Updated: 21 December 1998
Appendice 1: Bastis
Bastis is a Discipline similar to Protean, but keeping to
only one aspect of this Discipline: Cat-like powers.
The transformations are faster because the body of the
Vampire is already altered when he learns the Discipline:
The level 2 let the Vampire grow feline claws, because the
Vampire has now real retractible claws.
But this Discipline lacks part of the supernatural side of the
Gangrel's Protean: No transformation affects the clothing,
or gear. Moreover, Transformations in something with no
link with felines are right out of questions (Body of the Sun,
Homonculus, Movement of the Slowed Body, for example).
Bastis will be known as Felys in the future.
* : Eye of Sekmet
Sekmet was sent by Ra to destroy the mortals in her rightful
frenzy. While Ra, caught by his own pangs of conscience,
stopped Sekmet by drugging her with Blood-colored beer, the
mortals and other supernaturals still remembers the power of
Sekmet. The Bast-Hemet uses similar power, causing fright to
most living creatures, including semi-awakened ones (Hedge
Mages, Ghouls, Kinfolk etc.). They can, however, use
Willpower to free themselves from the influence of this
stare for one turn.
The Bast-Hemet using this power develop vertical pupils like
those of a cat. They have the advantage of seeing in
near-darkness because they multiply by six the original
light entering the eye. But the Vampire is still blind in
total darkness (there is no light to multiply...).
The main problem with the Felys Eyes is that the retina
becomes extremely reflective and that everyone sees it when
the Vampire using it is in front of a lightsource.
System: Automatic and Instantaneous.
The Vampire can see in all but total darkness, but only in
shades of Black & White (colors are perceived as greys)
Animals are automatically paralysed and can't free themselves
from the paralysing terror unless they are predators.
Predators and humans are paralysed, too, but they can use a
Willpower point to free themselves from the influence for 1
turn. As this power is similar to Dominate, the Vampire
and its victim must meet their stares for the power to work.
As for Serpentis 1, unless they work at avoiding this, they
inconsciously look at those strange eyes (deadly curiosity,
isn't it?)
** : Feline Claws
Similar, but smaller than the Wolf Claws, the Feline Claws are faster but less deadly than those of the Protean Discipline. Anyway, they are naturally retractibles (like those of a cat) and the trigger time is quasi-instantaneous. Moreover, each is independant and can be triggered at will, even the foot's ones.
System: Automatic and Instantaneous
The claws doesn't need blood expenditure, as they start
to exist the very first time the Vampire learn this level
of this Discipline. In normal time, they are retracted.
They are smaller than the Protean's Claw and thus, does
less damage:
Hand Claws: Diff:6, Damage: Strengh (non-Aggravated)
Foot Claws: Diff:7, Damage: Strengh + 1 (non-Aggravated)
To make Aggravated Damage, the Bast-Hemet must spend a Blood Point,
which will grow her deadly claws.
*** : Feline Agility
Cats seem to be able to fall from high distance without hurting themselves. This power gives the Bast-Hemet the same faculty, but at Vampiric level. It also gives them a real edge when coming to acrobatics, at no cost.
System: 1 Willpower point or Dexterity+Acrobatics, Diff:7
The Bast-Hemet can fall from any height without suffering
any damage as soon as he is free to move his arms and
legs, and as he succeed in a Dexterity+Acrobatics roll,
difficulty 7, or use a willpower point.
Note: By falling over someone and attacking him
in the same time, the Vampire using this power
successfully, She can the momentum of the
fall to the damage done. So, if the Vampire should
have taken 4 points of damage for a 11 meters fall,
and made 2 points of aggravated damage with her claw,
the victim would be hurt with 6 aggravated damage!
(This effect is true one time only: The same Vampire
using Celerity would only have one bonus of 4 damage,
through she could divide it between her two hands...)
Of course, only attacks that would be enhanced by the
fall can be used: Spells, most thrown weapons, etc. have no
bonus. The Bast-Hemet can also use this power to fall on his
feet without being hurt should someone succeed in throwing
him against a wall.
**** : Metamorphosis
This power is similar to the Shadow of the Beast from
the Protean Discipline, but the animals are the Black Cat
and the Black Panther, and that because of the particular
nature of the Discipline, the transformation is faster.
The problem is that clothes and equipement doesn't
follow and remain behind...
The advantage of the animal is won, like the stealth,
but also the claws and pupils, and the sense of smell
of the felines
System: 1 Blood point for 2 Turns, or 2 Blood
Points for 1 Turn
The Vampire wins, while in feline form, the following
bonuses (if the Vampire already has the Merit, than add
it once more...)
***** : Panther's Agility
By using this power, the Vampire is able of feats of agility and balance credited to felines. It's more easy for him to climb, jump, dodge (but not attacking), to keep his balance, etc.
System: 1 Blood Point
One blood point must be used to activate this power, which
last for the scene. For every dodge, sports, acrobatics
climbing, jumping, etc. dice roll, multiply the number of
success by two before removing botches. Moreover,
this power simply double the Acrobatics skill rating
when it comes to see how high the Vampire can fall
without taking damage.
To simulate automatic success, simply multiply the
base trait by 1,5.
***** * : Cat's Luck
This Power gives the Vampire supernatural luck, like the Merit "Luck".
System: Automatic
Like the Merit, the Vampire can use this power three times
per story: He can throw again one dice roll one time if the
player believe he could do better. The second roll is definitive,
even if it's less good than the first.
Note: This power can be bought more than once. It does simply add
three more times per story. And this power is cumulative with the
3-points Merit Luck (See the Player Guide to Vampire).
***** * : Cat's Weightless Silence
This Power gives the Vampire supernatural silence, in a different, yet similar way found in Quietus *. No matter what happens, the Bast-Hemet does not make any noise when walking and her feet is as weightless as a feather, which means that the Bast-Hemet does not disturb her surroundings enough to be tracked.
System: 1 Blood Point, 1 scene.
The Bast-Hemet must use 1 Blood point and then, no matter what she
does, she can't make noise, even if she was running on sand, or
even falling on glass: One strange consequence of this power:
The Bast-Hemet falling on a glass ceiling would not break it, but would
take more than the normal damage. Some Bast-Hemet believe it is because
the momentum of the Bast-Hemet does not touch the material but instead
is sent back to the Bast-Hemet body and absorbed, thus not creating
sound. A Bast-Hemet using this power and falling a 30 feet fall on a
glass ceiling would not break it and would do no sound, but would
be affected as if it was falling 60 feet...
The Bast-Hemet can stop this power at will, but will need to use another
Blood point to reactivate it.
Note: For this power use only, the normal limit of 10 dices of
damage from a fall is raised to 20 Dices... And it does not let
the Bast-Hemet fire at full auto with a submachine gun without any
noise... But an Assamite falling on a glass ceiling, or on another
fragile surface would break throught it in silence... This power
is useful when walking of fragile surface, or to avoid going
through that 50x10 square feet glass window of this 1000 feet
skyscrapper... Another use is walking on a sensible surface, like
this floor in the CIA headquarters that would start the alarm at
the mere touch from a sweat drop...
***** ** : Cat Pack
The Vampire can now transorm himself in a pack of cats, and control each of them without coordination problems.
System: 3 Blood Points
Each remaining health level, plus each bloodpoint remaining
in the bloodpool make the number of normal cats (see Player
Guide to Vampire for the physical stats) than appear. They
have all the powers of the original vampire (Disciplines, etc.)
but they can't make Aggravated Damage with their claws
or their teeth.
The Vampire can't use any power that needs blood, as he have no
blood pool in this form. The cats can remain in the same zone,
or disperse: It make no difference.
To transform back, the surviving cats must merge together, and
each will add one blood point, or one Health level.
Note that the Vampire can't come back with more blood he add
when he transformed (i.e.: if she had 7 blood points, and use 3
for this power, then she can come back with 0 to 4 blood points
only). Note two that the Vampire can't heal Aggravated Damage
(if she had 3 Aggravated Damage, then she comes back with 3
Aggravated Damage).
***** ** : Sphinx Form
The Vampire can now transform into a form similar to a Garou's Crinos, but with great similarities with the Sphinx's appearance. The transformation is slow unless the Vampire enter Frenzy. In fact, every time she try this power, she must resist Frenzy, and every time she enters Frenzy, she automatically assume this form if she has Blood enough, unless she rides the wave.
System: 3 Blood Points
The transformation takes three turns, and three blood points
unless she's frenzying (then the transformation is 1 turn-long,
no matter the Generation of the Kindred, but it still costs
3 Blood Points).
Upon trying this power, the Vampire must succeed in a Self-Control
roll, Diff:6 or she enters Frenzy (see above the effects).
Moreover, if she fail any Frenzy roll, she automatically uses this
form. This form triggers the Delirium in the non-Awakened
creatures. As the level four, the clothes are not affected by
this power, and will probably be destroyed if still worn will
transforming...
A COMPLETER
***** *** : Charmed Existence
The Bast-Hemet has now enough luck to make Indiana Jones pale in comparison.
System: Automatic. One '1' in every Roll
Like the Merit found in the Player Guide to Vampire, the
Bast-Hemet can now remove one '1' in every roll she makes. This power
is not cummulative with the Merit, and can't be
purchased more than once.
***** *** : Sekhmet's Anger
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System: ?
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***** **** : Nine Lives
This power is the summum of the Bastis Discipline. It let the Vampire cheat Death itself for 8 times, and 8 times only (so, it let him live 9 lives!), and so survive final Death.
System: Automatic, 8 times only.
Like the Mummy, the Vampire's soul disappear when her body is
destroyed and flees for the Shadowland (The Storyteller can
create a story around the escape of the Vampire). When she
succeed in recharging her Ba (See WoD: Mummy, 1st or 2nd Edition)
She can create her body anew in any haunted site.
But she pay for the system shock: Her physical Attributes are
decreased by one (minimum 1), as well as her physical Disciplines
(Celerity, Fortitude, Potence, and even
Neferys). If the Discipline reach zero,
then the Bast-Hemet only needs XPs to raise it back to one, and
doesn't need a teacher (as he only needs to remember them...).
Notes:This power can be learned only one time: After 8
uses, the Vampire can't get back again from death by the use of
this Discipline. Furthermore, this Discipline protect against
Diablerie: In the second of the rebirth, the soul disappear, and
the Diablerie fails... But the mental shock is felt anyway by
the surviving victim (see Diablerie Mexico: Awakening).
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