite is finished.