Werewolf the Apocalypse information source

Rank 4 Stargazer Gifts

A list of all Rank 4 Stargazer tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Stargazer Gifts of all ranks, see All Stargazer Gifts.

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)


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