| Create Element
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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.
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The Bastet spends one Gnosis point and rolls Gnosis(difficulty 6). One cubic foot of the desired element is created per success, to a maximum weight of 100lbs. The element is now permanent until used up(breathed up in the case of air or burned up in the case of fire without any fuel to keep it going).
| Sense Primal Nature
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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.
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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
| Gift
| System
| Blinding Moonbeam Gaze
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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.
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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).
| Whisker Sight
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By attuning herself to her surroundings, a Metis Bastet can get as sense of her surroundings. Anything within reach -- even if it’s behind her, or invisible -- is plain to all her senses.
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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.
| Level Three
| Gift
| System
| Spirit-Touch
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This Gift functions like the Level Four Common Gift: Spirit Claws, except that it works anywhere.
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Same as Spirit Claws.
| Fist of Cahlash
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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.
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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 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
| Gift
| System
| Moon's Gateway
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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 werecat’s intended destination. Anyone who wants to use the Bridge must enter before the summoner. when she passes through, the Gateway disperses.
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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 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
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Part of Metis’ role 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.
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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 won’t 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
| Gift
| System
| Moon Sense
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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.
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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 water’s surface must be calm; raging waters will reveal nothing. The search’s difficulty depends upon 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.
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 |
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| Wrath of Nala
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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.
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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 werecat’s power once it’s in motion.
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