Bastet Gifts

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Bastet
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All Bastet Gifts

Bastet Gifts are divided into levels: Level One Gifts are the weakest, taught to cubs and cliaths, while Level Five Gifts are reserved for the wisest, most honorable, and most glorious heroes.

A beginning character may choose one Level One Gift from each of her breed, auspice and tribe Gift lists, thus starting with three. In the process of character creation, the player may use leftover freebie points to buy other Level One Gifts.

As a character gains more experience, she may purchase more Gifts. However, the character must be of a rank equal to or higher than the level of the Gift desired, or she cannot possess it - the blessings of the spirits won't settle on the shoulders of the unworthy.

During play, a werebeast may learn the Gifts of other breeds, auspices or tribes, provided she can find a spirit (or other werebeasts) to teach her. However, these Gifts cost more than those normally associated with her own tribe, auspice, and breed.


Rank 1

Banish Sickness

Cats have long been renowned for their healing prowess. Which 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.

System - 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 werewolf 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 the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift.

System - This ability 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).

System - 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.

Open Seal

With this Gift, the Garou can open nearly any sort of closed or locked physical device. Things like clasps may or may not be considered 'closed physical devices' according to the GM in the scene. Buttons, velcro, zippers and snaps, however, generally do not count. A raccoon-spirit teaches this Gift.

System - The player 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.

System - 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

By raking his claws over stone or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.

System - The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attacks do an additional die of damage. (Note: Razor Claws/Diamond Claws and other Gifts like this do not stack unless specifically stated in the Gift description.)

Truth of Gaia

As judges of the Litany, Philodox have the ability to sense whether others have spoken truth or falsehood. A Gaffling of Falcon teaches this Gift.

System - The player rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies.

Sense Unmaker's Hand

The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

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 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

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.

System - 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 through 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.

System - 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. Leopards excel at climbing, and most kuasha teach this secret first.

System - 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).

Rank 2

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.

System - 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 werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers.

System - The character must state when the Gift is in effect, but it requires no roll or expenditure. The character suffers no difficulty or dice-pool penalties from darkness.

Eerie Eyes

By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. A ram- or snake-spirit teaches this Gift.

System - The Garou using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim's Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift's effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift's user continues to stare them down. However, if they are attacked themselves, all bets are off.

First Slash

This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.

System - Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can't use Rage and Gnosis in the same turn.

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.

System - 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 foils sudden lights, so long as some shadows still exist to hide in.

System - 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

If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.

System - No roll is required unless the target is hiding actively (intent alone is not enough), 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 consummate warriors, Ahroun must be prepared for every eventuality - including silver weaponry. This Gift, taught by Lunes, allows the Ahroun to detect the presence of silver.

System - The Garou rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any nearby silver. Three successes allow him to pinpoint the silver's s location.

Shriek

With an ear-splitting scream, the Bastet deafens everyone nearby. Careless shriekers beware — your allies are not immune!

System - This Gift demands a scream, a Stamina + Expression roll (difficulty 7), and a mean streak. Everyone within 10’ will be deafened 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.

System - 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

The Ragabash with this Gift can steal something from a target, and his victim will forget that she ever possessed the stolen item. A mouse-spirit teaches this Gift.

System - The player must score three successes on a Wits + Stealth roll (difficulty of the victim's Intelligence + Streetwise).

Touch the Mind

This Gift grants mental communication, even over vast distances. The user must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.

System - The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation.

Rank 3

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.

System - 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.

System - 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 a 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 starts 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.

System - 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.

System - By putting on a wide grin, spending a Gnosis point, and rolling Charisma + Subterfuge (difficulty 7), a Bastet may 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 Chatro forms, and changing forms ends the invisibility. (For the Qualmi, the Nighttime Web works in all forms and does not require a grin.)

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…

System - 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 when 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.

Farsight

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.

System - Invoking 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. Location Difficulty Intimately familiar (home, girlfriend's place) 6 Somewhat familiar (buddy's house, vacation spot) 7 Visited occasionally (old elementary school) 8 Been there once 9 Only described, or seen in photos 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.

System - 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 at +1 difficulty to sire some offspring with his next mating. If the roll succeeds, a child of some kind will result. Whether that child carries the werecat gene depends on Nala’s (and the Storyteller’s) whim.

Gift of Rage

By tapping into her 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.

System - 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 applies to werecats, too.

Ignore Pain

By summoning up his inner reserves, the werecat can ignore the effects of his wounds.

System - A successful Stamina + Primal-Urge roll (difficulty 8) allows the character to ignore all Health Level penalties for the Gift’s duration, even those from aggravated damage. Each success lets the Gift last two turns. If the Bastet hasn’t healed by then, he’ll be in serious pain…

Impala’s Flight

An essential Gift on the open plains, the Flight doubles the werecat’s running speed. As the name implies, Bastet credit Impala with this wisdom.

System - A successful Stamina + Athletics roll (difficulty 6) boosts the cat’s maximum speed to double. It does not confer additional actions in the same turn. The Gift lasts two turns per success, and works in any form.

Purr

The ultimate tool of feline seduction: by softly purring near some person or animal, the Bastet instills her with a desire to cuddle, pet and spoil him. So long as he treats his paramour well, she’ll want nothing more than to shower him with affection for days at a time. Purr works in any form.

System - To set this charm in motion, the Bastet must purr audibly for at least a minute. The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the target’s Willpower). This Gift works on anyone, and unless she has some reason to suspect a trick, the subject will believe her affections are genuine (soon, they may be). Violence or unreasonable demands (“Go kill that vampire for me, sweetheart”) wreck the charm beyond repair — it’ll never work on her again. The infatuation lingers for one day per success; the results may last a lifetime.

Righteous Gaze

By staring into the heart of a liar, the werecat can break through his deception, shaming him badly. Bagheera and Simba excel at this Gift.

System - The werecat must stare into her target’s eyes for at least a turn and accuse him of lying. On a successful Perception + Subterfuge or Primal-Urge roll (difficulty of the target’s Willpower), the target not only confesses any lies he may have told, but also loses one point of temporary Willpower per success and falls to his knees in tears. If the accused is honest, the Gift merely makes him uneasy.

Rank 4

Attunement

Bastet who've set up Den-Realms use this secret to view their holdings 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.

System - 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!

System - 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. (This gift has to be setup for. You have to spend the Rage one round and then the Gnosis the next, activating the Gift. No shifter can spend Rage and Gnosis in the same round.)

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.

System - 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 rerolling 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…

System - 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!

System - 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. The Swara Bastet learn this gift much more quickly and gain access to it at Rank 2. That this talent is so common among the Swara is a closely-guarded secret.

System - The talent becomes natural once a werecat learns this Gift. Once learned, this Gift is permanent.

Wolf's Terror

The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.

System - The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to Garou and most other werebeasts. While the Ahroun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.

Rank 5

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…

System - Opening the Bridge requires 10 successes with a Wits + Enigmas roll (difficulty 8). Obviously, this demands an 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 the 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 through 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.

System - 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, but it 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 this 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 and capers at the sky. Undoing what you have summoned requires another, harder effort. This Gift is said to be a birthright from Nala herself.

System - 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 has 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.

System - 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 either until death or until the werecat grants release.

Learning Gifts=

Most often, a werebeast must either petition a particular spirit to teach her its powers or ask an elder to summon that spirit on her behalf. Traditionally, the werebeast first travels to a caern with a power level equal to or greater than that of the desired Gift to petition the spirit personally - to do otherwise is to defy tradition, which risks incurring the wrath of the spirit. But as more caerns fall to the talons of the Wyrm, many werebeasts are forced to make do with whatever places of power they can find, or even to summon spirits outside of caerns completely. Such slighted spirits often demand recompense or service before consenting to share their blessings.

Other werebeasts, lacking access to a ritemaster capable of summoning spirits at all, must track down potential mentors and petition them directly in the Umbra. The manifold dangers of such ventures include offending the spirit in its home or mistaking a hostile spirit for a friendly one.

Although werebeasts speak of "learning" and "teaching" Gifts, the process is more akin to a blessing than a period of instruction. The spirit infuses some of its nature into the werebeast, imbuing her with a portion of its mystical talents.

Because of the mystic nature of this communion, learning Gifts is normally fast and simple, taking an hour on average, and no more than a night in even the most complex cases.

Werebeasts are also capable of teaching Gifts to one another, but this process is neither fast nor easy. Learning a Gift from another werebeast is a long process of trial and error, of attempting to achieve communion with another werebeast and emulate the shape of his soul. At best, the process takes a full lunar month. Most elders strongly discourage this practice, viewing it as unacceptably risky on a number of levels.

Once learned, Gifts cannot be forgotten; they become as much a part of the werebeast as her ability to speak or walk.

Level Six Gifts are the blessings of the gods and the stuff of legend, even to creatures that walk among the spirits all their lives. Such Gifts are available only to the greatest heroes of a generation, werebeasts whose legends will be retold until the very end of days; and then only if the hero can make her way to an Incarna's court and fulfill a quest or deed for the godlike spirit - such incredible powers are never granted in response to a ritemaster's summons. Because they are so rare, only a few representative examples are provided here; most of these Gifts are known by only one living werebeast at a time, if that.

[ 1 ] Alms To The Poor ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Bubasti

The werecat may summon up a small bit of money or food, generally to give to a beggar. If the cat uses the "alms" for himself, he's left with a bitter taste in his mouth and greasy palms.

System: The player spends one Gnosis point to create a handful of food or a few coins in the local currency (never more than a few dollars' worth by local standards).

[ 1 ] Banish Sickness ( Changing Breeds 20th Anniversary Edition - Page 85 )

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.

[ 1 ] Blissful Ignorance ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Swara

The bastet can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.

System: The player rolls Stamina + Stealth (difficulty 5). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character. If no one is actively seeking the bastet, one success provides perfect concealment.

[ 1 ] Breakfast Of Stones ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Qualmi

The Bastet can endure any hardship as he wanders Gaia's face.

System: The player spends a Willpower point and rolls Stamina + Survival, difficulty 6. Each success allows him one of the following benefits: ignore the worst effects of normal heat and cold for a week, go one day without water, or go three days without food. The difficulty of the Gift rises by 1 each time it is repeated in succession.

[ 1 ] Cat Claws ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

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, and the difficulty of the transformation is 6.

[ 1 ] Catfeet (General) ( Changing Breeds 20th Anniversary Edition - Page 85 )

The Bastet gains the agility of a cat, making him immune to falls under 100 feet (~30 m). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this gift.

System: This ability becomes innate to those who learn the Gift.

[ 1 ] Create Element ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Metis Breed

The metis may create a small amount of one of the four Western classical elements - fire, air, earth, or water. She could make a rock to throw, fill a bathtub with no faucet, light fires without matches, or provide air in an airtight room. She cannot create specialized forms of any element. Precious metals (especially silver), lethal gases, and acid are beyond her reach. Elementals teach this Gift.

System: The player spends one Gnosis point and rolls Gnosis. Each success allows the character to create roughly one cubic foot (.3 cubic meter) of the desired element, to a maximum weight of 100 lbs (45 kg), anywhere she can see within 60 feet (18 m). The element remains in existence until used up (breathed, in the case of air, or burned up, in the case of fire without any fuel to keep it going). The flames created by this Gift inflict one health level of damage per success, to a maximum of three levels of damage.

[ 1 ] Diamond Claws ( Changing Breeds 20th Anniversary Edition - Page 85 )

By raking his claws over stone, steel, or some other hard surface, the Bastet 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.

[ 1 ] Faerie Light ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Ceilican

The Ceilican conjures a small, bobbing sphere of light. It's no brighter than a torch, but that's usually enough to light the werewolf's way - or lead foes into an ambush. A marsh-spirit teaches this Gift.

System: The player rolls Wits + Enigmas (difficulty 6). The light can appear anywhere within the Bastet's line of sight, and bobs about at 10 feet (3 m) per turn if bidden to do so. It lasts for the rest of the scene.

[ 1 ] Heightened Senses ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Feline Breed

This Gift sharpens the Bastet's senses to an incredible degree. She enjoys the olfactory and auditory acuity of a feline whenever she is in Homid and Sokto forms, along with superior night vision. In Crinos, Chatro and Feline, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.

System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Sokto, the Bastet's Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Chatro and Feline, Perception difficulties decrease by three (this is not cumulative with the ordinary Feline-form Perception bonuses) and the Bastet gains an extra die to Primal-Urge dice pools.

[ 1 ] Humbaba's Escape ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Bagheera

This Gift allows a wereleopard to dislocate her limbs and slide through small openings.

System: The difficulty of all rolls to escape bonds or slide through small gaps is permanently reduced by two.

[ 1 ] Hunter's Mists ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Balam

The Balam calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Balam can see through her own fog with no difficulty. A fog-spirit teaches this Gift.

System: The player makes a Gnosis roll, with the difficulty depending on humidity and closeness to a body of water (a lake shore might be difficulty 4, while a desert would be 9). Those other than the Balam who are enveloped in the fog lose half of their dice on all Perception rolls (round up). All those enveloped within the fog also lose one die from all Willpower rolls, save the Balam and her packmates. The fog covers roughly one city block in area.

[ 1 ] Impala's Flight (Swara) ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Swara

The Bastet doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.

System: The player spends one Gnosis point. The Gift lasts until the end of the scene.

[ 1 ] Lick Wounds ( Changing Breeds 20th Anniversary Edition - Page 85 )

The Bastet channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the Bastet herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.

System: 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 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.

Though a Black Spiral Dancer can learn this Gift, it is rare that one does so.

[ 1 ] Majesty ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Simba

This Gift allows the Simba to command the respect of others. A shark-spirit teaches it.

System: The Bastet permanently adds one die to Leadership and Intimidation rolls.

[ 1 ] Mine ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Feline Breed

Rubbing against an object, the Bastet magically claims it as her own.

System: The player spends one Gnosis point. Anyone attempting the steal the object at any point afterward must roll Willpower (difficulty 9) before doing so.

[ 1 ] Mockingbird's Mirror ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Pumonca

The Pumonca may perfectly mimic any voice or sound she has ever heard. A mynah-spirit teaches this Gift.

System: This Gift's effects are permanent.

[ 1 ] Open Seal ( Changing Breeds 20th Anniversary Edition - Page 85 )

The Bastet 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 attempt.

[ 1 ] Pounce ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Feline Breed

The Bastet can leap impossible distances. Hare-spirits teach this Gift, naturally, though cat-, frog-, kangaroo-, and even flea-spirits occasionally do so as well.

System: The player makes a reflexive Strength + Athletics roll (difficulty 7) to activate this Gift. If successful, the character's leaping distances are doubled for the scene - or tripled for a single turn with the expenditure of a Willpower point.

[ 1 ] Rhino's Favor ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Khan

By calling on the spirit of the rhino, the Khan may grow a horn on her skull. Although unsightly, this protrusion makes for a fine weapon.

System: The player spends a Rage point to grow the horn. It lasts for one scene, and may be used to gore opponents for Strength + 2 aggravated damage. The attack is difficulty 7.

[ 1 ] Satyr's Wisdom ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Ceilican

The Ceilican can play any musical instrument as if he'd been reared with it in his hands.

System: The character permanently adds three dice to all attempts to perform with a musical instrument.

[ 1 ] Scholar's Friend ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Bubasti

The Bubasti may read any scroll, tablet or book placed in front of him, no matter what language it's in. Coded messages remain written in code.

System: This Gift's effects are permanent.

[ 1 ] Sense Magic ( Changing Breeds 20th Anniversary Edition - Page 85 )

The Bastet can sense the pulse and flux of mystic energies, whether the righteous Gifts of the Garou, the arrogant wizardry of mages, the debased powers of vampires, or even the black arts of the Wyrm's minions. A spirit-servant of Uktena teaches this Gift.

System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Uktena 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.

[ 1 ] Sense Primal Nature ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Metis Breed

The Bastet can sense nearby manifestations of the Weaver, Wyrm, and Wild. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Weaver's spiritual emanations as a feeling of breathing static air, the Wyrm's spiritual emanations as a stench, and the Wyld's spiritual emanations as an almost tangible vibration. This Gift doesn't necessarily sense dedication to the Weaver, Wyrm, or Wyld, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Primal Nature 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 Weaver's, Wyrm's, and Wyld's influence: Sensing a single fomor in the next room would be difficulty 7, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

[ 1 ] Sense The Truth ( Changing Breeds 20th Anniversary Edition - Page 85 )

As judges of the Litany, 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.

[ 1 ] Sense Unmaker's Hand ( Changing Breeds 20th Anniversary Edition - Page 85 )

The Bastet 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.

[ 1 ] Shed ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Metis Breed

The metis can shed a layer of fur and skin, slipping from an opponent's grasp or escaping from bonds with ease. A lizard-spirit or snake-spirit teaches this Gift.

System: The player rolls Dexterity + Primal-Urge (difficulty 7). If the roll succeeds, the character loses a tuft of fur or skin (revealing healthy new hide), allowing her to slip free of grapples or bonds such as ropes or chains.

[ 1 ] Skin Of Jade ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Khan

Willing himself solid, the Khan's skin obtains the hardness of jade.

System: The player spends a Willpower point and gains two additional dice to his soak rolls for the rest of the scene.

[ 1 ] Silent Stalking ( Changing Breeds 20th Anniversary Edition - Page 85 )

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.

[ 1 ] Storm Of Pests ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Balam

A target the Bastet touched at some point during the last hour begins to exude a wonderfully sweet aroma, and becomes slightly sticky to the touch. All manner of vermin quickly appear and coat the victim. The resulting coat of gnats, flies, bees and beetles crawls, stings, and generally impairs vision and hearing. Insect-spirits teach this Gift.

System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 7). The target suffers a –1 penalty to all actions for one hour per success; the smell will not wash off during this time.

[ 1 ] Submit ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Simba

By pointing a finger or claw at a target, a Simba can force him to his knees. Only the strongest-willed can do anything but strain and swear in response. This Gift is taught by one of Pegasus's brood.

System: The Fury rolls Manipulation + Intimidation (difficulty of the subject's Willpower). Her target falls to his knees unless he spends a Gnosis point to resist the Gift's effects (other supernatural beings may spend their own form of mystic energy, such as blood or quintessence, but mortals remain helpless). The target kneels for one turn per success.

[ 1 ] Sweet Hunter's Smile ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

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).













[ 1 ] Treeclimber ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Bagheera

As the Balance Stargazer Gift.

[ 1 ] Turned Fur ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Qualmi

As the Camouflage Wendigo Gift, save that the Qualmi must discard any clothing and equipment before activating the Gift.

[ 1 ] Urban Hunter ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

As the City Running homid Gift.

[ 1 ] Wanderer's Boon ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Pumonca

The werecat can endure any hardship as he wanders Gaia's face.

System: The player spends a Willpower point and rolls Stamina + Survival, difficulty 6. Each success allows him one of the following benefits: ignore the worst effects of normal heat and cold for a week, go one day without water, or go three days without food. The difficulty of the Gift rises by 1 each time it is repeated in succession.

[ 2 ] Armor Of Kings ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Simba

As the Luna's Armor Children of Gaia Gift.

[ 2 ] Banish Burning ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Ceilican

As the Master Of Fire homid Gift.

[ 2 ] Blinding Moonbeam Gaze ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Metis Breed

The werecat shoots bright beams of moonlight from her eyes. These don't inflict damage, but can blind or distract an opponent, and provide illumination as well.

System: The player rolls Gnosis (difficulty 7), and may turn her "high beams" on and off at will for the rest of the scene. The moonbeams are roughly equivalent to a high-powered flashlight.

[ 2 ] Cat Sight ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Eyes Of The Cat metis Gift: Eyes of the Cat.

[ 2 ] Catfeet (Feline) ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Feline Breed

As the Catfeet lupus Gift.

[ 2 ] Dreamspeak ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Bubasti

As the Dreamspeak Galliard Gift.

[ 2 ] Eavesdropper's Ear ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

As the Whisper Catching Shadow Lord Gift.

[ 2 ] Eerie Eyes ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Staredown homid Gift.

[ 2 ] First Slash ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Spirit Of The Fray Ahroun Gift.

[ 2 ] Heart Of Fury ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Khan

As the Heart Of Fury Ahroun Gift.

[ 2 ] Heart Of Storms ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Simba

As the Might Of Thor Get of Fenris Gift.

[ 2 ] Jam Technology ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

As the Jam Technology homid Gift.

[ 2 ] Lawgiver's Legacy ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Bagheera

As the Command The Gathering Philodox Gift.

[ 2 ] Night's Passage ( Changing Breeds 20th Anniversary Edition - Page 86 )

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.

[ 2 ] No Hidden Thing ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Qualmi

By reading the riddles of the world as mystic patterns, the Qualmi can discover answers that aren't immediately obvious to lesser beings. It's hard to hide things from a lynx!

System: The character permanently adds three dice to all Enigmas rolls.

[ 2 ] Ojas Surge ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Bagheera

By channeling the spiritual energy within himself, the Bagheera can boost his physical and perceptual abilities to impossible levels.

System: To perform this Gift, the Bagheera must first meditate for (6 - current Rank) minutes, then the player rolls Gnosis (difficulty 7). Each success may be used to boost one of the following Attributes by one dot for the rest of the scene: Strength, Dexterity, Stamina, Charisma, Perception or Wits. The successes may be distributed as the Bagheera wishes, and can raise Attributes beyond five dots. Multiple uses of this Gift do not stack.

[ 2 ] Pathfinder ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Balam

As the Pathfinder Ragabash Gift.

[ 2 ] Prehensile Tail ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Feline Breed

As the Monkey Tail lupus Gift.

[ 2 ] Pulse Of The Prey ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Pulse Of The Prey Ragabash Gift.

[ 2 ] Ricepaper Walk ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Khan

By attuning his inner energies, the Khan can walk across a light or fragile surface without disturbing it, no matter what shape he wears.

System: The player rolls Gnosis, difficulty 6. For a (successes x 3) turns, the Khan exerts no more weight on the surface she stands on than a scrap of paper.

[ 2 ] Sense Silver ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Sense Silver metis Gift.

[ 2 ] Sense The Unnatural ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Swara

As the Sense The Unnatural lupus Gift.

[ 2 ] Shriek ( Changing Breeds 20th Anniversary Edition - Page 86 )

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.

[ 2 ] Sorcerer's Blade ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Ceilican

The werecat may enchant an edged weapon so that it becomes supernaturally potent.

System: The player spends a point of Gnosis and rolls Manipulation + Occult (difficulty 6). Success enables the weapon to inflict aggravated damage until the next sunrise.

[ 2 ] Speak With Wind Spirits ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Pumonca

As the Speak With Wind Spirits Wendigo Gift.

[ 2 ] Spirit Of The Fish ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Pumonca

As the Spirit Of The Fish Uktena Gift.

[ 2 ] Spirit Barrier ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Bubasti

As the Spirit Ward homid Gift.

[ 2 ] Sun Claws ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Simba

The Simba's claws and fangs burn with an intense, smokeless golden flame.

System: The werelion spends a turn igniting his fury and the player spends one Rage point. For the rest of the scene, the Simba's claw and fang attacks inflict two additional points of damage; used against vampires, these attacks inflict levels rather than dice of aggravated damage. However, the difficulty to regenerate while this Gift is active is raised by 1.

[ 2 ] Swipe ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Taking The Forgotten Ragabash Gift.

[ 2 ] Terrors ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Balam

As the True Fear Ahroun Gift.

[ 2 ] Walking Between Worlds (Swara) ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Swara

As the Level Four Walking Between Worlds general Bastet Gift. Swara alone may buy this as a Level Two Gift. This is one of their most closely-guarded secrets.

[ 2 ] Wind From The West ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Qualmi

The Qualmi presents a series of high-speed riddles designed to tie a victim's mind in knots.

System: The player rolls Manipulation + Enigmas (difficulty equals the target's Willpower). Success scrambles the target's sense of direction and relationship; three or more successes send the target into a panic, forcing Changing Breeds to check for frenzy and normal humans to flee in terror. Shapeshifters who have the option succumb to fox frenzy as a result of this Gift. The Gift's effects last for 15 minutes.

[ 3 ] Ancestral Wings ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Balam

As the Wings Of Pegasus Black Fury Gift.

[ 3 ] Asuras' Bane ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Khan

As the Banish Cahlash's Brood Bubasti Gift. The weretiger's fur turns white with use, rather than black.

[ 3 ] Banish Cahlash's Brood ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Bubasti

By calling upon the Father of Dark Spirits, a Bubasti may command Wyrmish spirits to depart. Each time the Bubasti does so, his fur grows a deeper shade of black and his actions become more… erratic. Sense Wyrm detects a faint trace of Wyrm-taint on the Bastet for a week afterward.

System: The player spend a Willpower point and rolls Manipulation + Enigmas against a difficulty of the higher of the spirit's Rage or Gnosis. Each success removes three points of the spirit's Essence. Botching the roll inflicts an immediate derangement of the Storyteller's choice.

[ 3 ] Bayou's Embrace ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Pumonca

As the Quicksand Red Talon Gift.

[ 3 ] Caper ( Changing Breeds 20th Anniversary Edition - Page 86 )

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.

[ 3 ] Chains Of Mist ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Feline Breed

As the Chains Of Mist Uktena Gift.

[ 3 ] Coup De Grace ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Simba

As the Coup De Grace Black Fury Gift.

[ 3 ] Cowing The Bullet ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

As the Cowing The Bullet homid Gift

[ 3 ] Craft Of The Maker ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

As the Reshape Object homid Gift.

[ 3 ] Eye Of The Cobra ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Bagheera

As the Eye Of The Cobra Galliard Gift.

[ 3 ] Faerie Kin ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Ceilican

As the Faerie Kin Fianna Gift.

[ 3 ] Farsight ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Scrying Uktena Gift.

[ 3 ] Fist Of Cahlash ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Metis Breed

The Bastet can destroy any material thing with a snarl.

System: The player spends a Rage point and rolls Rage against difficulty 6 (for inanimate objects) or 8 (for living and undead targets). Each success destroys 10 pounds of contiguous matter, reducing it to dust. A canny Bastet could use this Gift to weaken a building, or dispose of toxic waste. Used on a living creature, each success inflicts one level of bashing damage. The Bastet must be able to see what she intends to destroy, and it must be close enough to hear her snarl.

[ 3 ] Impala's Flight (General) ( Changing Breeds 20th Anniversary Edition - Page 86 )

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.

[ 3 ] Invisibility ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Invisibility Uktena Gift.

[ 3 ] The Many Tongues Of Ptah ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Bubasti

As the Speech Of The World homid Gift.

[ 3 ] Messenger's Fortitude ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Swara

As the Messenger's Fortitude Silent Strider Gift.

[ 3 ] Paws Of The Raging Spirit Tiger ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Khan

By channeling his chi through this Gift, the Khan wreaths his paws or hands in crackling spirit power. Thus fortified, the weretiger can rip through enemies in the spirit world without stepping sideways, so long as he can see them.

System: The player spends a Gnosis point, and enjoys the Gift's effects for six turns.

[ 3 ] Phantasm ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Ceilican

As the Phantasm Fianna Gift.

[ 3 ] Song Of The Earth Mother ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Qualmi

As the Song Of The Earth Mother Shadow Lord Gift.

[ 3 ] Speed Beyond Thought ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Swara

As the Speed Beyond Thought Silent Strider Gift.

[ 3 ] Thunderbolt ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Pumonca

So long as even a single cloud hangs in the sky, the werecougar may call down a lightning bolt to strike her foes.

System: The player spends one Rage point and rolls Dexterity + Survival to aim it (difficulty 8 in relatively clear conditions, difficulty 6 during a storm). The bolt inflicts (Cunning) dice of lethal damage.

[ 3 ] Touch The Mind ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Mental Speech metis Gift.

[ 3 ] Underbelly ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Feline Breed

As the Fatal Flaw Shadow Lord Gift.

[ 3 ] Visceral Agony ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Metis Breed

As the Visceral Agony Black Fury Gift.

[ 3 ] Wandering Forest ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Balam

As the Trackless Waste Red Talon Gift.

[ 3 ] Weak Arm ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Bagheera

As the Weak Arm philodox Gift.

[ 3 ] Wisdom Of The Ancient Ways ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Qualmi

As the Wisdom Of The Ancient Ways Philodox Gift.

[ 3 ] Wrath Of Kings ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Simba

As the Wrath Of Gaia Silver Fang Gift.

[ 4 ] Arms Of Darkness ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Bubasti

As the Coils Of The Serpent Uktena Gift.

[ 4 ] Beast Life ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Feline Breed

As the Beast Life lupus Gift.

[ 4 ] Call Elemental ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Pumonca

As the Call Elemental Uktena Gift.

[ 4 ] Chill Of Early Frost ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Qualmi

As the Chill Of Early Frost Wendigo Gift.

[ 4 ] Clawstorm ( Changing Breeds 20th Anniversary Edition - Page 86 )

The Bastet becomes a blur of slashing claws.

System: By spending a point of Rage and Willpower, the Bastet makes four close-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.

[ 4 ] Dragonroar ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Khan

Bellowing like a thunderclap, the Khan breathes a ball of fire onto his foes.

System: The player spends two Gnosis points. The fireball is aimed with Dexterity + Brawl, and inflicts Ferocity levels of aggravated damage. In subsequent turns the target continues to burn for half the damage suffered the previous turn (round down), until the flames gutter out.

[ 4 ] Ghost Caress ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Swara

The Swara may use sympathetic magic to send sensations across a distance. Although the magic can't physically harm its target, it can drive him mad as phantom pains or pleasures wash over him without apparent cause.

System: The player spends a Willpower point and rolls Gnosis. At short range (within a mile) the difficulty is 7, while at maximum range (50 miles) the difficulty is 9. The Swara selects another person in her presence to act as her 'focus.' Whatever she does to the 'focus,' the target feels. This Gift's effects last for one turn per success.

[ 4 ] Gift Of Dreams ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Ceilican

As the Gift Of Dreams Galliard Gift.

[ 4 ] King Of Beasts ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Simba

As the King Of The Beasts Philodox Gift, save that it affects all animals within 300 feet.

[ 4 ] Monkey's Uncle ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

As the Doppelganger Glass Walker Gift: Doppelganger, although the Bastet can only take the forms of humans, great cats or Bastet.

[ 4 ] Moon's Gateway ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Metis Breed

As the Open Moon Bridge Ragabash Gift.

[ 4 ] The Paradox Of Time ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Bagheera

The werecat shows her target a dizzying and nonlinear view of the vast sweep of time, producing sickness and confusion rather than enlightenment.

System: The player spends one Gnosis point and rolls Manipulation + Enigmas against a difficulty of the target's Willpower. For each success, the subject becomes disoriented for two turns, suffering a -3 penalty to all dice pools. Mages with any dots in the Time Sphere are immune to this Gift.

[ 4 ] Small Cousin ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Ceilican

The Ceilican gains the ability to shapeshift into a house cat. While not terribly useful physically, this form is very unobtrusive.

System: This Gift grants a permanent alternative option when shifting into feline form. Housecat form effectively has Strength and Stamina 1, and grants +2 Dexterity.

[ 4 ] Tech Speak ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

As the Tech Speak Glass Walker Gift.

[ 4 ] Vision Cloud ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Balam

By calling to the spirits of the air and the plants, the Balam can conjure the Vision Cloud, a swirling fog that wraps itself through the area, bringing mystic insights to those who seek them - and those who do not.

System: The player spends a Gnosis point and makes a Manipulation + Enigmas roll (difficulty 5). An area 50 feet in diameter fills up with a misty cloud that bestows visions to those that breathe it. The content of the visions are left up to the Storyteller, but should generally foreshadow possible future events or reveal lost lore.

[ 4 ] Walking Between Worlds (General) ( Changing Breeds 20th Anniversary Edition - Page 86 )

The Bastet may step sideways as Garou do.

System: This Gift's effects are permanent.

[ 4 ] Wolf's Terror ( Changing Breeds 20th Anniversary Edition - Page 86 )

As the Silver Claws Ahroun Gift.

[ 5 ] Feed The Gods ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Balam

The Balam can rip out the heart of an enemy from a distance, pull it to his hand, and consume it in a burst of fire.

System: The player rolls Gnosis (difficulty 7) and spends two Gnosis points. If the werejaguar's successes amount to at least twice the target's dots in Stamina, the target dies. Supernatural toughness (such as a vampire's Fortitude) subtracts two successes for every dot or level of protection.

[ 5 ] Heaven Thunder Hammer ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Khan

Channeling the power of Heaven itself, the Khan strikes out with a shockwave-blow that shatters walls and splinters trees.

System: The player spends three Rage and makes a Strength + Primal-Urge roll (difficulty 3) to hit everything within 10 feet directly in front of the weretiger. The attack adds the Khan's Ferocity to its damage dice.

[ 5 ] Madness ( Changing Breeds 20th Anniversary Edition - Page 86 )

Prerequisite: Homid Breed

As the Madness metis Gift.

[ 5 ] The Madness Of Crowds ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Ceilican

As the Riot Bone Gnawer Gift.

[ 5 ] Obedience ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Simba

As the Obedience Shadow Lord Gift.

[ 5 ] Perfect Passage ( Changing Breeds 20th Anniversary Edition - Page 86 )

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 intangible 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 non-living armor. She still breathes but cannot be affected by gases.

[ 5 ] Revolt Of The Land ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Feline Breed

As the Gaia's Vengeance Red Talon Gift.

[ 5 ] River Of Blood ( Changing Breeds 20th Anniversary Edition - Page 90 )

Prerequisite: Swara

The soil of Africa has been bathed in blood for tens of thousands of years. With this Gift, a Swara calls that spilled blood together through the soil and gives it form, creating a pool, a river, a mass of tentacles, or a variety of other things.

System: The player spends a Rage point and rolls Manipulation + Primal-Urge (difficulty 7, or 5 for a notable site of bloodshed). It takes a three turns for the blood to coalesce; once it does, it will assume any form the Swara demands. All forms have Strength and health levels equal to twice the successes rolled. This Gift lasts for one scene.

[ 5 ] Shadow Brethren ( Changing Breeds 20th Anniversary Edition - Page 88 )

Prerequisite: Bubasti

As the Shadow Pack Shadow Lord Gift.

[ 5 ] Shiva's Might ( Changing Breeds 20th Anniversary Edition - Page 87 )

Prerequisite: Bagheera

The mightiest of wereleopards may change into a Juddho form reminiscent of Shiva the Destroyer. In a burst of holy light, the Bastet becomes a 12-foot-tall, six-armed Crinos-werecat wielding mystical flaming weapons, which lays waste to everything around it until nothing moves.

System: The player spends two Rage points and two Gnosis points. The Bagheera springs into Juddho form and enters an indiscriminate killing frenzy. This form persists for (Bastet's permanent Rage) turns. After the transformation ends, the Bastet loses all Rage, assumes his breed form and falls asleep for four hours. The Juddho form's traits are: Strength +6, Dexterity +3, Stamina +6, Appearance 0, and its weapons inflict Strength + 4 aggravated damage.

[ 5 ] Thunderbird's Cry ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Pumonca

As the Divine Wind Hakken Gift.

[ 5 ] Water's Vision ( Changing Breeds 20th Anniversary Edition - Page 89 )

Prerequisite: Qualmi

The Qualmi can see through barriers to glimpse what lies beyond.

System: The player rolls Perception + Primal-Urge against a difficulty of the local Gauntlet. The Qualmi can see through all solid objects for 100 feet per success - all things seem transparent and ephemeral.

[ 5 ] Withering Stare ( Changing Breeds 20th Anniversary Edition - Page 86 )

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.