Rhino's Favor (Level One) -- By calling on the spirit of the rhino, a Khan may grow a temporary horn on her skull. Although the protrusion is a bit unsightly, it allows the tiger to head-butt an opponent for considerable damage. System: The Khan rolls Gnosis to grow the horn. This protrusion lasts for one scene, and allows her to gore opponents for Strength + 2 (aggravated damage, difficulty 7). Tiger skulls aren't built for ramming, however; botching such an attack inflicts normal Strength damage back on the Khan.

Skin of Jade (Level One) -- Willing himself solid, a Khan might turn his skin to the hardness of jade. It's said that the spirit of the rock itself taught this Gift to Yu Kwan, a warrior in the service of the alchemist Ko Hung. System: By spending a Willpower point and rolling Gnosis (difficulty 7), the tiger gains an additional two dice to his soak rolls. This Gift l asts one scene.

Heart of Fury (Level Two) - As the Ahroun Gift.

Ricepaper Walk (Level Two) - By attuning his inner energies, a Khan can walk cross a light or fragile surface without disturbing it, regardless of his form or weight. A 900- pound Crinos weretiger weighs no more than a wisp of paper so long as he concentrates on this feat. Once his attention shifts, the Khan's full weight returns. System: The player makes a Gnosis roll to activate the Gift. Once he does, the Khan must move immediately at half his normal walking speed across whatever surface he wants to cross, and cannot stop. Any distractions force the tiger to make a Willpower roll to keep his concentration; the louder the disruption, the higher the difficulty. The tiger can't carry any other living weight, although he may bear a significant amount of inanimate baggage.

Maker's Charm (Level Three) - Like the Level Three Homid Gift: Craft of the Maker.

Paws of the Raging Spirit Tiger (Level Three) - By channeling his chi energy through this Gift, a Khan may wreath his paws or hands in crackling spirit power. Thus fortified, the tiger can rip through enemies in the spirit world without stepping sideways to do it, so long as he can see them. Obviously, no spirit will teach a Bastet such a damaging Gift; he'll have to learn it from another Khan (and considering this Gifts' nature, the learning can be very dangerous!). System: The Khan spends a Gnosis point and concentrates. The next turn, his paws or hands begin to smolder in blue-white light. This light burns from blue to green to yellow to red. When it attains a pinkish hue, the Gift dissipates. This takes roughly six turns.

Asura's Bane (Level Four) - As the Level Three Bubasti Gift: Banish Cahlash's Brood, except that using it turns the tiger's pelt white instead of black. Unlike the shadowcats, tigers channel Rahjah to banish corruption.

Dragonroar (Level Four) - Bellowing like a thunderclap, the Khan vomits a ball of Fire on his foes. This burning exhalation continues to blaze until either it or its target is consumed. System: This Gift costs one Gnosis point to perform and blasts out a fireball worth one Health Level for each point of the Khan's current (not permanent) Gnosis. A successful Dexterity + Brawl roll puts the fireball where the tiger wants it. Anyone within 10 feet of the blast is burned unless he makes a Dexterity + Dodge roll (difficulty 8). If the target has already acted this turn, the Dragonroar inflicts its full damage. Next turn, it will burn for half that damage, igniting anything flammable in its range. On the third turn, the Gift's fire burns for one additional Health Level, then dies. A fire begun by the Gift will burn like any normal blaze (see Werewolf, page 197).

Call to Battle (Level Five) - As the Ahroun Gift: Strength of Will

Thousand-Thunder Strike (Level Five) - By slamming his paws together and invoking Rahjah or one of his manifestations (Shiva, Pan Gu, etc.), an angry tiger cause a shockwave that can level buildings or disrupt unclean spirits. The King of Cats, in his more regal guises, teaches this Gift to worthy Khan. System: The player spends two points of Gnosis and rolls Willpower (difficulty 7). Each success inflicts three points of Power damage against Asura or other Banes, whichever side of the Gauntlet they might inhabit. This wave also shakes structures in a 200-foot radius. The severity of the damage depends on Khan's successes: one breaks windows, two crack plaster, three snap wood, four shatter concrete and five bend metal. The wave lasts only a moment, but can be felt for a mile or more.