Nunda: the Little Cats

All small wildcats and domestic cats that can crossbreed occur among the Nunda. This is a sort of catch-all tribe, and any Bastet not claimed by a particular tribe can usually find a home among the Nunda. Some family lines among the Nunda pride themselves on their purity: perhaps they all descend from African Golden Cats; or possibly they all are related to the New World spotted cats, like the margay and the ocelot. In any case, the Nunda consist of many body types, coat markings, sizes, personalities, and subcultures.

The word "Nunda" comes from the Swahili for "half-wild domestic cat".

Anything goes in terms of Nunda social groups, but they tend to be more social than not. There are some remarkably large Colonies of Nunda and their Kin that are almost entirely communal. Other groupings are tiny and close-knit. Yet other Nunda are solitary. The Nunda tend to adapt most easily of all the Bastet to new situations, particularly those involving other shifters, mages, et cetera.

Nunda Gifts

There are a large number of Nunda Gifts; this list is, in fact, the base list for all Bastet, although other breeds do not propagate Gifts that do not fit the culture, mission, or "feel" of the breed. No Nunda ever learns all the Gifts in this list, although it's theoretically possible. Generally, an individual Nunda learns some of the Gifts from their particular family group, and then picks up other catch-as-catch-can.

Rank 1

Box, Bag, or Crevice: Can fit into tiny spaces in which you don't look like you could fit.
Catfeet: Able to walk silently over any surface in other forms than feline.
Cat Sight: Able to see in the dark.
Command Attention: Draw all eyes in the room to you with your presence. In Nunda, this often is through sheer cuteness.
Hide in Plain Sight: Somehow, everyone overlooks you.
Knockdown: Cause the person you touch to just fall down right there. Unlike Falling Touch, no knockback.
Lick Wounds: Can lick wounds (own or others) and heal them.
Mind Touch: Convey short sentences or sequences of images mentally. Must be in eyeshot.
Pathfinder: Can (eventually) find your way out of a maze, labyrinth, or other tangled navigational mess.
Perfect Balance: Can walk or run along even the narrowest of ledges without falling.
Purr: Calm someone, allow them to ignore pain or illness and relax.
Razor Claws: +1 dam to claws.
Sense Corruptor: Detect Corruption in an area or on a person.
Sense Magic: Detect magic in an area or on a person.
Spirit Sight: See spirits of all sorts (spirits, ghosts, spirity creatures).
Treeclimber: Can use claws to scale any vertical surface.

Rank 2

Call Spirits: Summon nearby spirits.
Cat Fall: Land on feet every time, even in homid.
Dream Guardian: By standing vigil over someone sleeping, defend against nightmares.
First Slash: Strike with blinding speed before the opponent can attack.
Gallop: Move very fast over distances of up to a mile.
Groom: Remove poisons and other nasty substances from self and others without harm to self.
Hiss: Strike fear into opponents.
I Meant To Do That: Recover well from a mistake (gain one reroll).
Leap: Can leap seemingly impossible distances without harm.
Mind Speech: Mental conversations with another individual. Must be within a mile.
Night Terror: By standing vigil over someone sleeping, can cause them nightmares.
Puff Up: Look twice your size and scary.
Real Claws: Can use your claws in homid.
Sense of the Prey: Can track prey if it's known and it is not actively hiding as rapidly as you can travel.
Sense Silver: Detect the presence of silver in the area.
Shadowcat: Invisible in low-light conditions.
Shriek: Deafens people in the area, friend and foe alike.
Sprint: Blurringly fast sprint over a very short distance.
Squeeze: Fit through any opening large enough to fit your feline head through, no matter what shape you're in at the moment. Bonus to activate if terrified out of wits.
Staredown: Cow lesser beings with your disdainful stare.
Whiskers: Navigate an environment blind (blindfolded, in darkness without Cat Sight, actually blind) without running into things, tripping, falling down holes, etc. Is not true sight, however, and can't be used as such.

Rank 3

Caper: Can charm bystanders by dancing about (in any form, though homid and feline work best).
Cheshire Cat: Vanish from plain sight.
Command the Prey: Make chittering sounds to draw prey to you.
Ignore Pain: Ignore the effects of wounds.
King of the Cats: Summons all cats in earshot.
Levitate: When startled/endangered, abruptly vanish and reappear three feet away in a random direction (not into obstacles or the ground, though).
Lick the Shoulder: Brief meditative state to restore willpower, courage, and dignity.
Mind Network: Mental conversations with a group of up to half a dozen. All must be within ten miles and Nunda must be still and undistracted while doing this.
Scrying: See far away in dark or mirrored surfaces.
Shed: Eel out of any grip by shedding fur copiously. Works even in homid, but produces flying fur.
Toxic Wounds: Poison any bite or claw wounds.
Walk the Wall: Run up or down vertical surfaces.
Weak Mind: Determine the psychological fatal flaw of an individual or a group.

Rank 4

Clawstorm: Become a shredding machine.
Den: Create a Den Realm attached to your territory.
Dream Walk: Move between dreams to travel geographically.
Hypnotic Eyes: Look deeply into someone else's eyes and cause them to enter a light trance. They can't do anything else while the Nunda is staring into their eyes, though if they're suggestible, they might answer one question truthfully.
Lucky Cat: Make others luckier.
Mind Reach: Mental conversations with any individual on the same land mass.
Spirit Claws: Attack something in the Umbra without going there.
Spitfire: Spit a stream of fire.
Suck Breath: Can knock out opponents by taking their air away. Can also kill normal humans in their sleep.
Walking Between Worlds: Enter the Umbra.

Rank 5

Familiar Eyes: Like Hypnotic Eyes, but the entranced person thinks that the Nunda is someone they trust and will respond to them as such. You can make one command that doesn't conflict with the person's fundamental personality.
Future Warning: Gain vague insight into impending disaster.
Jump to the Moon: Leap any distance, any height, without harm.
Perfect Passage: Pass over or through any obstacle, leaving no trace.
Summon Storm: Whip up a storm in the area.
Withering Stare: Kill with a look. Cannot be locked in combat, must be in a place to lock eyes.
World Mind: Mental network conversations with anyone worldwide. Nunda must be utterly still and undistracted, and must sleep at least half a day immediately after doing this.