Werewolf the Apocalypse information source

Rank 5 Stargazer Gifts

A list of all Rank 5 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.

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


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)