Difference between revisions of "Bastet"

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* * Bastet who have reached Rank One cannot take the Mentor background; any former mentor is instead treated as an Ally.   
 
* * Bastet who have reached Rank One cannot take the Mentor background; any former mentor is instead treated as an Ally.   
 
* * Bastet may not purchase the Den-Realm background in character generation but MAY set background points aside for it.   
 
* * Bastet may not purchase the Den-Realm background in character generation but MAY set background points aside for it.   
* * Instead of the Totem background, Bastet purchase "Jamak," representing a personal Totem as described in ''Player's Guide to the Changing Breeds''.   
+
* * Instead of the Totem background, Bastet purchase "Jamak," representing a personal Totem as described in ''Player's Guide to the Changing Breeds''.  Please see totem rules (+rules totem).
* * Bastet may also purchase the Secrets background, and instead of Fetish they purchase "Trinket," which may represent a Fetish, an item created via the Enchantment Numina, or a Talisman/Device (Bastet may not use Talismans/Devices of Level 4 or greater, and Talismans/Devices cost two background points per level instead of one). Ceilican may purchase Changeling Treasures with the Trinket background; other Bastet find these items fascinating but cannot use them.
+
* * Bastet may take animals as allies, 1 large animal or 2 small for each dot. These animals understand the Bastet's moods. (Pumonca may only have cats as animal allies.)
 +
* * Bastet may also purchase the Trinkets background instead of Fetish. Thismay represent a Fetish, or an item created via the Enchantment Numina, or a Talisman/Device from Mage no greater than 3 dots. Ceilican may purchase Changeling Treasures with the Trinket background; other Bastet find these items fascinating but cannot use them.
 
* You now have 15 freebie points with which to round out your character and select Traits you couldn't afford previously. Each Trait has its own price. If the ability or power you want isn't found in chargen, feel free to send in a +request to have it added. Make sure to include a book reference!
 
* You now have 15 freebie points with which to round out your character and select Traits you couldn't afford previously. Each Trait has its own price. If the ability or power you want isn't found in chargen, feel free to send in a +request to have it added. Make sure to include a book reference!
 
* Make sure any backgrounds that require explanation (Allies, Contacts, Treasure, Jamak, etc.) are +noted!
 
* Make sure any backgrounds that require explanation (Allies, Contacts, Treasure, Jamak, etc.) are +noted!

Revision as of 22:37, 30 August 2014

Bastet.png
Bastet.png


Bastet

"Thou art the Great Cat, the avenger of the Gods, and the judge of words, and the president of the sovereign chiefs and the governor of the holy Circle; thou art indeed...the Great Cat."

- Inscription on the royal tombs at Thebes



We are the favored sons and daughters of Selene and Helios, blessed with the twin gifts of cool magic and blazing ferocity. Cross us at your peril, but walk beside us and experience wonders you have never dreamed of. --Kek-Kazemde, Bubasti Sorcerer

Bastet Society

There is such a thing as Bastet Society, though it tends toward the loose and informal. There is no "Bastet Nation" -- All the tahla hinting at such a thing admit it was tenuous at best due to the cats' own inclinations, and banished beyond the pale by the War of Rage. But the werecats do share common spoken and glyphic languages, rites, and a common hierarchy. Contrary to what some claim, the Bastet are social animals--but they are social on their terms. Even when a pecking order establishes itself, cats have no kings.

The formative period of a Bastet's after their First Change is called the "First Year;" it a period of exactly one year spent under the tutelage of another Bastet, called Kuasha. Ideally the Kuasha is of the same tribe as their pupil, but in a pinch any Bastet may teach a cub of any other tribe. After the First Year, the cub is given his first Rank and sent out on his own with what his Kuasha has taught him. After this, the Bastet lives life on his own terms, expected only to accrue Renown and keep the Bastet's litany, called Karoush.

Karoush: The Bastet Litany

  • Honor Yourself
  • Honor Your Word
  • Honor Your Kin and Kind
  • Honor Your Earth
  • Honor Your Silence

Bastet do have a hierarchy of rank. It does not denote absolute authority as it would among the Garou, but rather polite deferment and acknowledgement of experience. Still, Bastet can pull rank and often do. A Bon Bhat's personal power and the weight of their renown so vastly eclipses a Tehkmet that in any disagreement, the Bon Bhat will get their way. Bastet titles always have a social meaning outside of their rank.

  • Rank 1: Tekhmet: "Little One." A term of address (usually condescending) from elder cat to a youngster.
  • Rank 2: Akaa: "Truthchaser." An honorific between Bastet of equal rank.
  • Rank 3: Tilau: "Accomplished Friend." A respectful title of address denoting experience and accomplishment.
  • Rank 4: Ilani: "Wonder Favored." A title used when flattering another Bastet.
  • Rank 5 & 6: Bon Bhat: A respectful term for an elder, also used to greet the host when attending a Taghairm in a foreign land for the first time.

When Bastet meet, it is Taghairm, a neutral meeting ground sanctified by rituals and protected by the spirits. Taghairm is a way to settle disputes, share information, and brag.

The last pillar of Bastet society is the Den Realm, a Bastet's personal sanctuary, where only a cat and his friends and lovers are welcome. Creating a Den Realm is a statement of achievement for the cats; they cannot build a Den Realm of their own, or inherit one from another Bastet, until they have become Tilau (achieved Rank 3).

Bastet rarely maintain Caerns. The Werecats' solitary natures make holding such desirable places difficult in the face of pressure from humans, let alone power-hungry Garou and Mages. Still, in places such as Central and South America and Africa, the Balam and Simba maintain ancient sacred sites; it is said that after the Silent Striders were banished from Egypt, the Bubasti took over some of their most powerful temples, saving them from desecration by the Followers of Set (intentional) and the Bone Gnawers (less intentional). Bastet refer to caerns as tona and those that remain in their claws are held tightly.

Rules & Systems

Bastet WW3075 Player's Guide to the Changing Breeds

Setting
- special landmarks -
- NPC's - See 'News' on the game.
Current Plots
Links
Overview

Like the Garou, the Bastet are divided into tribes. Like the Garou, Bastet acknowledge a universal renown and ranking system from youngling to elder. Unlike the Garou, there is no "Bastet Nation." Hierarchy among the werecats varies from tribe to tribe and tends to be loose in any case, but unlike the other Fera the Bastet have retained their ancient glyphic script. There are nine tribes of werecats, each with its felid roots in different species:

  • Bagheera: The leopard-men of Africa and India, heirs to twin gifts of wisdom and savage might.
  • Balam: Jaguar warriors of Central and South America.
  • Bubasti: Shadowy mystics, ancient foes of a lineage of vampire sorcerers.
  • Ceilican: Fae-cats of Europe, believed to be destroyed.
  • Khan: Tiger-warriors, whose once proud Sultanates lie in ruins.
  • Pumonca: Dusty wanderers who roam North America in Puma and man-guise.
  • Qualmi: Practitioners of old American magics in Lynx-skin.
  • Simba: Call them Dark Kings or the Lords of Sunlight, the Lions' star is in the ascendant at last.
  • Swara: Cheetah-men of Africa, wary and elusive and gifted with spiritual power.
Character Generation

CG numbers

  • Your character begins with each Attribute at one dot. Priority selection determines how many additional dots you may place in each category: Divide 7 dots among your character's primary Attributes, 5 dots among her secondary Attributes and 3 dots among her tertiary Attributes. You may not raise an Attribute above 5 dots. Freebie points allow you to increase an Attribute in chargen.
  • Your starting willpower and rage are determined by your tribe; see Player's Guide to the Changing Breeds.
  • Assign 13 dots to your primary Ability category, 9 dots to your secondary category, and 5 dots to your tertiary category. You may not assign more than 3 dots to any Ability, but you can increase Abilities to 4 or 5 dots with freebie points later.
  • Bastet begin with one Level One gift from their Tribe, Breed, and General lists (three Gifts total).
  • Your character receives 5 background points to divide as you choose. Bastet may purchase any background in Werewolf: the Apocalypse Revised with the following differences:
  • * Bastet who have reached Rank One cannot take the Mentor background; any former mentor is instead treated as an Ally.
  • * Bastet may not purchase the Den-Realm background in character generation but MAY set background points aside for it.
  • * Instead of the Totem background, Bastet purchase "Jamak," representing a personal Totem as described in Player's Guide to the Changing Breeds. Please see totem rules (+rules totem).
  • * Bastet may take animals as allies, 1 large animal or 2 small for each dot. These animals understand the Bastet's moods. (Pumonca may only have cats as animal allies.)
  • * Bastet may also purchase the Trinkets background instead of Fetish. Thismay represent a Fetish, or an item created via the Enchantment Numina, or a Talisman/Device from Mage no greater than 3 dots. Ceilican may purchase Changeling Treasures with the Trinket background; other Bastet find these items fascinating but cannot use them.
  • You now have 15 freebie points with which to round out your character and select Traits you couldn't afford previously. Each Trait has its own price. If the ability or power you want isn't found in chargen, feel free to send in a +request to have it added. Make sure to include a book reference!
  • Make sure any backgrounds that require explanation (Allies, Contacts, Treasure, Jamak, etc.) are +noted!


Approval Tips
Some tips on getting your character approved painlessly.

  • Make sure to read up on what you wish to play so that you have an idea of how the game/theme/system works.
  • Have a solid concept. Make sure your stats fit the concept you're going for.
  • Talk to Staff in pages, @mail or via +request if you've got questions, concerns or ideas.
  • Not everyone needs to be a combat centric. Social and Mental rolls will be used liberally here.
  • Use common sense. Gunshots get noticed in the city as are weapons that are considered illegal to carry out on the streets in California.

Notes:

  • Bastet do not have the innate ability to step sideways. This is learned via a level 4 gift, Walking Between Worlds. Swara may learn this as a level 2 gift.
  • Metis Bastet gifts may not be learned by Homids or Felines.
  • Bubasti tribal gifts are deeply held secrets; the tribe destroys those who teach them to outsiders.
  • Swara may learn most Theurge gifts as Tribal gifts. (Bastet pg. 117)
  • All Bastet possess an affinity for Sorcery, which they call "Shadow Craft." However, only the Bubasti, Ceilican, and Qualmi practice it habitually. Other tribes, such as the Simba, actively shun knowledge of sorcery (until they need it). Bastet Sorcerers may learn any path of Sorcery, but Bubasti favor Alchemy, Cursing, Enchantment, Ephemera, Spirit Control (from the Wraith supplement The Quick and the Dead, this path may not be approved for use at CoH), and Summoning/Binding/Warding. Ceilican favored Alchemy (with an emphasis on Herbalism), Conjuration, Cursing, Enchantment, and healing. Those of the tribe who have fallen may favor darker arts. Qualmi favor Alchemy (again with an emphasis on herbalism), Healing, and Spirit Control. (Bastet pg. 94)