Post by Admin on Jul 9, 2015 19:10:36 GMT
Catfeet:
This Gift gives the Bastet 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.
(Clarification) This gift is always active once learned. Gain two traits on any challenge directly involving balance or grappling, though ground and pounding does not gain this benefit.
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 are 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/her.
(System) Upon activating this gift make a static hard test. After which choose a function of the attention you want (Intimidation, Seduction, Command, etc) Make a number of static hard tests equal to your rating in the appropriate ability you have (Leadership, Intimidation, Subterfuge, etc). For each test you win you are one trait up on social challenges of the chosen function for the rest of the scene, or until you do something that would counter the attention you are trying to gain (You test for seduction, but then call for a challenge of intimidation to scare someone.)
Eerie Eyes:
By staring into the eyes of a human or animal, a werecat can cause the target to flee in terror. This Gift can be used against other fera, but the target will freeze in place rather than flee. A ram- or snake-spirit teaches this Gift.
(Changes and clarifications) Normal social challenge. Normal humans flee, Supernatural (fully awakened such as Fera, not partially such as kin) creatures freeze in place. If the user or victim of this gift is attacked, the gift is broken. If the target is supernatural, the user of this gift must continue (throw the social challenge every round, though this is done at the top of the round) the staredown as long as they wishes the gift to last. Targets can spend a willpower to not flee / freeze for a round, but under no circumstances are they going to go on the offensive during this time. Effectively, we assume maximum successes against mortals, but only one against other supernatural creatures.
Night Terror:
(Change) Make a mental challenge against the target retest Enigmas. The nightmares last for two nights plus your Enigmas rating.
Pathfinder's Pride:
(Clarification) Purposefully made and hidden passages will have a higher difficulty, but you need not even have knowledge it is there to find it with the use of this gift. This gift, even with combination of certain merits, is not some form of mapping or sonar. You find the nearest path out, not every path out.
Shriek:
(Changes) Distance is 5 normal paces, no 'how far can I step' paces. The number of turns is equal to your Expression ability score, not your physical traits.
Swipe:
(Clarification) This gift has nothing to do with the special ability of 'Swiping' that bastet use to learn other gifts.
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.
(Small changes) Spend a willpower and engage a target you either know of possess a personal item of. If victorious, you can speak to them for the rest of the scene. This is not telepathy, you can’t read their mind, but you can talk. This gift has a maximum range of 10 times your permanent gnosis rating in miles.
This Gift gives the Bastet 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.
(Clarification) This gift is always active once learned. Gain two traits on any challenge directly involving balance or grappling, though ground and pounding does not gain this benefit.
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 are 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/her.
(System) Upon activating this gift make a static hard test. After which choose a function of the attention you want (Intimidation, Seduction, Command, etc) Make a number of static hard tests equal to your rating in the appropriate ability you have (Leadership, Intimidation, Subterfuge, etc). For each test you win you are one trait up on social challenges of the chosen function for the rest of the scene, or until you do something that would counter the attention you are trying to gain (You test for seduction, but then call for a challenge of intimidation to scare someone.)
Eerie Eyes:
By staring into the eyes of a human or animal, a werecat can cause the target to flee in terror. This Gift can be used against other fera, but the target will freeze in place rather than flee. A ram- or snake-spirit teaches this Gift.
(Changes and clarifications) Normal social challenge. Normal humans flee, Supernatural (fully awakened such as Fera, not partially such as kin) creatures freeze in place. If the user or victim of this gift is attacked, the gift is broken. If the target is supernatural, the user of this gift must continue (throw the social challenge every round, though this is done at the top of the round) the staredown as long as they wishes the gift to last. Targets can spend a willpower to not flee / freeze for a round, but under no circumstances are they going to go on the offensive during this time. Effectively, we assume maximum successes against mortals, but only one against other supernatural creatures.
Night Terror:
(Change) Make a mental challenge against the target retest Enigmas. The nightmares last for two nights plus your Enigmas rating.
Pathfinder's Pride:
(Clarification) Purposefully made and hidden passages will have a higher difficulty, but you need not even have knowledge it is there to find it with the use of this gift. This gift, even with combination of certain merits, is not some form of mapping or sonar. You find the nearest path out, not every path out.
Shriek:
(Changes) Distance is 5 normal paces, no 'how far can I step' paces. The number of turns is equal to your Expression ability score, not your physical traits.
Swipe:
(Clarification) This gift has nothing to do with the special ability of 'Swiping' that bastet use to learn other gifts.
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.
(Small changes) Spend a willpower and engage a target you either know of possess a personal item of. If victorious, you can speak to them for the rest of the scene. This is not telepathy, you can’t read their mind, but you can talk. This gift has a maximum range of 10 times your permanent gnosis rating in miles.