Bastet Homid Gifts

Rank One

Cat Claws (Level One)
By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe her claws and attack as if she were in Crinos.

System:The player need not spend a Willpower point to enact this particular partial transformation (see W20, p. 286), and the difficulty of the transformation is 6.

Sweet Hunter’s Smile (Level One)
This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Urban Hunter (Level One)
Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as “Climb Like an Ape.” It is taught by an ancestor-spirit or an urban city-spirit.

System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.

Rank Two

Eavesdropper’s Ear (Level Two)
What good purpose could there be to keep secrets from Gaia’s protectors? This Gift allows the werewolf to supernaturally eavesdrop on whispered conversations—what she does with the information learned is, of course, up to her own conscience. A crow- or bat-spirit teaches this Gift.

System: The player spends a point of Willpower. For the rest of the scene, all whispers within 200 feet are fully audible to the Shadow Lord as though they had been spoken clearly just next to her.

Jam Technology (Level Two)
With a slight gesture, the werewolf unbalances the Wyld and Weaver energies within technological devices, either suffusing them with destructive chaos or amplifying their inherent stasis until they refuse to do anything at all. Computers crash, guns jam, cars stall, and even the simplest of shaped objects refuse to function. A gremlin — a type of Wyldspirit that enjoys breaking things — teaches this Gift.

System:The player spends one Gnosis point, rolls (Manipulation + Crafts) and chooses the level of complexity she intends to jam. All technological devices (i.e. any devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet (15 m) cease to function for two turns per success. The devices remain unchanged, but inert — knives won’t cut, gunpowder won’t ignite, gears won’t turn, and so on. The difficulty of the roll is based on the following chart:

Device Difficulty
Computer 4
Phone 5
Automobile 7
Gun 8
Knife 9

Rank Three

Cowing the Bullet (Level Three)
The spirits of tools recognize man as their master; as a result, they become reluctant to harm the homid. A Weaver-spirit teaches this Gift.

System:The player spends a Gnosis point. For the rest of the scene, the Bastet gains two additional soak dice against all crafted weapons not made of silver.

Craft of the Maker (Level Three)
The Bastet can shape once-living (though not undead) material into something else instantly. Trees may become shelter, buck antlers spears, animal hides armor, and flowers sweet perfumes. The item will resemble the object from which it was created (e.g., the aforementioned spear will be made of antler, not wood). A Pattern Spider teaches this Gift.

System:The player rolls Manipulation + Crafts against a difficulty defined by the scope and complexity of the transformation (a broken tree limb into a spear would be difficulty 5, while a fallen tree into a canoe would be 8) and spends a Gnosis point. The transformation persists for one scene per success, or permanently with five or more successes. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the remainder of the scene in which it is created.

Rank Four

Monkey’s Uncle (Level Four)
The Bastet may take the exact likeness of any other human, Great Cats, or Bastet. A chameleon-spirit teaches this Gift.

System:The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8). Traits aren’t duplicated, but everything else, including voice, posture, and scent, are identical. The effects last for one day per success (though the Bastet may end them at will)

Tech Speak (Level Four)
This Gift allows the Homid to contact others through any technological device. The Bastet speaks to a Pattern Spider in or near a technological device and tells them the message to be delivered and whom it should be delivered to. The Pattern Spider then finds the receiver and uses any communications technology near them to deliver the message: Phones yell it out (without picking up the handset or needing to be turned on), electronic billboards display it, and computer printers print it out as text. If no communications technology is present, any other technology will activate, though no message will be imparted. If no technology whatsoever is present near the receiver, the Gift fails. A Pattern Spider teaches this Gift.

System:The player spends a Gnosis point and rolls Charisma + Science. The difficulty depends on the distance the message needs to be sent: The next room is difficulty 4, the same building 5, one block away 6, ten miles (16 km) away 7, a time-zone away 8. Beyond that is difficulty 9. The more successes achieved, the longer the message can be. A single success will only allow one word to be sent; five would allow unlimited length.

Rank Five

Madness (Level Five)
The Cat can, inflicting insanity and madness on others. The nature of the derangement inflicted varies from individual to individual, but is always severe, making it impossible for the victim to function normally. Lunes and spirits of trickery and madness teach this Gift.

System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty equal to the victim’s Willpower). The target immediately begins to suffer from a Derangement (see p. 485). The insanity lasts a number of days equal to the successes rolled. During this time, the homid can increase or decrease the severity of the madness, granting the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the repercussions may haunt the victim for the rest of his life.

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