These Gifts are often considered a Bastet's birthright; they're rarely
taught and hard to master unless the breed is your own. Metis Gifts
can't be swiped at all -- they're the exclusive province of
crossbreeds, and reflect their special relationship to the Nyota Jamaa.
Homid
(top)
Homid Gifts derive from humans' craft,
ingenuity, society and talent for destruction -- the
legacies of the Maker and Unmaker. Many
animals and spirits instinctively respect a human,
even if that respect verges into hostility. Many
of the Gifts bestowed on human-born Bastet link
to this instinctive regard -- and to the powers of
the creation and destruction that have won it.
Level One
Cat Claws
By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe
her claws and attack as if she was in beast-form.
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 damned peculiar
and hurt to use (+1 to all combat and Dexterity difficulties). Once resheathed,
they must be called forth again.
Sweet Hunter's Smile
With a charming look, the werecat wins his target over; if that look shifts
into a snarl or a stare, the victim feels uneasy and may back away, intimidated.
System: By rolling Manipulation + Primal-Urge, the Bastets adds a die to all
subsequent Social rolls for the remainder of the scene. This only works on
one target at a time. Difficulty is the subject's Willpower if she's hostile
to the werecat, 6 in most situations, and 4 if she's already inclined to like
or fear him. At storyteller's option, the player may add two dice if he scores
four successes or more.
Level Two
Jam Technology
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.
Eavesdroppers Ear
By listening carefully, a Bastet may hear things outside the normal 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 cats
hearing into the high and low sonic spectrums, and adds two dice 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 Three
Craft of the Maker
As the Garou Homid Gift: Reshape Object
Babels Cure
By flexing Rahjahs powers, a Bastet can translate any human language
in her vicinity. Invoking the Unmaker will turn everything into gibberish.
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. Cahlashs 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.
Level Four
Whats the Password?
By communing 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 lest heard of it.
Most of those who do know it 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 targets value. A successful Computer or Hacking roll
can reduce this difficulty by 1 for every two successes (same difficulties;
see The Werewolf Players Guide, pages 194-199).
Information
Difficulty
Checking accounts
5
Corporate records
6
Important documents
7
Secure accounts
8
Corporate secrets
9
Government secrets
10
Monkeys Uncle
With this Gift, a werecat can assume any human form in seconds. Changes can
include physical prowess, attractiveness, racial features, gender and age.
Legends credit this Gift to Coyote, although the Bubasti claim to have discovered
it first.
System: The player rolls Manipulation + Subterfuge (difficulty 5). Really
extreme changes, like changing from Dr. Ruth into Arnold Schwarzenegger, raise
the difficulty by one. For each success, the player can add one dot to her
characters Physical or Social Traits for the Gifts duration. Monkeys
Uncle lasts for one hour per success, applies only to the Bastet herself,
and may be detected with a resisted roll (Perception verses Gnosis, difficulty
8) by someone with magical senses.
Level Five
Black Friday
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 Whats
the Password?) and promising a few favors, a lucky werecat can wreak
system havoc without even touching a keyboard. Its rarely done because
of its tendency to backfire (wiping out ones 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 systems
data; a skillful data retriever can undo the damage, but itll take days
or weeks to fix. The Gifts difficulty depends on the size and complexity
of the system in question. Protected networks add one to the amount of successes
needed; magickal systems include Trinary computers or Technomagickal networks
(see Mage: The Ascension). A botch causes the Spiders to wreck your own data
instead. Note that this kind of tampering immediately sets off alarms on guarded
systems; a would-be saboteur would be wise to amscray ontopray!
Network
Difficulty
Successes Needed
Small Office
6
one - two
Large Office
6
three - four
Small Corporate
7
four - five
Large Corporate
8
four - five
Internatioanl/Government
9
five - 10
Secret Government/Magickal
10
five - 15
Deny the Hungry
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, its easier
to destroy than to create; undoing this damage requires a different Gift all
together.
System: The player spends a permanent Rage point and rolls Wits + Primal-Urge
(difficulty 7). Each success withers one mile of crops, spoils 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 magicks (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 anyway will grow ill. These effects, and the casting of the Gift,
clearly comes from the Unmaker, and may be detected by appropriate Gifts.
Metis
(top)
Unlike Garou Metis, werecat crossbreeds are not outcasts,
but embody mystical links to the primordial Jamaa. Their Gifts
reveal this deep connection and allow them elemental tricks
no other Bastet can learn. For this, they're
admired in public and envied in secret.
Level One
Create Element
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.
Sense Primal Nature
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 Level One Common Gift: Sense Unmaker's Hand,
except that it detects as 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 that of Sense Unmaker's Hand.
Level Two
Blinding Moonbeam Gaze
By calling upon Mother Seline, the werecat shoots bright beams of moonlight
from her eyes. These dont 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 hes surprised and hit in the eyes with the light (Dexterity
+ Brawl, difficulty 8).
Whisker Sight
By attuning herself to her surroundings, a Metis Bastet can get as sense of
her surroundings. Anything within reach -- even if its 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 doesnt 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.
Level Three
Spirit-Touch
This Gift functions like the Level Four Common Gift: Spirit Claws, except
that it works anywhere.
First of Cahlash
By channeling in raw destructive power, an angry Bastet can destroy any material
thing with a snarl. Although the Gift isnt terrible 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 werecats 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 (10 cubic feet) of matter, or inflicts
one aggravated Health Level. The later damage can only be soaked by a Gnosis
or Glamour roll (difficulty 6) Spirit or Prime countermagick, or vampiric
Fortitude. Affected targets literally burst or fly apart. The First cannot
affect spirit-matter of any kind; even Materialized spirits or ghosts are
immune. New attacks require new rolls and expenditures.
Level Four
Moons Gateway
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 as a glowing
fog, which slowly swirls into the shape of werecats 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 Gateways difficulty depends on the werecats familiarity
with her destination, from 5 for her own Den-Realm to 10 for an unknown location
or any Otherworldly Ream. 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 ....
Redeem the Waste
Part of Metis role is the salvation of despoiled wilderness. To do so,
hell 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 isnt 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.
Level Five
Moon Sense
By meditating upon a pool of moonlit water, a Bastet may see anything that
transpires beneath Selines glow. Although its 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 my moonlight
(even near windows, indoors, and within the Penumbra) may be sensed with all
six senses, as if the Bastet were standing in the moonlight itself. The waters
surface must be calm; raging waters will reveal nothing. The searchs
difficulty depends upon the distance scanned and the Bastets 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 hes 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.
Subject
Difficulty
Successes Needed
Near & familiar
6
Two
Distant & familiar
7
Three
Unfamiliar
8
Three
Seen pictures
8
Five
Never been
9
Five
Distant & alien
10
Five
Wraith of Nala
This Gift whips up a wild storm that devastates the werecats 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 Wrath works like the Level Five Common Gift: Soothe/Summon Storm,
except that it requires only five successes (difficulty 8). This conjures
a sever thunderstorm which lasts only a few minutes and remains beyond the
werecats power once its in motion.
Level One
Kitten's Cry
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
immediatly 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.
Relationship
Difficulty
Lover/relative
4
Friend
5
Passerby
6
Total stranger
7
Rival
8
Enemy
9
Foe in combat
10
Mark as Mine
By spraying a given area or object with urine and must, 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, a 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 by spraying it a second time. This Gift does work
on live creatures, but does not harm them in any way
Level Two
Killers Leap
As the Lupus Gift: Leap of the Kangaroo.
Perfect Cover
Cats must excel at covering 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 player rolls. The difficulty of the roll depends on the size of the object
and the surroundings: hiding a haunch of deer in the underbrush would be 5,
while concealing a cave entrance in a lightly-wooded area would be 9. The
Gift cannot conceal obvious objects, like a car on the side of the street,
nor does it make things disappear. Rather, it uses surrounding cover, like
shadows and underbrush, to make the hidden spot seem 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.
Level Three
Underbelly
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 living (or once-living) beings. Picking a weakness on a technological 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:
Subject
Difficulty
Typical (man, computer, wall)
6
Sturdy (athlete, car, desk)
7
Powerful (vampire, heavy machine)
8
Reinforced (man in armor)
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
Whisker Sight
As the Level Two Metis Gift of the same name.
Level Four
Ghosts at Play
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 Level one Common Gift: Spirits' 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.
Hand of Will
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-Cats 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," Werewolf, page 212). 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 she sets
it aside, the Gift ends.
Level Five
Judgment of Pestilence
In many ancestral lands, epidemics rage 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 plaque; 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.
Revolt of the Land
As the Red Talons Gift: Gaia's Vengeance.