
Bastet Information
The Bastet are different, in a lot of ways, from the Garou. First, they're feline instead of lupin. Second their Litany is different. They don't have Auspices, as such, they have Pyrios. Their tribes are, obviously, different as well.
The Litany:
Honor Yourself
We hold magic within ourselves, within our hearts and minds and spirits. To dishonor ourselves is to disperse that magic and scatter our souls.
We are to remain clean - to cleans ourselves of filth, divest ourselves of our former lives, care for our own health and avoid the inbreeding sickness. Possession is unclean, and we must shake other spirits from our skins, lest they taint our own.
When we fail - we must purify ourselves with washing, seek cures for our sickness, raise the deformed ones we bear and cleans our souls with ceremony. If the Unmaker's spawn ride us to destruction, we are obligated to take our own lives. If we do not, others will do it for us.
Honor Your Word
We are the wisest of the Changing Breeds, and come from places that respect the meaning of honor. Let the dogs and monkeys piss on trust; we are honest Folk - with each other, at least. It's acceptable to lie to other creatures; they're not of our blood and not bound by our laws.
We are to remain truthful - to break no oaths before the Folk, and make no false witness against one of our kind. A promise made is a bond sworn to Seline; we will act on it as if the goddess Herself would punish us for failure. We will flee to survive a fight, but will not run when others depend on our strength.
When we fail - we must make restitution to those we deceive, in deeds, trade, or money. We may be challenged to Hanshii or punished by rite. We may be exiled or branded. At the very least, we will be disgraced, and remembered as liars to all of the Folk.
Honor Your Kin and Kind
We remember the Kinfolk who keep our kind alive, and we respect our cousins in the other tribes. The great cats are more precious than our human lovers, but both of them are blood relations. All Bastet are sacret in the light of the moon, and our sternest oaths protect us in these twilight times. All our laws pertain to Kin and Kind, and we respect each other as siblings under the moon.
We are to remain just - to quarrel not with each other without cause, to seek open restitution and honorable combat, to respect a challenge and the challenger, and to obey the lorespeaker and host of the taghairm. When our Kin and Kind are in danger, we will aid them; when they cry, we will succor them.
When we fail - we will take the judgment of our fellows, distance ourselves from our kind, forsake the taghairm and accept the brand of the oathbreaker. If we allow our Kin to come to harm, we will accept that their spirits will carry news of our cowardice, and we accept that label as just.
Honor Your Earth
We are the children of the mon and the earth together, shaped by the fathers, sired by the mother and suckled by the teats of Seline and Gaia as one. When corruption eats at the heart of our world, when the Asura devour the spirit of the land, we will not stand by. Our weapons are many - secrets, claws, teeth and allies - and we will not hesitate to employ them for our world's survival. Our people have walked too close to extinction for us to take such matters lightly.
We are to remain fierce - to poison not the earth nor allow it to be ruined. We will inform others of plans to pollute the wild and hunt down poachers of game. We will stand beside the other Killi, even the hated dogs, if that means stopping the demons. We will not ally ourselves with shadow powers or drink corrupted wisdom. We will stand brave in the face of the Unmaker's wrath and we will triumph.
We do not fail our Earth and mother. That path leads to death.
Honor Your Silence
We are the keepers of secrets, and our fates depend on silence. Each of us bears the hidden doom of our own people, and we know the cost of betraying that trust. We also know that we have what others want - or what they think they want- and it amuses us to make them squirm. Our knowledge is our concern. We will not share it unless we wish to.
We are to remain quiet - never to let our Yava leave our lips, nor allow them to fall into other hands. Our mysteries are our own to dispense, and we will value them by Rank and title. We will hide ourselves from outsiders; they will think they know us, but we will delude them. We will wrap our lore in riddles and tales; let the clever ones puzzle out their meaning. We will act as if we know even more than we do, for it keeps outsiders guessing. Let them wonder at our insight; they value us more highly when they do.
When we fail - we will cover our tracks with misdirection, pretend to be other than what we are, fill the air with idle rumors and hide messages in code. She who fails to keep the Yava will be killed - there is no better mercy - and he who acts upon it will be ripped apart by hunting cats. There is no forgiveness for this crime.
Pyrio:
Daylight - Friendly, sociable, and nurturing. Open and more honest than other Pyrios.
Twilight - Tricky and inquisitive. An enigma is hard to resist for these cats.
Night - Closed and dark, solitary and likely dangerous.
The Tribes:
Bagheera
Werepanthers and leopards belong to this tribe. Wise, ruthless, intelligent and clam, hailing from India and South Asia. They work to keep the peace, to end the Impergium. They're close with both their human and feline kin, this contact keeps them as the most plentiful of the Bastet tribes.
Initial Rage: 2
Initial Willpower: 4
Sokto Crinos Chatro Feline
Str: +1 Str: +3 Str: +2 Str: +1
Dex: +1 Dex: +3 Dex: +3 Dex +3
Sta: +2 Sta: +3 Sta: +3 Sta: +2
Man: -1 Man: -3 Man: -3 Man: -3
App: -1 App: 0 App: -2
Yava:
Bagheera sleep deeply during the New Moon. Once they slumber, nothing short of violence can awaken them.
Make a trail of salt; a panther will follow it from beginning to end without stopping.
Blessing a leopard's prey with Abhaya (a hand gesture meaning "protection") will force the cat to flee unless his rage is just.
Balam
They are they werejaguars from South America. There's very few Balam of any other nationality. They're hardened and bitter from their past. Despite being so ferocious, they honor family above all else. Their mates, even if they were lured away from their village or home, are pampered and loved, the children growing up knowing nothing but love from their jaguar parent. Once the heart of a Balam has been captured, he'll never stray.
Initial Rage: 4
Initial Willpower: 3
Sokto Crinos Chatro Feline
Str: +2 Str: +3 Str: +3 Str: +2
Dex: +1 Dex: +3 Dex: +2 Dex +3
Sta: +2 Sta: +3 Sta: +3 Sta: +2
Man: -1 Man: -4 Man: -4 Man: -3
App: -1 App: 0 App: 0
Yava:
Demons feed the wrath of the Balam; send one against him, and he will rage into madness.
Burn the heart of the jaguar and you destroy its soul forever.
Jaguar feathers hold great power. If you find one, burn it by the great cat's face. Once it is ashes, the Balam will die.
Bubasti
Egyptial werecats are eternally hungry. There's never enough food for them. They are slender and extremely attractive, more so than other catkind. They're stealthy and delicate, usually of Middle Eastern heritage. Their human forms have dark hair and skin with their feline forms looking like the typical Egyptian feline statues: no markings on their black fur at all.
Initial Rage: 1
Initial Willpower: 5
Sokto Crinos Chatro Feline
Str: +0 Str: +1 Str: +2 Str: +1
Dex: +1 Dex: +3 Dex: +4 Dex +3
Sta: +0 Sta: +1 Sta: +1 Sta: +2
Man: +0 Man: -2 Man: -3 Man: -3
App: +1 App: -3 App: -2
Yava: These secrets are so deeply guarded that even the Tekhmet don't know them. The passing of the Yava occurs at the second Rank among the Bubasti, and involves blood-oaths before the kheper. The Followers of Set would do a lot to gain these tribal secrets, and young shadowcats are told "Better death than the serpent's kiss."
When all immortals of the tribe are slain, the tribe itself will die with them.
The Black Soil of Khem is forever tied to the tribe; if all Bubasti in a generation flee the land, they will be the last of their kind.
Bubasti are always hungry. Though no amounts of food or drink will ease their craving, they will always eat what's put before them.
Ceilican
This is an extinct tribe, right? Not exactly. They blend in with other tribes. They resembles housecats more than the large cats of the other breeds. They were once hated, and hatred is hard to forget though they are searched for when other Bastet need more information. They are called the witch-cats and, in the 16th century witch purges, many of them met their death. To help keep their secrets, and part of the Yava dictates this, a witch-cat will shed her current persona once a year. She'll change her name, looks, and lifestyle. This isn't to say that her old life is forgotten, and she may go back to it eventually. Before she leaves, the cat will send out clues to her new identity and her friends may track her down again, eventually. The memories her former life are recalled more like a movie she's seen rather than a life she's led.
Initial Rage: 3
Initial Willpower: 3
Sokto Crinos Chatro Feline
Str: +0 Str: +1 Str: +0 Str: -1
Dex: +2 Dex: +3 Dex: +4 Dex +4
Sta: +1 Sta: +1 Sta: +1 Sta: +0
Man: +0 Man: +0 Man: -2 Man: -2
App: +1 App: -2 App: -2
Yava:
While stories claim that Tybalt undid these bans, it's very possible that they came back into force over time. Pure iron makes Ceilican uncomfortable and affects them as if it were silver. The fourth Yava came into being recently. This far, only the fae cats know of it, though it affects everything they do. The other secrets rest in troves of certain faerie folk and witch-hunting groups for the day they might come in handy again.
The faerie cats fear the touch of pure iron. It burns them like a brand.
Reciting a Ceilican's name backwards three times causes him discomfort; recite it six times thus, and he will die.
The sound of a silver bell or church hymn strikes a faerie cat deaf for three days after.
The race's passion undoes them. Each year, they must forget who they are and become someone else. Some cats must do this often, and by their landless ways, you shall know them.
Khan
Weretigers are known to be ruthless and passionate. They are the warriors of the catkind, hailing from India and China. They're hotheaded and tend to head off into things on their own, likely to their demise. They were said to have been made to fight the demons of the world and the Khan of today take that literally, fighting vampires, Ashura, and corruption fiercely, even at the cost of their own lives. While they're not afraid of technology and advancement, they prefer the simpler ways, dress, and weapons to the computerized world of now.
Initial Rage: 5
Initial Willpower: 2
Sokto Crinos Chatro Feline
Str: +2 Str: +5 Str: +4 Str: +3
Dex: +1 Dex: +2 Dex: +2 Dex +2
Sta: +2 Sta: +3 Sta: +3 Sta: +3
Man: -1 Man: -3 Man: -3 Man: -3
App: -1 App: 0 App: 0
Yava:
The Khan belong to the tribe of the sun; when he sleeps, they sleep also. During an eclipse, all Khan slumber for one day, then awaken hungry.
Khan cannot resist the meat of an innocent child, though it violates their laws to eat it.
A tiger cannot resist a direct challenge. To turn away costs him his rage for a fortnight.
Pumonca - These are restricted due to their Yava. The game is set in Ireland. They can't leave North America for more than a month or they die.
Werecougars from North America. They're loners, even amongst their own kind. They rarely leave North America even though their travels will take them all over the continent. They are almost all Native American, though there have been plenty who have mated with settlers and trappers, Cajun and mountain folks. All these people have added to the Pumonca's gene pool. They've spread from their Native American ways and now encompass all walks of life, even if they tend to stay away from civilization. They're built for survival, wandering harsh terrain and weathering severe storms like they're nothing.
Initial Rage: 3
Initial Willpower: 4
Sokto Crinos Chatro Feline
Str: +1 Str: +3 Str: +3 Str: +2
Dex: +2 Dex: +3 Dex: +3 Dex +3
Sta: +2 Sta: +4 Sta: +3 Sta: +3
Man: -1 Man: -3 Man: -3 Man: +0
App: +0 App: 0 App: 0
Yava:
A Pumonca is one with her land; if she leaves it for more than a full moon cycle, she will die.
The essence of the poisoned land (toxic waste, radiation, sewage) is deadly to the puma. Immerse him in it's toxins and he will quickly perish.
All beasts fear the puma. No horse will bear him, no dog will follow him. The great cats are his Kin and they befriend him, but no other animal can approach without terror.
Qualmi
Riddling lynxes, the lot of them. It's hard to get a straight answer out of any one of them. They are the opposite of the Pumonca, though, they love the Garou and spend most of their solitary time with the Uktena the most. They're not afraid of technology and aren't often found on the hunt like the Khan.
Initial Rage: 2
Initial Willpower: 5
Sokto Crinos Chatro Feline
Str: +0 Str: +1 Str: +1 Str: +0
Dex: +2 Dex: +3 Dex: +4 Dex +4
Sta: +0 Sta: +1 Sta: +1 Sta: +0
Man: +0 Man: -2 Man: -2 Man: -2
App: +1 App: 0 App: 0
Yava:
The power of a lynx lies in her riddles; to unravel them is to undo her magic.
The Qualmi share a soul with the salmon; poison the salmon, and you harm the tribe.
No lynx can speak the truth about her parents. Confront her with their names and faces, and she will be confused for days.
Simba
Werelions were once the rulers of the cats but they've since fallen. Like the Shadow lords, they fancy themselves the leaders still. No one has escaped the Simba's list of prey. This sense of righteousness and carelessness on who they fight have all contributed to the tribe's decline in numbers.
Initial Rage: 5
Initial Willpower: 2
Sokto Crinos Chatro Feline
Str: +2 Str: +4 Str: +4 Str: +3
Dex: +1 Dex: +2 Dex: +2 Dex +3
Sta: +2 Sta: +3 Sta: +3 Sta: +2
Man: -1 Man: -2 Man: -2 Man: -1
App: +1 App: 0 App: 0
Yava:
A rope made of lion's mane will bind a Simba fast.
To defeat a lion, steal his roar. In it, you may find a bit of his soul. He will not harm one who holds that soul until he finds his roar again.
No male Simba will kill his wife, or allow another to do the same.
Swara
Werecheetahs are the fastest of the cats. They guard their secrets carefully, more so than other Bastet. The one they'll never tell is that they can step-sideways easily like the Garou. They wander through the planes on a whim. They're almost exclusively of the sub-Saharan African region and generally avoid people.
Initial Rage: 2
Initial Willpower: 4
Sokto Crinos Chatro Feline
Str: +1 Str: +2 Str: +2 Str: +1
Dex: +2 Dex: +4 Dex: +4 Dex +4
Sta: +1 Sta: +3 Sta: +2 Sta: +2
Man: -1 Man: -3 Man: -3 Man: -3
App: +0 App: 0 App: 0
Yava:
The Swara are very protective of their mother's good name. By telling tales of Damaa's cowardice, you can reduce a cheetah to madness.
The soil of the moon intoxicates the Swara. Mix it into his drink, and he will dance and laugh for days.
The Unmaker has his hand deep in all Bastets' souls. A frenzy will herald his approach. A Swara fears such frenzy, and must avoid it's taint at all costs.