Stargazers Tribe Gifts

From City of Hope MUSH
Revision as of 10:33, 17 November 2024 by SassyCat (talk | contribs) (removed reference, moved toc)
Jump to navigation Jump to search

Stargazers.png

"Remember to look up at the stars and now down at your feet. Try to make sense of what you see and wonder about what makes the universe exist. Be curious. And however difficult life may seem, there is always something you can do and succeed at. It matters that you don’t just give up."
Professor Stephen Hawking

Spirits.png


The Stargazers are not a tribe to rely upon their Gifts, preferring instead to resolve problems and puzzles with their own ingenuity, but they still have them and still use them.


Tribal Gifts

Level 1

  • Balance
  • Channeling
  • Falling Touch
  • Imbalance
  • Paper Butterfly
  • Sense Wyrm

Level 2

  • Drunken Spider
  • Inner Light
  • Inner Strength
  • Resist Temptation
  • Surface Attunement
  • Wuxing

Level 3

  • Clarity
  • Conundrum
  • Cunning Koan
  • Merciful Blow
  • Mouthpiece of the Successor
  • Walk the Web
  • Wind’s Returning Favor

Level 4

  • Avoid Fate
  • Imaginal Mantra
  • Preternatural Awareness
  • Strike the Air
  • Summon the Chu-Mong
  • The Silken Cloth

Level 5

  • Ancestral Incarnation
  • Break the Loom
  • Circular Attack
  • Directing the Soul
  • Wisdom of the Seer


Level One

Balance

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 292

Description: 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.




Channeling (gift)
This gift must be requested with the '(gift)' as part of it because there is a separate stat in the database for Sorcerers by that name. Please be sure to include it or it will take longer or you may get the wrong thing.

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 65

Description: 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.




Falling Touch
Also a Level 1 Ahroun Gift

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 142, 293

Description: 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.




Imbalance

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 65

Description: 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.




Paper Butterfly

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 64

Description: Ancient court magicians of the Chinese emperor were able to conjure a cloud of paper butterflies out of thin air. Stargazers who have mastered this trick use it to create a mood of tranquility, or can use them to distract an opponent. This Gift is taught, appropriately enough, by a butterfly or moth-spirit.

System: The player spends one Gnosis point and rolls Wits + Performance (difficulty 6). A flock of fluttering butterflies (a dozen per success) made of varying colors of paper appears in the air around the Stargazer’s head. The butterflies may be instructed to head in any direction (up to a number of yards equal to the werewolf’s Willpower score). If the Stargazer is using this Gift as a distraction to an opponent, the butterflies take one turn to reach the opponent. The successes on the roll to activate the Gift subtract successes away from the next non-reflexive roll the opponent attempts to make. This happens on a two-to-one basis, however. Every success on the roll to activate the Gift subtracts two successes from the opponent’s. (In other words, if the Stargazer scores three successes, it can take away a full six successes from the opponent’s roll if able.) If the Stargazer has successes left over, they can apply to the opponent’s next action next turn.




Sense Wyrm
Also Level 1 Metis Gift / Level 1 Theurge / Level 1 Black Furies / Level 1 Silent Strider / Level 1 Silver Fang

Source: WW3801 - Werewolf: the Apocalypse Revised p. 135, 138, 143, 151, 152, 293

Description: 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.


Level Two

Drunken Spider

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 65

Description: This Gift is primarily practiced by those Stargazers who feel that the Weaver is the true enemy of Gaia. With this ability, the Stargazer may affect the logic centers of any Weaver-spirit, jumbling its mind into sluggish discord. If the spirit isn’t part of any physical manifestation mirrored in the “real” world, the spirit is merely hampered and confused. If performed on a spirit that’s part of the soul of a machine, it actually makes the machine work significantly less efficiently, and thus makes it harder to use. A computer affected as such may not do what the user intends. Hitting “Enter,” for instance, might trigger the “Backspace” key instead. Or opening a document might cause it to appear as gibberish. This Gift can be taught by either a cockroach-spirit or a water-

System: The player spends one Willpower point and rolls Charisma + Crafts (difficulty of the spirit’s Gnosis). If the spirit is “alone” and unassociated with any real world device, then each success on this roll reduces the spirit’s Willpower rolls to act by one die. If the spirit is associated with a machine, then each success raises the difficulty to use the device by one as it acts oddly and performs erratically and slowly. The muddling effects last for the duration of the scene.




Inner Light

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 51

Description: 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.




Inner Strength

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 293

Description: 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.




Resist Temptation

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 51

Description: 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.




Surface Attunement

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 293

Description: 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.




Wuxing

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 66

Description: 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, or 9 to affect particularly hard or rare metals.). 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.


Level Three

Clarity

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 293

Description: 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.




Conundrum

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 43

Description: 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.




Cunning Koan

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 52

Description: 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.




Merciful Blow

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 293

Description: 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.




Mouthpiece of the Successor
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 66

Description: 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.




Walk the Web

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 52

Description: 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.




Wind’s Returning Favor

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 66

Description: 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.


Level Four

Avoid Fate

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 43

Description: 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.




Imaginal Mantra
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 52

Description: 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.




Preternatural Awareness

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 293

Description: 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.




Strike the Air
Also a Level 4 Children of Gaia Gift

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 146, 293

Description: 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.




Summon the Chu-Mong

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 67

Description: 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




The Silken Cloth
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 67

Description: 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.


Level Five

Ancestral Incarnation

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 67

Description: 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.




Break the Loom

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 52

Description: 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.




Circular Attack

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 293

Description: 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…)




Directing the Soul
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 43

Description: 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.




Wisdom of the Seer

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 293

Description: 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.


Awakening the Serpent Fire Gift

The following Gifts represent a path of training with the body's energy centers. Each Gift must be learned in order, from the first level upwards (the third level cannot, be bought until the second level is bought, etc.). The first level begins with the awakening of Kundalini energy at the base of the spine. The energy slowly works its way upwards, progressively opening chakras as it reaches them, until the third eye or crown chakra is open, completing the circuit and allowing for great power.

This path requires that the Garou learn each level from Kundalini Snake-spirits.


Level 1

  • Muladhara

Level 2

  • Manipura

Level 3

  • Anahata

Level 4

  • Visuddha

Level 5

  • Atma


Level One

Muladhara

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 52

Description: 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.


Level Two

Manipura

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 52

Description: 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.


Level Three

Anahata

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 52

Description: 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.


Level Four

Visuddha

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 52

Description: 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.


Level Five

Atma

Source: WW3061 - Stargazers Tribebook (1st Edition) p. 52

Description: 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.


Mantra Gifts

* House Rule: These gifts will not be allowed in game.

The following Gifts are based upon mantras. Mantras are vocal expressions of the very fabric and tapestry of the cosmos, and while anyone can learn to speak a mantra, only a rare few learn the potential Gifts that are associated with them. These Gifts are predominantly practiced by the Stargazer Galliards of India.



Camp Gifts

Level 1

  • Sense the Demonic

Level 2

  • Reverie of the Kol-Kin
  • The Teacher’s Ease
  • Word-to-Weapon

Level 3

  • Seven Mile Leap
  • Bird Bones

Level 5

  • Eyes of Ignorance



Demon Eaters

Sense the Demonic (Level One)
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 71

Description: 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)




Reverie of the Kol-Kin (Level Two)
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 71

Description: 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.


Sacred Thread

The Teacher’s Ease (Level Two)
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 72

Description: 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.




Word-to-Weapon (Level Two)
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 72

Description: 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.




Eyes of Ignorance (Level Five)
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 72

Description: 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)


Trace Runners

Seven Mile (Level Three)

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 73

Description: 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.




Bird Bones (Level Three)
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3861 - Tribebook: Stargazers (Revised Edition) p. 73

Description: 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



Planetary Gifts

Sokhta, The Lambent Lady, Celestine of the Moon
Favored Tribe: Stargazers
Favored Auspice: Theurge
Also known as: Luna, Phoebe, Artemis, Diana, Tsuki-yomi, Seline
Source: WW3110 - Rage Across the Heavens, p. 67

Level 1

  • Lambent Sight

Level 2

  • Moonpool of Sokhta

Level 3

  • Moonriver

Level 4

  • Mooncat

Level 5

  • Moondream


Level One

Lambent Sight

Source: WW3110 - Rage Across the Heavens, p. 114

Description: This Gift allows the Garou the ability to see under circumstances where sight would normally be impossible, such as in conditions of total darkness (inside a deep cave, for example) or if the Garou is blindfolded. This Gift provides illumination for the Garou equivalent to that of a full moon.

System: The player spends a point of Gnosis; no roll is necessary. The effects of this Gift last for one scene. This Gift cannot grant sight to one who is naturally blind.


Level Two

Moonpool of Sokhta

Source: WW3110 - Rage Across the Heavens, p. 114

Description: This Gift enables a Garou to transform clear, standing water into a pool which offers visions of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins filled with water can serve as a conduit for the images. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect either literal or symbolic images.

System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events, difficulty 8 for more distant occurrences). Each success causes one vision of the future to appear in the pool. The Storyteller should determine the clarity and accuracy of the visions. No successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic jumble of meaningless images.


Level Three

Moonriver

Source: WW3110 - Rage Across the Heavens, p. 114

Description: By using this Gift, the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. She can follow a river or cross a lake so long as she follows the “trail” of the moon’s light. If the light becomes obscured at any point (such as when a cloud passes across the moon), the effects of the Gift end and the Garou may have to swim or wade to shore.

System: The player rolls Dexterity + Occult. Only one success is needed for the character to gain the ability to travel the “moonriver”. The Garou travels across the water with supernatural speed, typically three times her normal movement rate. No successes on the roll indicates that the moon is either not visible or does not shine over a body of water in the character’s vicinity. A botch allows the character to get midway through her journey before the moon’s light fails, thus stranding the character in mid-stream.


Level Four

Mooncat

Source: WW3110 - Rage Across the Heavens, p. 115

Description: This Gift allows the Garou to assume form of a small white cat (one of Sokhta’s favored animals). This ability can prove useful for getting into small places (or escaping from such) and remaining hidden. The Garou has the senses of a cat for the duration of the Gift, including good night sight, the ability to absorb information through her whiskers and extreme flexibility of movement – however, she also retains the power of a full-fledged Garou, and is much more dangerous than she looks. Anyone studying the cat closely can tell that it is not a normal feline because the cat’s eyes always reflect the current phase of the moon regardless of the surrounding light sources.

System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). Each success allows the character to remain in cat form for one scene, although she can end the gift at any time before the duration runs out. While in cat form, the Garou retains her Lupus-form Attributes, may soak silver as if it were ordinary damage (although silver damage is still aggravated), and can inflict aggravated damage with claw and bite attacks as usual. No successes means that the Gift fails, while a botch results in a transformation into a misshapen creature somewhere between a cat and a wolf. The character may choose to end the Gift immediately if this happens.


Level Five

Moondream

Source: WW3110 - Rage Across the Heavens, p. 115

Description: The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the light of the moon. She then enters a state of lucid dreaming in which she explores some potential future. The Garou may interact with the creatures and situations she encounters in the dream and, thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may replay the dream several times in order to test various actions and their consequences until she awakens from the dream, eight hours late. Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has passed.

System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes indicates the degree of control the character has over her part in the dream. The Storyteller may either take the player aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the subject of the dream also involves the character’s park mates). The dream should give a reasonably accurate picture of the next two or three scenes so that the character may experiment with ways of handling the future, or, perhaps, changing it. No successes means that the character receives no dream while a botch gives the character an eight-hour long nightmare which she cannot remember but which results in a -1 penalty to all rolls involving Alertness.