Level One | Gift | System
Banish Sickness
|
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.
|
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, leprosy, etc. may demand three Gnosis, or even remain incurable by magical means.
| Catfeet
|
This Gift gives the Garou the agility of a cat,
making him immune to falls under 100 feet
(he lands on his feet just right). He also has
perfect balance even on slippery surfaces,
and the difficulties of all combat actions
involving body slams and grappling are
reduced by two.
| The Garou does not need to expend points or roll
for this ability; it becomes innate to those who learn
the Gift.
| Command Attention
|
A werecat can call on his feline presence to draw attention the instant he steps into
a room. Everyone in a given space ( a room, 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.
| Dowsing
|
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 upon
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.
| Lick Wounds
|
As the 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. Bear 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.
| The bastet spents on Gnosis point and
rolls Intelligence+Medicine(difficulty of the wounded individual's rage, or 6 for non-bastet).
Each success heals one Health Level. Even battle scars may be cured in this manner, but this
must be done in the same scene the scar was obtained and requirews the expenditure of a Gnosis
point. There is no limit to how many times this may be used on a person, but each use requires a
Gnosis point.
| Open Seal
|
With this gift the Bastet can open nearly any sort of closed or locked device.
|
The Bastet rolls Gnosis(difficulty of the local gauntlet rating).
| Pathfinder's Pride
| 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.
| Invoking this Gift requires a Perception + Subterfuge roll. The difficulty depends
on the area's complexity: a large flat desert or 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.
| Razor Claws
| The Bastet may hone his claws to razor sharpness.
|
The Bastet spends one Rage point and takes a turn to scatch his talons over a hard surface, such
as stone. Claw attacks then do an additional die of damage for the remainder of the scene.
| Sense the Truth
| As the Philodox gift, Truth of Gaia. Philodox,
as judges of the litany, have the ability to sense whether others have spoken truth or falsehood.
|
The Bastet rolls Intelligence+Empathy(difficulty of the subject's Manipulation+Subterfuge). This
Gift only reveals whether the target speaks the truth or lies.
| Sense Unmaker's Hand
| The Bastet can sense manifestations of Asura
in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although
Bastet using this Gift are likely to say, "This place stinks of Asura." This power requires active
concentration.
|
The Bastet rolls Perception+Occult. The difficulty for this Gift is based on the concentration and
strength of Asura's influence(sensing a single fomor in a room would have a difficulty of 6).
Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
| Silent Stalking
| 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.
|
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.
| Spirits' Sight
| Although werecats cannot normally travel though 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 can't
get through, like a cat watching a bird on the other side of a window.
|
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.
| Treeclimber
| By extending and sharpening his claws, then invoking this Gift, a
Bastet may travel up or down any vertical surface, from tree bark to concrete.
|
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. A character traveling this way moves at 10 feet a turn or so,
and may have to make new rolls if the circumstances change (in an avalanche, for example).
| Level Two
| Gift
| System
| Call Spirits
|
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 words both ways.
|
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.
| Cat Sight
|
The Bastet may see clearly in pitch darkness. The Bastet's eyes will glow a lambent green while this power is in effect.
| The Bastet must state when this Gift is in
effect, but there is no roll or cost expenditure. The Bastet suffers no difficulty or Dice Pool
penalties from darkness.
| Eerie Eyes
|
By staring into the eyes of a human or animal, the Bastet can cause the target to flee in terror.
This Gift can be used against Garou, but the Garou will freeze in place rather than flee.
|
The Bastet rolls Charisma+Intimidation(difficulty 6). The victim flees for one turn per success.
Should the Bastet score five or more successes, the victim flees for the duration of the scene.
Garou targets will not flee, but they cannot attack while this Gift is in effect, although they
can defend themselves.
| First Slash
|
The Bastet may opt to attack first in any given turn, no matter what his initiative roll may be.
|
There is no mandatory point cost or roll for this Gift, but Gnosis may be spent to ensure extra
speed. If more than one Bastet combatant has this Gift, the one who spends the most Gnosis goes
first. If both (all?) spend the same amount, they take their first actions simultaneously.
| Night Terror
|
By standing vigil over a sleeping person or animal, the Bastet can evoke the
famous cat-fear, causing his target to have nightmares for several nights running
| 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.
| Night's Passage
|
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 fills sudden lights, so long as some shadows still exist to hide in.
|
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.
| Sense of the Prey
|
The character, if he knows anything about his prey, can track it down as rapidly as he can travel.
This unerring sense of direction operates anywhere, and is used to track spirit through the Umbra
as well as to find beings on Earth.
|
No roll is required unless the target is actively hiding, in which case a perception+Enigmas roll
is made against a difficulty of the target's Wits+Stealth. If the target is a spirit, the difficulty
is the spirit's Gnosis.
| Sense Silver
| As the Ahroun Gift. Ahroun are the Garou least
concerned by humans, but even the greatest can be brought low by silver weapons. Thus, the Ahroun
have learned when they need to be worried.
|
The Bastet rolls Perception+Primal-Urge(difficulty 7). If successful, she can detect the presence
of silver. Three successes allow her to pinpoint the silver's location.
| Shriek
|
With an ear-splitting scream, the Bastet deafens everyone nearby.
Careless shriekers beware -- your allies are not immune!
|
This Gift demands a scream, a Stamina + Expression roll (difficulty 7),
and a mean streak. Everyone within 10' will be defeated for one turn per success,
and will end up in a world of pain (plus 1 to all difficulties for the duration).
| Summon Water
|
By calling upon the ancient affinity between catkind 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.
|
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.
| Swipe
|
Not only is the Bastet an accomplished thief, but those from whom she steals often never realize they have been robbed.
If the character succeeds in stealing something, her victim will forget he ever possessed the stolen item.
|
The Bastet must score three successes on a Wits+Stealth roll(difficulty of the victim's Intelligence+Streetwise).
| Touch the Mind
|
The Bastet may mentally communicate with another being over great distances. This does not allow
mind-reading, but does allow the Bastet to use Social Abilities, such as Intimidation, from a distance.
The Bastet must know the person with whom he is attempting to communicate(although he does not have to be friends with that person).
If he does not know the person, he must have something that belongs to that person, such as a lock of his hair.
|
The Bastet rolls Charisma+Empathy(difficulty 8). The Bastet may transmit a mximum distance of 10 miles per success.
| Level Three
| Gift
| System
| Call the Pride
|
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.
|
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).
| Caper
|
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.
| 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 the 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
states a fight or obviously steals something, in which case it ends immediately.
| Cat Fear
|
Garou aren’t the only ones who command primal fear. By bristling
and spitting, a werecat can scare holy hell out of everyone nearby.
Unfortunates suffering from ailurophobia (fear of cats) often go
catatonic with fear when confronted this way.
|
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.
| Cheshire Prank
|
Why should Lewis Carroll have all the fun? It took a while, but enterprising
Bastet finally discovered the secret to disappearing from plain sight.
Today, it remains a valuable but popular trick.
|
By putting on a wide grin, spending a Gnosis point, and rolling
Charisma + Subterfuge (difficulty 7), a Bastet bay 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 won’t dampen sounds, but any werecat
who can’t move silently by this rank is in big trouble, anyway. This Gift only works
in Feline and Chapter forms, and changing forms ends the invisibility.
| Command the Prey
|
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 broken. Naturally, this Gift can be used for all kinds of hunting...
| 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 wen 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.
| Far Sight
|
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.
|
Involving 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. | Intimately Familiar.....................6 Somewhat Familiar.......................7 Visited Ocasionally.....................8 Been there once.........................9 Only described..........................10 Freyja's Blessing
| 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.
| 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 +1 difficulty to sire some
offspring with his next mating. If the roll succeeds, a child of some kind will result.
Wether that child carries the werecat gene depends on Nala’s (and the Storyteller’s) whim.
| Gift of Rage
| By tapping into here 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 the Gift only once.
|
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. This rage lasts as long as
there’s danger around, and in this state, anyone present seems dangerous.
The Thrall of the Wyrm (Werewolf: the Apocalypse, page 201) applies to werecats, too.
| Ignore Pain
| By summoning up his inner reserves, the werecat can ignore the effects of his wounds.
|
A successful Stamina + Primal-Urge roll (difficulty 8) allows
the character to ignore all Health Level
| Level Four
| Gift
| System
| Attunement
|
Bastet who’ve set up Den-Realms use this secret to view their holding
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.
|
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.
| Clawstorm
|
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!
|
By spending one point each of Rage and Gnosis, the
werecat gains three extra attacks that turn (to a maximum of four,
total -- he cannot spend Rage for extra actions while using Clawstorm).
Only slashing attacks apply -- he can’t 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.
| Fortuna
|
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 to use a bit of it themselves.
|
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 can’t be
given to a number of people before an adventure begins.
| Spirit Claws
|
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...
|
By rolling Gnosis against the local Gauntlet, the Bastet
can slash through with a 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.
| Spitfire
|
With a wicked hiss, the werecat spits a
stream of fire at his opponent. Crude, but effective!
|
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.
| Walking Between Worlds
|
Some tales claim that Coyote taught 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.
|
See Werewolf: the Apocalypse 2nd Edition, pages 170, 175-176. The talent
becomes natural once a werecat learns this Gift.
| Wolf's Terror
|
The Bastet can turn her claws into silver, making her a
terror against other Bastet/Garou on the battlefield.
|
Roll Gnosis (diff 7). All claw wounds inflict
aggravated damage, which cannot be soaked
by Bastet/Garou. While the Bastet manifests the
claws, she suffers searing agonies. Each turn,
she gains an automatic Rage point;
furthermore, all noncombat difficulties are
increased by one because of the distraction.
When her Rage points exceed her Willpower,
she must check for frenzy.
| Level Five
| Gift
| System
| Future Warning
|
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.
|
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 won’t tell her about the five dakats waiting around the corner,
but she’ll certainly feel like she ought to stop before he turns that corner ....
Conspiracies, natural disasters, ambushes and festering rivalries can all be
sensed ahead of time, though the outcome of combat cannot.
| Jump to the Moon
|
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.
|
Opening the Bridge requires 10 successes with a
Wits + Enigmas roll (difficulty 8). Obviously, this demands and
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. Lunes come down to guide he 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.
| Perfect Passage
|
The ultimate stealth Gift; a werecat who knows this trick can
travel over or though 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.
|
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, butit 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 t his
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 magicks, 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 Bastet’s Stealth + 5). The Gift applies
only to a single Bastet and anything she carries in her hands or jaws.
| Soothe/Summon Storm
|
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
nd capers at the sky. Undoing what you have summoned requires another,
harder effort. This Gift is said to be a birthright from Nala herself.
|
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 pattern
as begun, 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...
|
Withering Stare
|
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.
| 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 until death or until the werecat grants release.
| |