Werewolf the Apocalypse information source

Stargazer Gifts

A list of all Stargazer tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Stargazer Gifts of a specific rank, see the Werewolf Gifts section.

Falling Touch

Rank 1 Ahroun Gift / Rank 1 Stargazer Gift

This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The Garou’s player rolls Dexterity + Medicine (difficulty of the opponent’s Stamina + Athletics). Even one success send the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.

Source: Core book revised.


Sense Wyrm

Rank 1 Metis Gift / Rank 1 Theurge / Rank 1 Black Furies / Rank 1 Silent Strider / Rank 1 Silver Fang / Rank 1 Stargazer / Rank 1 Uktena / Rank 1 White Howler

The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Source: Core book revised / 20th Anniversary


Imbalance

Rank 1 Stargazer Gift

A Stargazer possessing this Gift causes considerable problems to all attackers. Those attacking find themselves clumsier and less nimble with every successful strike. An earth elemental teaches this Gift.

System: At the beginning of close combat (this Gift cannot be activated after the first turn of combat), the player spends a Gnosis point. If an attacker completes a successful hit against the Stargazer, the attacker’s next roll to strike is at +1 difficulty. Each turn thereafter, the Stargazer may spend a Rage point to continue the +1 difficulty to hit for another turn.

Source: Stargazers Tribebook (revised)


Inner Strength

Rank 1 Stargazer Gift

After brief meditation, the Garou may convert her inner anger into iron resolve. Stargazer ancestor-spirits teach this Gift.

System: The Garou concentrates for five minutes; the player rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into a point of Willpower.

Source: Core book revised.


Balance

Rank 1 Stargazer Gift

The Stargazer is able to walk across any ledge, rope, etc., no matter how thin or slippery. Wind-spirits teach this Gift.

System: No point expenditure or roll is required. Difficulties for climbing decrease by three.

Source: Core book revised.


Iron Resolve

Rank 1 Stargazer Gift

Through the blessings of the spirits, the Stargazer’s resolve is tempered like steel, allowing great feats through application of sheer will. An ancestor-spirit teaches this Gift.

System: Once per scene, the Stargazer may spend one Willpower to gain two automatic successes on an action, rather than one.

Source: 20th Anniversary Edition


Muladhara

Rank 1 Stargazer Gift
Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.

The base chakra is awakened and the energy stirs. The character can call on this energy to help himself root or center for meditation, or summon energy to stave off fatigue. This also includes the Svadhisthana or sacral chakra, governing the sex organs.

System: The player must declare which effect he is trying to achieve before he rolls. He then rolls Stamina + Rituals and spends one Gnosis point. Each success lowers the difficulty of any roll involving meditation by one; or, when resisting frenzy, each success raises the difficulty of the roll by one — although the character must perform no other action that turn or the next. In all cases, Stamina roll difficulties related to fatigue are lowered by one for the rest of the scene.

Source: Stargazers Tribebook (revised, 2nd ed.)


Seed of Speech

Rank 1 Stargazers Gift
Mantra Gift

The spoke mantra for this Gift is Aum-Vak-Bija. It represents the primal nature of speech and gives the Stargazer using this Gift a preternatural understanding of the underlying force behind all words and names. Merely by intoning the mantra and activating this Gift, the Garou is capable of harmonizing with the very fundamental nature of spoken sound and the knowledge that comes with it. This Gift is taught by an avatar of Cuckoo.

System: The player spends one Gnosis point after the Stargazer speaks the mantra. For the duration of the scene, the werewolf gains the ability to understand the basic subject/verb structure of all sentences spoken to him, regardless of the language used. For instance, “What are you doing here?” would translate (to the Stargazer) as “You do?”; or “Put down that idol,” may translate to “You drop.” This Gift only captures the most basic essence of a sentence spoken (the “seed”), but when being spoken to in a completely foreign tongue, this can make all the difference.

Source: Stargazers Tribebook (revised)


Sense the Demonic

Rank 1 Stargazers Gift

Camp: Demon Eaters

The difference between a servitor of the Wyrm and a demon-possessed mortal is subtle. While most demons emanate perceptible Wyrm-taint, strangely some seem able to mask themselves and escape such notice. Plus, Sense Wyrm doesn’t identify the nature of the taint, so the nature of the creature (that it’s a demon) goes unknown until it’s potentially too late. This Gift helps circumvent that problem. It doesn’t provide a literal sense so much as a spiritual one – the eye in the Demon Eater’s mind registers the disruption in the fabric of reality, and senses the demonic source. This Gift is taught by a chimerling.

System: The player rolls Perception + occult. The difficulty is dependent upon the proximity and intensity of the demon (or demon-possessed victim). Sensing a single demon in the same room would be difficulty 6, sensing a demon across a busy city street would be 7, and detecting a demon’s infernal influence after the creature has already left would be a difficulty 8.

Source: Stargazers Tribebook (revised)


Channeling

Rank 1 Stargazers Gift

Rage is both a boon and a bane to the Garou, and the Stargazers feel this doubly so. Rage, while certainly a vital resource, is also a dangerous element. Many Stargazers seek new ways to harness and direct their Rage, and those with this Gift have at least one more option. A Garou using this Gift can channel her Rage into a single action, helping her perform that one action as best as she is able. This Gift is taught by a fire-spirit.

System: Once per game session, the player may spend up to three of the Garou’s temporary Rage on a single action. Each point spent in this manner gives the Garou an extra die for that roll.

Source: Stargazers Tribebook


Surface Attunement

Rank 2 Stargazer Gift / Rank 2 Bunyip Gift

The Stargazer may attune herself to the surrounding environment, thereby gaining the ability to walk at normal speed across such surfaces as mud, water, snow and quicksand without falling through or leaving tracks. The spirits of small animals that are often overlooked by other tribes (such as rabbits, sparrows and mice) teach this Gift.

System: The Garou concentrates for one turn; the player rolls Dexterity + Athletics. The effects last for a scene.

Source: Core book revised / Rage Across Australia


Word-to-Weapon

Rank 2 Stargazer Gift

Camp: Sacred Thread

The warrior-teacher caste of the Sacred Thread is able to focus in on the mystic power underlying each and every word. Even a ksatriya without a weapon may conjure one using nothing more than the sound of his own voice. This Gift is taught by a wind-spirit.

System: The Stargazer invokes a prayer (taking a full turn to do so). The player then spends a Gnosis point and rolls Wits + Linguistics (difficulty 6). The first success conjures a ghostly, translucent scimitar out of thin air. The moon-curved blade has Strength base damage (lethal), with a difficulty of 7 to hit. Every two successes past the first, however, on the roll to activate this Gift increases the weapon’s damage roll for that weapon. If the player rolls three successes, it creatures an opaque blade (made essentially of icy wind) that does Strength + 1 lethal damage, with a difficulty of 7 to hit. The weapon lasts until the end of the scene, and then it disappears into a cloud of dust.

Source: Stargazers Tribebook (revised)


Inner Light

Rank 2 Stargazer Gift

The Stargazer can step sideways into the Umbra using only his own inner light; he has no need of a reflection or bright light to guide him. This Gift is taught by an Epiphling of Truth.

System: The character is always considered to be using a mirror when attempting to step sideways, regardless of the presence of any reflective surface. The player must still roll Gnosis as usual, and the Stargazer can still be “caught.” He may lead packmates into the Umbra as per the usual rules.

Source: Stargazers Tribebook


Reverie of the Kol-Kin

Rank 2 Stargazers Gift

Camp: Demon Eaters

Demons are malicious tricksters bent on chaos. Their souls have been corrupted by the Wyrm so badly, there’s little real humanity left inside, regardless of how they appear on the outside. They can’t be trusted. They can’t be left alone. This Gift helps to trap them and keep them still for a time. The Stargazer’s eyes become pale mirrors, glowing faintly even in daylight. Any demon looking into the Stargazer’s eyes is held transfixed, unable to move or speak. It’s said that this ability was passed down from the group’s progenitor, Zhong Kui, who used it to hold one demon at bay while his pack eased in for the kill. This Gift is taught by a Lune.

System: The player spends a single Gnosis point. No roll is necessary to activate the Gift. The Stargazer’s eyes become reflective, and any demon (or demon-possessed individual) looking into the Stargazer’s eyes are held in a kind of trance. (Note that the subject cannot be Bane-possessed; only demons and their vessels are affected by this power.) The demon is allowed a single Willpower roll (difficulty 8) in the beginning to resist the allure of the werewolf’s eyes. This Gift is active as long as the Stargazer holds the gaze (blinking doesn’t disrupt it) or until the demon is attacked. This Gift only works on one demon or demon-possessed individual at a time.

Source: Stargazers Tribebook (revised)


The Teacher’s Ease

Rank 2 Stargazers Gift

Camp: Sacred Thread

The Stargazers of the Sacred Thread are teachers, first and forever. They hold a great love of sharing information and enlightening others to knowledge, and those with this Gift may find their students a little more “enlightened” than others. With it, a ksatriya may actually open a student’s mind a little further than it already was, allowing the learner to absorb more information, more quickly. This Gift is taught by a Stargazer ancestor-spirit.

System: The player rolls Manipulation + Expression (difficulty is 10 minus the student’s Intelligence score). Each success gives the learner a number of bonus dice on a roll featuring a specific Ability. The learner may not use these bonus dice on any Ability, however; he may only use it on a single Ability of the ksatriya’s choosing. If the Sacred Thread Stargazer demands that the dice must go towards a roll involving the Investigation Ability, then the learner has no choice but to assign those dice to a single roll involving Investigation.

Source: Stargazers Tribebook (revised)


Wuxing

Rank 2 Stargazers Gift

There is a mystical resonance — wuxing — that exists between the elements of water, fire, earth, metal and wood. These elements are the basic forces underlying everything in the world, and the resonance between them is something that a Stargazer with this Gift can hear and tap into. The Stargazer can take the reverberation between elements and tweak it temporarily; the result is, for a short time, that one element can be changed into the other. This Gift may only be taught by an avatar of Chimera.

System: The player rolls Manipulation + Enigmas (difficulty 7). Each success allows for one square foot of a particular element (water, earth, fire, metal or wood) to be changed into an alternate type of the same group of elements. Fire may become wood, water may become earth, and so on. The dimension of the element doesn’t change – a fire in the fireplace still retains its “shape,” but may now be made of wood, earth, or even water (water doesn’t change the shape either; it actually retains the same shape, but is simply liquid held fast to a specific contour). The effect lasts for a number of turns equal to the character’s permanent Gnosis score.

Source: Stargazers Tribebook (revised)


Resist Temptation

Rank 2 Stargazers Gift

Using gestures to her chakras, as Klaital did, the Stargazer can resist worldly, mental and spiritual temptations, including corruption. This Gift is taught by an earth-spirit.

System: The player rolls Wits + Rituals (difficulty 6) and spends one Gnosis point. Each success raises others’ difficulties to ensorcel or supernaturally coerce the character by one for the rest of the scene. For instance, a vampire trying to Dominate the Garou would find it harder to succeed. Against non-supernatural coercion, this Gift is automatically successful. Thus, mundane con artists and temptresses have no power over the Stargazer.

Source: Stargazers Tribebook


Manipura

Rank 2 Stargazers Gift
Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.

The solar plexus chakra stirs, allowing the character access to powerful energy and strength which can greatly aid Kailindo maneuvers.

System: The player rolls Stamina + Rituals. Each success adds one to the character’s Strength for the purposes of resisting grapples or initiating holds, but not for lifting objects or causing damage. This lasts for one scene.

Source: Stargazers Tribebook (revised, 2nd ed.)


Sound of Suffering

Rank 2 Stargazers Gift
Mantra Gift

The spoken mantra for this Gift is Aum-Kama-Rudra. Life is suffering. Among the Stargazers this is not a philosophy, this is fact. Once someone realizes that suffering is the dominating force within the universe, he can move past it onto a fuller, richer life – or so the theory goes. With this Gift, a Stargazer can inflict a temporary “realization of suffering” onto a single individual. The individual affected by this Gift is beset by a swell of sadness, and they can’t help but break down into hitching, wracking sobs. For the duration of this power, the target is left feeling both empty of substance and full of the world’s pain. This Gift is taught by both pain- and rain-spirits.

System: The player spends a single Willpower point and rolls Manipulation + Empathy (difficulty 6). The target is incapacitated for one turn per success rolled as she is afflicted by terrible sorrow and sobbing. The subject may defend if attacked, and she also may take action if circumstances are putting her own life at risk.

Source: Stargazers Tribebook (revised)


Sense Balance

Rank 3 Philodox Gift

As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the precarious forces that balance the world and the individual alike. This Gift allows the user to detect an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or Weaver. It can point out a Bane manifestation at an industrial plant or mental instability in a packmate. A cat-spirit teaches a friendly Garou this Gift in exchange for  a warm fire and promise not to chase her kin.

System: The Gift requires the expenditure of one Gnosis point. With a successful Perception + Enigmas roll (difficulty 8) the Garou can feel the balance, or lack thereof, within an area, person or inanimate object. Wyrm manifestation feels dense and oily, Weaver presence feels cold and unyielding and Wyld energies feel warm and trembling. Such manifestations are more subtle than ones detectable through Gifts such as Sense Wyrm.

The Philodox must focus and be at peace for this Gift to work properly. Distractions, such as combat or exhaustion, disrupt any benefits of the Gift — the Garou can find only her own imbalance in such instances.

Source: Player’s Guide Second Edition / 20th Anniversary Edition


Conundrum

Rank 3 Stargazer Gift

A Stargazer with this Gift can introduce an unsolvable problem into a victim’s mind. Depending on the effectiveness, the target could be completely immobilized by her new, fascinating train of thought. The effect varies with every individual, but it usually derives from the target’s personality: A computer-hacking Glass Walker might try to discover the last digit of pi, while a Bone Gnawer might try to reason why, indeed, did the chicken cross the road. An avatar of the Chimera teaches this Gift, but the Garou must first solve her instructor’s puzzle.

System: The Stargazer rolls her Manipulation + Subterfuge (difficulty of the target’s Wits + Enigmas). The number of successes indicates the complexity of the problem and the extent to which the target is distracted. Each success also subtracts one die from the target’s Dice Pools for an equal number of rounds. Each Willpower point the target spends reduces the effectiveness of this Gift by 1.

Source: Player’s Guide Second Edition.


Merciful Blow

Rank 3 Stargazer Gift

The Garou can subdue a foe in combat without harming him. A mongoose-spirit teaches this Gift.

System: The Garou spends one Gnosis point, attuning himself to the body of his foe. If his next blow (hand or weapon) strikes and does damage before soak is rolled, the player may then roll Perception + Medicine (difficulty of the opponent’s Wits + Dodge). One or two successes on this roll cause the opponent to keel over helpless for the next turn. Three or more successes paralyze the foe for the entire scene. This Gift inflicts no actual health levels of damage.

Source: Core book revised.


Clarity

Rank 3 Stargazer Gift

This Gift grants the ability to see through fog, pitch darkness and even recognize illusions or invisibility. A wind-spirit teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see through someone else’s illusion, the number of successes rolled by the creator must be matched or beaten by the Garou.

Source: Core book revised.


Seven Mile Leap

Rank 3 Stargazers Gift

Camp: Trance Runners

The name of this Gift is a bit of a misnomer, since it doesn’t technically allow a Trance-Runner to leap seven miles up into the air. What it does do, however, is effectively increase the tautness and tension of her muscles, making her a light and powerful adversary. She can move quickly, jump to obscene heights, and land safely. This Gift is taught by any bird-spirit.

System: Once learned, this Gift is always “on.” It allows the Trance-Runner to triple the distances she can jump.

Source: Stargazers Tribebook (revised)


Bird Bones

Rank 3 Stargazers Gift

Camp: Trance Runners

Trance Runners are known for being notoriously light. Their bodies, little more than bones and tightly-corded muscle, can move fast and flexible partly due to their legendary “hollow” bones. It allows them to run quickly over almost any surface.

System: The Trance Runner is able to run upon almost any surface without penalty. The roll is always Dexterity + Athletics, but the difficulty is variable depending on the danger, complexity, or frailty of the surface.

Surface Type       Difficulty

Water                     5
Snow                      6
Lava                      7
Razors                   8
Wall                        9
Ceiling                    10

Source: Stargazers Tribebook


Wind’s Returning Favor

Rank 3 Stargazers Gift

A Stargazer may use weapons, but most need none. This Gift allows a Stargazer to take an opponent’s weapon upon their attack. This Gift is taught by a wind-spirit.

System: The player spends one Willpower point and rolls Dexterity + Athletics in response to an opponent’s close-range Melee attack (difficulty equals the opponent’s Wits + Melee). The Stargazer’s successes take away the successes on the opponent’s attack roll; if the Stargazer’s successes outnumber the opponent’s, she steals the attacker’s weapon and may use it on the following turn.

Source: Stargazers Tribebook (revised)


Mouthpiece of the Successor

Rank 3 Stargazers Gift

According to an old and almost forgotten Stargazer tradition, a dying Garou may ask for a “mouthpiece” to come sit by his side and listen to him. The mouthpiece would then go to the rest of the sept and deliver the departed Stargazer’s secrets, stories, or last wishes during a funerary moot. Somewhere along the way, this Gift was concocted to aid in this tradition. With it, the mouthpiece may literally “record” the dying Garou’s voice and “play” it back through her own mouth later. The recording is literal – it’s the same exact voice, not the voice of the mouthpiece. Those who know the Gift now rarely use it for its original purpose, for it can be used to record anybody’s voice, for any reason at all. This Gift can be taught by either a mockingbird spirit or an avatar of Raven.

System: When “recording,” the player rolls Perception + Empathy (difficulty 7). The number of successes dictates how long the mouthpiece can vocally chronicle another’s words. Each success allows for up to two minutes of recording to occur. If the Stargazer wishes to chronicle more, the player must make another roll. If the roll botches, the Stargazer using this Gift loses her voice for a single day. When the “mouthpiece” wants to replay the conversation later, she can do so at any time by spending one Gnosis

If the subject is not aware of the Gift’s use (or is aware and seeks to defy its use), the subject may roll Manipulation + Subterfuge (difficulty 7). Every success on this roll removes one of the successes of the Gift-user’s roll.

Source: Stargazers Tribebook (revised)


Cunning Koan

Rank 3 Stargazers Gift

The character can cut through any falsity, illusion or bullshit with a few choice words. The words cannot be profane and must come in the form of a short haiku poem or koan. This Gift is taught by a crow-spirit or a Chimerling.

System: The player rolls Wits + Expression and spends one Gnosis point. Any illusion designed to fool others is revealed as such — even Bastet Den-Realms can be discovered with this Gift. In addition, anyone attempting to He at that moment is revealed as a liar — his words instead speak his true intent.

Source: Stargazers Tribebook


Walk the Web

Rank 3 Stargazers Gift

The Stargzer can walk through Weaver realms without attracting attention. Pattern Spiders will ignore her and go about their business. The character must chant a mantra through sub-vocalization (mouthing it silently). This Gift is taught by various Enigmatics. However, if the Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders will come.

Source: Stargazers Tribebook


Anahata

Rank 3 Stargazers Gift
Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.

The heart center stirs, opening the Garou up to normally unseen perceptions concerning others. She can sense what they are feeling and know the best way to make them listen to her (although they cannot be coerced into acting against their wills).

System: The player rolls Charisma + Empathy and spends one Gnosis point. For the rest of the scene, the Stargazer can sense the surface emotions (anger, frustration, joy, etc.) of those who directly interact with her. After three or more turns of interacting with that person, the player may make a Perception + Empathy roll; each success lowers difficulties on any rolls to sway that person, and he will be especially receptive to wisdom or advice from the Stargazer. The Stargazer can also attempt to avert any angry action against herself in such ways.

Source: Stargazers Tribebook (revised, 2nd ed.)


Burning Fire-Mind

Rank 3 Stargazers Gift
Mantra Gift

The spoken mantra for this Gift is Aum-Hana-Daha. It signifies the burning, fiery nature of anger and wrath, and relates directly to a werewolf’s usage of Rage. Rage, like fire, is an uncontrollable, all-consuming entity. It cannot be leashed or tamed, and can leave much damage in its wake. The Stargazers, as a rule, are not opposed to using Rage, but they understand that it can run rampant – and unmitigated Rage is a terrible weapon to behold. This Gift allows a Stargazer to punish other Garou for attempting to access this unmanageable source of power needlessly. Any opponent of the Stargazer feels the anger literally sear their flesh. This Gift is taught by a fire-spirit.

System: The player rolls Manipulation + Primal-Urge (difficulty 6) and spends one Rage point. This Gift remains active for two turns per success rolled. Any Garou within ten yards of the Stargazer who spends Rage takes an automatic, unsoakable level of lethal damage per Rage point spent. If the roll to use this Gift botches, the Stargazer loses all of her temporary Rage points.

Source: Stargazers Tribebook


Strike the Air

Rank 4 Children of Gaia Gift / Rank 4 Stargazer

The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponents to exhaust himself in the attempt. A mongoose-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent’s Willpower). For the duration of the scene, the opponent cannot strike the Garou, no matter how many successes he achieves on the roll. This Gift is canceled immediately if the werewolf attacks his opponent or if anyone else attacks on the Garou’s behalf. This Gift will work on multiple opponents, but the player must spend a point of Willpower and make a new roll for each opponent.

Source: Core book revised.


Mindblock

Rank 4 Silver Fang Gift / Rank 4 Silent Strider (Camp: Sword of Night) Gift / Rank 4 Stargazer Gift

Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.

System: The difficulties of any direct mental attacks or attempts to control the Garou’s mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion.

Source: Core book revised / 20th Anniversary Edition


Preternatural Awareness

Rank 4 Stargazer Gift

The Stargazer attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent’s doing and allowing her to anticipate them somewhat. A wind-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponents’ dice pools to hit the Garou decrease by a number of dice equal to the number of successes. This penalty applies even if the Garou cannot see the attack coming. The effect lasts for one scene.

Source: Core book revised.


Imaginal Mantra

Rank 4 Stargazer Gift

The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During the chanting, he must imagine the area as being inherently magical, seeing the rocks, stones and buildings as living things — he must pretend to dream while awake. This Gift is taught by a Chimerling.

System: The player rolls Wits + Rituals and spends one Gnosis point. If successful, any Banality is banished for one scene. In addition, any fae are revealed in their true forms.

Source: Stargazer Tribebook 2nd Edition


Avoid Fate

Rank 4 Stargazer Gift

With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural connection between herself and the universe, she avoids certain disaster. A cat-spirit teaches the Garou this Gift.

System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.

Source: Player’s Guide Second Edition.


Summon the Chu-Mong

Rank 4 Stargazers Gift

A long time ago, the Stargazers of Tibet made a pact with an ancient tribe of mountain spirits called the Chu-Mong (snow goblins). The pact was one of mutual protection, and a Stargazer using this Gift can reawaken the usefulness of the pact, at least temporarily. It summons the spirit of a Chu-Mong to help protect the Stargazer in question. Only a Chu-Mong can teach this Gift.

System: The player spends a Gnosis point and rolls the Stargazer’s Gnosis. The difficulty isn’t the area’s Gauntlet – the difficulty is actually reliant upon the temperature. The warmer the temperature, the harder it is to summon a Chu-Mong.

Temperature                         Difficulty

Below 0 degrees F                 5
0-32 degrees F                      6
32-49 degrees F                    7
49-65 degrees F                    8
65-80 degrees F                    9
Above 80 degrees F             10

Botching the roll summons a snow goblin that is hostile toward the Stargazer using the Gift.

Snow Goblin (Chu-Mong)

A Chu-Mong is a small creature (like a primate in size and appearance) covered in fine white hair with long claws and a lower-jaw needled with yellow fangs.

Willpower: 8, Rage 5, Gnosis 6, Essence 20
Charms: Airt Sense, Materialize, Freeze

Source: Stargazers Tribebook (revised)


The Silken Cloth

Rank 4 Stargazers Gift

This Gift takes its name from an ancient Stargazer tradition. It’s believe that those who are not shapechangers cannot enter the Mirror Lands of the Umbra because they are impure. They do not have a kernel of the celestial substance of cosmos within them, as the Garou and the other Fera do. But many Stargazers still wished to show mortals (or others unable to access the Umbra) the hidden truths and puzzles found only in the Mirror Lands. Once, Stargazers could purify others with a silken cloth, rubbing them with it, so that they may enter the Umbra together. Now, that ability has been made into a Gift. This Gift lets a Stargazer bring one other human (or otherwise Umbra-banned individual) with her when she Steps Sideways. This Gift is taught by an Engling.

System: The player must make two stepping sideways rolls: one for the Stargazer, and one for her “guest.” However, the Stargazer must spend one Gnosis point for the guest to come through with her. If the roll to bring her guest across botches, the poor soul is lost somewhere in the Umbra – even someplace as horrible as the Abyss or the Atrocity Realm.

Source: Stargazers Tribebook (revised)


Visuddha

Rank 4 Stargazers Gift
Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.

The throat chakra stirs, allowing the character immense control over his voice and breath. He can halt others with a bellow or command them to heed his words.

System: The player rolls Manipulation + Expression and spends one Gnosis point. For the next scene, anything the Stargazer says has a commanding quality to it. Each success on the roll lowers the difficulty on any roll to command others, and he may even ask them to act in ways contrary to their nature (although not acts which will directly harm them). In addition, he may issue a resounding Ki-ai at any time, a bellow meant to scare opponents and give the Stargazer the initiative in combat. Roll Stamina + Expression; each success lowers an opponent’s initiative and attack Dice Pools by one die for three turns. The ki’ai does not require a separate action; characters do not have to split their Dice Pools to issue one in the same turn in which they attack. A Ki-ai may be effective against a single opponent only once per scene.

Source: Stargazers Tribebook (revised, 2nd ed.)


Seeking the Void

Rank 4 Stargazers Gift
Mantra Gift

The spoken mantra for this Gift is Aum-Ha-Sa-Kha-Prem. The Umbra, also called the Mirror Lands, is a void empty of true matter and built of little more than the ephemeral whorls of spirit substance. Many Garou are reliant upon hard travel within the Umbra. They must find their destination and get to it via moon paths or sniffing out spirit tracks. Stargazers using this Gift have a somewhat easier time getting somewhere in the Mirror Lands – provided that another Garou or spirit is already there. Using this Gift takes the werewolf directly to the location of the chosen individual, no matter where they are at that moment. The Stargazer must be in the Umbra to use this Gift. It is taught by a shadow-spirit.

System: The Stargazer utilizing this Gift must speak the mantra while actually in the Umbra. She also must have with her some piece of the Garou she’s “traveling” to, usually a part of the werewolf’s body (a tuft of hair, a tooth, a claw) or one of the Garou’s possessions (a weapon, an article of clothing). In the case of traveling to a specific spirit, the Stargazer can only travel to spirits she has literally battled with. (Though “battled” can be a battle of wits and intelligence, and doesn’t necessarily need to be a combative conflict.) The player then rolls Wits + Enigmas. The difficulty for the roll is reliant upon the location of the target individual. If the target is in the Penumbra, it’s difficulty 6. If the target is in the Near Umbra, difficulty 7. In the Deep Umbra, difficulty 8. And finally, in the Dark Umbra, difficulty 9.

Source: Stargazers Tribebook (revised)


Eyes of Ignorance

Rank 5 Stargazer Gift

Camp: Sacred Thread

The ksatriya using this Gift can look into another’s eyes and, for a period of time, literally strip them of their knowledge, leaving them ignorant and empty of ability. This Gift can be taught by an owl-spirit.

System: The player spends a Gnosis point and rolls Gnosis (difficulty is the target’s Willpower). Successes on the roll allows the Garou to intrinsically “know” the target’s Knowledge (and the accompanying dots in each Knowledge). Also, for each success, the ksatriya may subtract two dots from the target’s Knowledge traits. This Gift lasts for one day, at which point the ksatriya loses the gained Knowledge points and the target regains the ones “lost.”

Source: Stargazers Tribebook (revised)


Wisdom of the Seer

Rank 5 Stargazer Gift

By gazing into the night sky for an hour, the Stargazer can find the answer to almost any question among the stars. A Chimerling teaches this Gift.

System: The Garou’s player spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the player can ask any one simple question of the Storyteller and expect an honest answer. The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer.

Source: Core book revised.


Directing the Soul

Rank 5 Stargazer Gift

Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control over their inner selves, they influence the world around them in their favor. This Gift is taught by an Enigmatic spirit.

System: After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of Willpower, to receive one automatic success on a roll.

Source: Player’s Guide Second Edition.


Circular Attack

Rank 5 Stargazer Gift

The greatest Stargazers have no fear of fighting even a horde of opponents. They are able to not only avoid their foes’ attacks, but they can actually channel those attacks into other enemies. A Stargazer with this Gift can even redirect a single foe’s attacks upon himself. A wind-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent’s Wits + 3, or the highest Wits + 3 if facing multiple foes). The werewolf must be in close combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. This Gift counts as an action. The Stargazer may not use this Gift multiple times in one turn or spend Rage the same turn (although he may take multiple actions in the standard manner).

For example, a Stargazer with a Wits 4 and Dodge 4 is fighting six foes, each with Wits 2. The player rolls eight dice against a difficulty of 5. He gains four successes, and the Stargazer redirects four attacks. Each of the attackers whose attack was redirected would roll to hit each other or another of the Stargazer’s foes, at the Stargazer’s choice. Two of the foes would strike normally, but the Garou could still dodge their attacks (had the player set apart any multiple actions…)

Source: Core book revised.


Harmonious Unity of the Emerald Mother

Rank 5 Stargazer Gift

The wisest of Stargazers understand that all divisions of the flesh are mere illusion. The only true separation is of spirit — Wyrm from Weaver, Weaver from Wyld, Triat from Gaia. But even then, the great forces of the universe are connected. Drawing upon this wisdom, the Garou banishes the boundaries dividing the mind and body of man from the power of the werewolf. An avatar of Gaia herself teaches this Gift.

System: The player spends one Gnosis point. For the next day, the Stargazer enjoys the physical Attribute bonuses and regenerative powers of the Crinos form while in Homid. This Gift doesn’t grant Crinos form’s claws, fangs, or expanded senses, nor does it inflict the Delirium.

Source: 20th Anniversary Edition


Ancestral Incarnation

Rank 5 Stargazers Gift

The connection of a Stargazer to his ancestors can be deemed more “intense” than that of other Garou. This Gift is proof of that. The few Stargazers with this Gift are not only able to plumb the depths of the ancestral memories for help, but are literally able to become one (or many) of their ancestors for a short time. The Stargazer glows with a pale nimbus of light and actually exhibits the physical traits (altering her appearance) of one or several of her ancestors. For a time, the Stargazer may also tap into the wealth of knowledge and ability of her forebears and use that to enhance her own actions for a time. This Gift is taught by an Epiphling of Truth.

System: The player spends three Gnosis points. The Stargazer exhibits a number of ancestral traits equal to the dots in her Ancestors Background. (For instance, Naipurya Sunblade has an Ancestors score of three. She exhibits three traits of her ancestors that alter her appearance. From her ancestor Silverstar she gains a mane of gray hair, from her ancestor Fu-Kui-Kang she shows bright yellow eyes, and from her ancestor Gi-on Shows-the-Way she gains a long scar along the length of her muzzle.) For the remainder of the scene, the Stargazer may also add her Ancestors score to any roll she makes.

Source: Stargazers Tribebook (revised)


Break the Loom

Rank 5 Stargazers Gift

The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it. With riddles and conundrums posed to the t h in air, the Stargazer thus confuses the Weaver, who halts her spinning as she tries to solve the riddle. This Gift is taught by Chimera herself.

System: The player rolls Wits + Enigmas and spends one Gnosis point. If successful, a particular manifestation of Paradox is canceled. In addition, the Gauntlet of the area drops for the rest of the scene by one point for each success gained. This is an immensely powerful Gift when put: to use for a mage; however, Stargazers usually let mages learn from their own mistakes, intervening only if the Paradox threatens someone other than the unwise willworker.

Source: Stargazers Tribebook


Atma

Rank 5 Stargazers Gift
Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 – 5.

The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult perception.

System: Roll Wits + Enigmas and spend one Gnosis point. Each success lowers the difficulty of any Enigmas roll by one and adds one to the character’s Enigmas skill. This effect lasts for one scene. In addition, for the following scene, the character sees spirits interacting with the world, and knows if Gifts or other supernatural powers (Disciplines, Spheres, Cantrips, etc.) are active within his sight.

Source: Stargazers Tribebook (revised, 2nd ed.)


Liberation of Flesh

Rank 5 Stargazers Gift
Mantra Gift

The spoken mantra for this Gift is Aum-waha-guru-dha-yan. Some Stargazers (particularly those among the Tranquil) posit that all flesh is weak, and like an anchor, it drags the spirit. Stargazers using this Gift find themselves “liberated” from their physical forms, becoming insubstantial and bodiless.

System: No roll is necessary to become incorporeal, but the player must spend a Gnosis point to reduce the Stargazer’s physical form to an insubstantial one. When this Gift is activated, the Stargazer becomes quite literally like a silvery ghost of her physical body, and can be seen with a successful Perception + Alertness roll (difficulty 7). The Stargazer may take no actions except for simple movement, and even that takes a strong concentration. To move from one place to another, the player must roll Wits + Meditation (difficulty 7). Only one success is necessary for movement, but the shimmering ghostly form may only travel no faster than the werewolf’s usual walking speed. Failure means the character may not move; a botch on the roll to move is disastrous. A botch disrupts the Stargazer’s concentration keeping her form non-corporeal, and it reduces her Gnosis pool to zero. The Stargazer may stay in this bodiless state for as long as she chooses, and may not be physically harmed by other physical creatures or spirits. To return to a corporeal, physical form, the Stargazer spends another Gnosis point and her ghostly form becomes immediately corporeal once again.

Source: Stargazers Tribebook (revised)


Thought-Form of the Twelve Ministers

Rank 6 Stargazers Gift
Mantra Gift

The spoken mantra for this Gift is Aum-ka-la-rim-sa-ka-la-rim-ha-ka-la-rim. This Gift allows a Stargazer to attain true spiritual balance for a single moment. In that moment, all extreme desires and impure emotions are blasted away by an unmitigated blast of the Self. A startling crackle of energy travels like lightning to each of the Stargazer’s chakra points. It only lasts for a second, and then it is gone. But in its wake, the Stargazer is left empowered and burning with a halo of pale green light. There is only a handful of Stargazers who have ever been worthy enough to learn this Gift, and it can only be taught by an avatar of Chimera.

System: The player spends a single temporary point of Gnosis, Rage, and Willpower. For the remainder of the scene, the Garou gains a series of Trait bonuses: +2 to Perception, +3 to Enigmas, +3 to Empathy, and +2 to Brawl. There are two other benefits as well. First, any Garou standing within ten feet of the Stargazer using this Gift find that their temporary Gnosis pools are suddenly refreshed. Also, this Gift burns out any corruption that was contained in the werewolf grasping the power. Hence, any Wyrm-taint that the character had thus disappears.

Source: Stargazers Tribebook (revised)


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