General Bastet Gifts

Rank One

Banish Sickness (Level One)
With a lick and a purr, the Bastet can cure minor diseases and chase venoms away.

System:The player spends a Gnosis point and rolls Manipulation + Medicine. The difficulty depends on the severity of the illness. Incurable maladies such as cancer or AIDS are beyond this Gift’s power.

Diamond Claws (Level One)
By raking his claws over stone, steel, or some other hard surface, the werecat hones them to razor sharpness. A cat- or bear-spirit teaches this Gift.

System: The player spends one Rage point and the Bastet takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at –1 difficulty for the rest of the scene.

Lick Wounds (Level One)
The Bastet can cure any wound they can lick, this can be dangerous if the wound was caused by acid or some other dangerous material. This Gift can be used on the healer themselves.

System: The Bastet licks the wound, if the wound is a place that is hard to reach such as on the Bastet's back then the Bastet must make a Dex + Athletics roll diff 6. If the Wound is in a place like on the back of the Bastet's head then the Gift cannot be used.

The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

Open Seal (Level One)
The werecat can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.

System: The player rolls Gnosis (difficulty of the local Gauntlet rating). If the object is sealed with magic,the player must spend a Gnosis point before making the

Sense Magic (Level One)
The werecat can sense the pulse and flux of mystic energies, whether the righteous Gifts of the Bastet, the arrogant wizardry of the mages, the debased powers of vampires, or even the black arts of the Wyrm’s minions. A spirit-servant of Bastet teaches this Gift.

System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Bastet cannot tell the exact nature of the magic, although clues such as “Gaian,” “dreamcraft,” or “blood magic” might be granted with three or more successes. The radius is 20 feet per success.

Sense the Truth (Level One)
The Bastet may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.

System: The player rolls Intelligence + Empathy (difficulty equals the subject’s Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn’t reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.

Sense Unmaker’s Hand (Level One)
The werecat can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Bastet often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Silent Stalking (Level One)
The Bastet may move over any surface without making a sound for an entire scene.

System:The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift unusable for the rest of the scene.

Rank Two

Cat Sight (Level Two)
The werecat may see clearly in complete darkness. His eyes glow a lambent green while this power is in effect. A cat-spirit teaches this Gift.

System:The character suffers no penalties from darkness. This power may be used at will; it requires no roll or expenditure.

Eerie Eyes (Level Two)
Rage burns in a werecat’s eyes, striking fear into the hearts of mortals and animals, causing them to flee for their lives. Used against another werecat, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.

System:This Gift affects only one target at a time. The player rolls Charisma + Intimidation (difficulty 5 + the target’s Rank, if applicable). The victim flees for one turn per success, though he may spend a point of Willpower to resist the effects of the Gift for one turn. Should the player roll five or more successes, the victim flees for the rest of the scene. Bastet and other shapeshifters with Rage do not flee, but may not attack while the Gift is in use

First Slash (Level Two)
A cat-spirit grants the Bastet the Gift of blinding speed and lightning reflexes, permitting her to strike before any foe.

System: Once the Ahroun learns this Gift, its effects are permanent. She adds 10 to all her initiative rolls, and if she chooses, may spend a Gnosis point to add another 10 to an initiative roll (such an expenditure prevents spending Rage for extra actions, however).

Night’s Passage (Level Two)
The Bastet may walk through dim areas and be effectively invisible. This Gift even foils sudden lights, as long as some shadows still exist in which to hide.

System:The player spends a Gnosis point and rolls Dexterity + (Subterfuge or Occult), difficulty 7. The Bastet effectively “disappears” for the rest of the scene, or until he attacks someone or emerges from the shadows.

Pulse of the Prey (Level Two)
If the werecat knows anything about her prey—even a nickname, initials, or crude description—she can track it as fast as she can travel. This unerring sense of direction works anywhere, and is as useful for tracking spirits through the Deep Umbra as Pentex executives through Baltimore. A wolf- or dog-spirit teaches this Gift.

System:No roll is required unless the target is actively hiding, in which case the player rolls Perception + Enigmas against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis.

Sense Silver (Level Two)
To those truly born Bastet, Luna has granted the ability to sense a werewolf’s greatest weakness. This Gift, taught by Lunes, allows the metis to detect the presence of silver.

System:The player rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any silver within 100 yards. Three successes allow her to pinpoint the silver’s location.

Shriek (Level Two)
With an ear-splitting scream, the Bastet deafens everyone nearby.

System:The player rolls Stamina + Intimidation (difficulty 7). Everyone within 20 feet is deafened (and at +1 difficulty to all rolls) for one turn per success.

Swipe (Level Two)
A Bastet with this Gift can steal something from a target and make his victim forget that she ever possessed the stolen item. A mouse-spirit teaches this Gift.

System:After successfully stealing the item, the player must score three successes on a Wits + Larceny roll (difficulty of the victim’s Intelligence + Streetwise)

Rank Three

Caper (Level Three)
The Bastet may charm watchers with a dance, or with the predatory grace of his feline form.

System:The player rolls Manipulation + Expression, difficulty 3 and the character dances or moves in a way designed to gain the attention of those around him. Any observer whose Willpower is equal to or less than the successes rolled falls into a genial haze for so long as the Bastet continue to perform. Violence breaks the trance, but subtle actions (such as the Bastet’s allies sneaking away or walking into a secured area) remain unnoticed.

Farsight (Level Three)
The Bastet may view events elsewhere by staring into a reflective surface. Many supernatural beings, particularly those capable of scrying themselves, know defenses against this Gift. A fly-spirit teaches this Gift.

System:The player spends one Gnosis and rolls Perception + Occult (difficulty 10 unless the Bastet possesses an item belonging to the person or place being viewed, in which case the difficulty is 8). The Bastet may view everything that happens in that area for the rest of the scene.

Impala’s Flight (Level Three)
The werecat doubles her running speed.

System:This Gift lasts for twice as many turns as the player’s successes on a difficulty 6 Stamina + Athletics roll.

Invisibility (Level Three)
The Bastet can vanish from sight, though she must concentrate to maintain her invisibility. She can’t move faster than half normal walking speed, and can’t draw attention to herself. A spirit-servant of Uktena teaches this Gift.

System:The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if already concealed, 6 if in the open, 9 in plain sight). Anyone looking for the Bastet must score more successes on a Perception + Alertness roll (difficulty 8) than the player did on the initial roll. Anyone not actively seeking the Bastet will not spot her at all.

Touch the Mind (Level Three)
This Gift enables mental communication, even over vast distances. The user must either know the target personally (although friendship isn’t necessary) or have something that belongs to that person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this Gift.

System:The player rolls Charisma + Empathy (difficulty 8) and spends a Willpower point; the effects last for a scene. The character may hold a mental conversation with a target at a maximum distance of 10 miles (16 km) per success. Mind reading isn’t possible, but the werecat may use social Abilities such as Intimidation.

Rank Four

Clawstorm (Level Four)
The Bastet becomes a blur of slashing claws.

System:By spending a point of Rage and Willpower, the Bastet makes four lose-range attacks in a single turn. He cannot spend Rage for any more attacks, or use this Gift more than (homid form’s Stamina) times per fight.

Walking Between Worlds (Level Four)
The Bastet may step sideways as Garou do.

System:This Gift’s effects are permanent.

Wolf’s Terror (Level Four)
Luna sends her children to teach this powerful but painful Gift to those warriors who gain her favor. When invoked, it transforms the werecat’s claws into silver.

System:The player rolls Gnosis (difficulty 7) to activate this Gift. Silver claws inflict aggravated damage to all targets, and are naturally unsoakable to Bastet and most other Fera. The Bastet suffers searing agony while manifesting these silver claws. Each turn, she gains an automatic Rage point, and all non-combat difficulties increase by one because of the distraction. On each turn that her Rage points exceed her Willpower, she must check for frenzy. The Gift lasts for one scene, unless the Bastet takes a turn to voluntarily end it sooner.

Rank Five

Perfect Passage (Level Five)
The Bastet may roam anywhere on the face of Gaia or beyond, passing through any material object she wishes without leaving a trace.

System:The player spends one Gnosis point and rolls Wits + Larceny (difficulty 6); the Bastet (along with her clothing and any held objects) may pass through whatever non-living objects (including bullets and melee weapons!) she wishes for five minutes per success. If she wishes to pick something up, it becomes solid to her — and ntangible to other objects — the second that she picks it up. She’s still visible, and is vulnerable to unarmed attacks. Attackers wishing to use bullets or knives must surprise her or she takes no damage — and the Bastet’s own blows ignore any on-living armor. She still breathes but cannot be affected by gasses.

Withering Stare (Level Five)
This Gift lets a werecat kill with a glance, causing victims to die in agonized convulsions.

System:The player spends a Gnosis point and rolls Rage. The difficulty is the victim’s Willpower, and each success inflicts one level of aggravated damage.

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