Majesty (Level One) - The first trick a good kings learns it to how to impress his subjects. By employing the ancient right of command, any Simba may demand espect and expect to get it. System: Like the Level One Common Gift: Command Attention, except that it lasts a whole scene and involves Manipulation + Intimidation. Other Simba are immune to its effects.

Submit (Level One) - The second trick in a ruler's arsenal is the ability to make his subjects obey whether they want to or not. By mastering their bodies, a Simba can force others to fall to their knees or roll over on their backs in submission. They can say whatever they like, but their reactions betray their cowardice! System: Like the Philodox Gift: Roll Over, although Simba of Ranks One or Two will have to spend two Gnosis to use it. The Gift won't change a target's mind, but it will master his body if the player rolls at least three successes in a resisted Willpower roll (difficulty 7). This lasts one turn per success. Simba are immune to this Gift if it is used by one of their kind.

Armor of Kings (Level Two) - As the Children of Gaia Gift: Luna's Armor.

Rallying Challenge (Level Two) - By sending her inner power outward, a Simba may rally herself to accomplish things normally outside her range. With a shattering cry, she raises her physical strength or force of personality to unusual heights. System: Like the Level Two Bagheera Gift: Ojas Surge, except that it only boosts Strength, Stamina or Charisma, takes one turn (and a thunderous roar) to achieve, and can only be done once per scene.

Fireroar (Level Three) - As the Level Three Khan Gift: Dragonroar.

Shadow the Moon's Light (Level Three) - There is a time for everything, even for stealth. As nocturnal hunters, the catkings have perfected a secret which allows them to dim the light as they approach. While it can't actually extinguish the moon, this Gift stifles natural, magical and technological lights equally well. Sytem: To dim the local lights, the werecat's player rolls Manipulation + Stealth. The dimness lasts for one turn per success. Light Source Difficulty Weak (torches, lamps) 6 Bright (fires, moonlight) 7 Harsh illumination (headlights) 8 Powerful lamps (halogen bulbs, yard lights) 9 Overwhelming (spotlight, sunlight) 10

The Bountiful Dominion (Level Four) - A ruler must be prepared to provide for his subjects. By laying this Gift upon the land, a Simba can make the local crops grow quickly, the soil turn fertile and the waters run clear. This Gift comes from the hand of Manu T'Chaa, who ended a famine with his wisdom and passed the secret to his descendants. System: As the Level Four Metis Gift: Redeem the Waste, except that the magic doubles crop growth and health, purifies water immediately, and costs one Gnosis per success.

King of Beasts (Level Four) - As the Philodox Gift: King of the Beasts, except that it affects all animals within 300 feet.

Command the Multitude (Level Five) -- Like the Level One Gift: Submit, except that it affects everyone in a 200-foot radius and requires a Gnosis point. To make things easy, the Storyteller may simply have the player roll three successes with Willpower (difficulty 9) to dominate a strong-willed crowd. Lesser foes, like normal humans or animals, reduce the difficulty to 6.

Rising Sun (Level Five) - It is said that the lion carries the sun in his heart; the saying may contain more truth than poetry. Some powerful Simba can cause the land around them to blaze with sunlight, even at night. According to tribal caliah, Taa Mlimba used this magic to drive the vampires from his lands ages ago. Although it's not as effective against the undead as true sunlight, this Gift is certainly potent. System: Conjuring sunlight requires two Gnosis points and a Charisma + Primal Urge roll (difficulty 7). Once this is done, the surrounding rock and earth begin to glow. Each turn, the light grows brighter, until the rocks blaze like the sun; after six turns, it fades away. This light, blinding as it is, doesn't hurt most living things, and leaves the rocks stone cold; against vampires and other things that fear the sun, however, the Gift inflicts one dditional cumulative aggravated Health Level for every turn after the first (one during the second turn, two during the third, etc.). Thus, at its height, the light causes five Health Levels of damage. While this damage may be soaked with Fortitude, most Kindred will remember such an encounter ....

Royal Privilege (Level Six) - This deeply despised trickery allows an ancient and powerful lion to steal another werecat's Gifts, even those which traditionally belong only to that tribe or breed. Black Tooth has gathered a lot of his power through this deadly secret. Those who've met him claim he invokes his "privilege" by killing other Bastet, then taking their secrets from their spirits as they die. While there may be other Bastet who know the Gift, they don't have many friends. System: This Gift comes from the Unmaker, and may be restricted to one or two corrupt old lions in the Storyteller's domain. Using it is simple, yet difficult: To learn a new Gift, the werecat who knows it must be killed. As the victim dies, the Simba invokes this terrible power, ripping the secrets from the dying flesh. This requires two Gnosis and a Manipulation + Occult roll. The difficulty is the dying cat's Rank +5. For each success, the lion may learn one Gift he didn't know before, providing the slain Bastet knew it instead. To "keep" these Gifts, the Simba must pay experience points for them, a stolen Gift that remains "free" can be used once, then forgotten. Only Simba know this trick - some Bubasti have tried to acquire it, but have died in the process.