|Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|
Balance (Stargazer Rank 1)
The Garou is able to walk across any ledge, rope, etc no matter how thin or slippery. This Gift is taught by Wind spirits.
System: No point expenditure or roll is required. Difficulties for climbing are reduced by 3.
Dreamchaser (Stargazer Rank 1)
The Stargazer can tap into the unconscious of a sleeping person and follow the course of his dreams. Although she cannot participate, she recalls all of the dream and can view it objectively. A Dream-spirit teaches this Gift.
System: The player spends one Gnosis point and must remain within "arm's reach" of the target (i.e., walls, partitions, furniture or other physical obstacles may come between user and target, but no more distance than the length of the user's arm) for one night's sleep. If the sleeper dreams, the Garou can experience the chaotic events as they unfold. What information she gleans from the vision is up to the Storyteller.
Taught by: Dream-spirit
Book: Wild West Companion
Fearless (Stargazer Rank 1)
Whatever odds she may face, the Stargazer maintains an aura of complete serenity. Whether hanging from a rock face 300 feet in the air or staring into the very maw of the Abyss, the Garou with this Gift knows no fear. A spirit of Fear teaches this Gift.
System: By spending a Willpower point, the player automatically passes any fear-related tests for the entire scene. This Gift also negates the power of other Gifts that cause fear, such as Cry of the killer, or Howl of the Banshee.
Taught by: spirit of Fear
Book: Wild West Companion
Lambent Sight (Stargazer Rank 1)
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.
Taught by: Sokhta
Muladhara (Stargazer Rank 1 - Kundalini)
The base chakra is awakened and the energy stirs. The character can call upon this energy to help himself root or centre for meditation, or summone energy to stave off fatique. 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 sucess 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.
SenseWyrm (Stargazer Rank 1)
The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
Disguise the True Form (Stargazer Rank 2)
The Stargazer can avoid revealing her true nature to other Gift users or supernaturals. Even in Crinos form, the Garou registers as a normal human. An avatar of the Chimera teaches this Gift.
System: Any powers used to detect the Stargazer's true nature fail. The Stargazer appears to be a perfectly normal human, despite her current form.
Taught by: avatar of the Chimera
Book: Wild West Companion
Harrying Wind (Stargazer Rank 2 - Kailindorani )
This Gift summons a Wind spirit to harass and bewilder an opponent during combat.
System: The player rolls Manipulation + Leadership. For one turn per success, the Kailindorani's opponent has the difficulty of all his actions increased by 1. The effects of Harrying Wind are not cumulative; using the Gift multiple times on the same opponent provides no extra advantage.
Inner Light (Stargazer Rank 2)
The Stargazer can step sideways into the Umbra using only his own inner light; he has no need of a reflection of a bright light to guide him. This Gift is taught by an Epiphling of Truth.
System: The player must still roll Gnosis as usual, and the Stargazer can still be "caught". He may lead packmates into the Umbra as per usual
Inner Strength (Stargazer Rank 2)
The Garou, after brief meditation, convert her inner anger into iron resolve. This Gift is taught by Ancestor spirits of the Stargazers.
System: The Garou concentrates for five minutes and rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into Willpower.
Manipura (Stargazer Rank 2 - Kundalini)
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 purpose of resisting grapples or initiating holds, but not for liftin gobjects or causing damage. This lasts for one scene.
Moonpool of Sokhta (Stargazer Rank 2)
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 distanct occurences). 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.
Taught by: Sokhta
Reason (Stargazer Rank 2)
Using gestures to her chakras, as Klaital did, the Stargazer can resist wordly, mental and spiritual temptations, including corruption. This Gift is taught by an Earth-spirit.
System: The player rolls Wits + Rituals and spends one Gnosis point. Each success raises others' difficulties to ensorcel or supernaturally coerce the character bye one. For instance, a vampire trying to
Dominate the Garou would find it harder to succeed. Against non-supernatural coercion, this Gift automatically succeeds. This, mundane con artists and temptresses have no power over the Stargazer.
Surface Attunement (Stargazer Rank 2)
The Garou 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. This Gift is taught by the spirits of small animals (rabbits, sparrows, mice) animals usually overlooked by the other Garou, but honoured by the Stargazers.
System: The Garou concentrates for a turn and rolls Dexterity + Athletics (difficulty 6).
Anahata (Stargazer Rank 3 - Kundalini)
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 players 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) or 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.
Clarity (Stargazer Rank 3)
The Garou is able to see through fog, pitch darkness and even recognise illusions or invisibility. The Gift is taught by a Wind spirit.
System: The Garou rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see through someone else's illusion, the number of successes must match or beat that which were achieved when establishing the illusion.
Conundrum 1 (Stargazer Rank 3)
A Stargazer with this Gift can introduce an unsolvable problem into a victim's mind. Depending on the effectiveness, the target could be completely immobilised 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 opponents 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.
Conundrum 2(Stargazer Rank 3)
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 foll others is revealed as such - even Bastet Den-Realms can be discovered with this Gift. In addition, anyone trying to lie at that moment is revealed as a liar - his words instead speak his true intent.
Gathering Storm (Stargazer Rank 3 - Kailindorani)
This Gift summons a group of Wind spirits that engulf one opponent in a cyclone, buffeting her
with debris and hurling her aside.
System: The player spends a Gnosis point and rolls Manipulation + Primal Urge. The opponent is thrown two yards for each success scored and also loses one Health Level per success. The opponent may soak this damage normally.
Merciful Blow (Stargazer Rank 3)
The Garou can subdue a for in combat without harming him. This Gift is taught by a Mongoose spirit.
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 a soak is rolled, the Garou may then roll Perception + Medicine (difficulty of the opponents Wits + Dodge). One or two successes on this roll cause the opponent to keep over helpless for the next turn; three or more paralyse the foe for the entire scene.
Moonriver (Stargazer Rank 3)
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 players roll 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.
Taught by: Sokhta
Walk theWeb (Stargazer Rank 3)
The Stargazer can walk through Weaver Realms without attracting attention. Pattern spiders will ignore her and go about their business. The Garou must chant a mantra through sub-vocalisation. However, if the Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders will come. This Gift is taught by various Enigmatics.
System: No expenditure is necessary, however while the Stargazer is chanting the mantra, they are at a -2 dice penalty to all actions, reflecting the concentration needed to maintain the effect.
Whispering Wind (Stargazer Rank 3 - Kailindorani )
This Gift allows the Kailindo practitioner to know what his opponent's next combat maneuver will be. The spirits of the wind whisper the opponent's attack plan to the Garou.
System: The player must roll Perception + Kailindo, difficulty equal to his opponent's combat skill (Brawl, Melee, Kailindo, etc) + 4, and spends a Gnosis point. The Kailindorani receives a -1 to his difficulty to attack his opponent next action (in addition to any other modifiers). The Gift user also automatically gains as many successes to his initiative roll as her gained on his roll.
Avoid Fate (Stargazer Rank 4)
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 this Gift to Garou.
System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.
Imaginal Mantra (Stargazer Rank 4)
The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During the chanting, he must imagine the area is 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.
Mooncat (Stargazer Rank 4)
This Gift allows the Garou to assume form of a small white cat (one of Sokhta's favoured 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 mean 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.
Taught by: Sokhta
Preternatural Awareness (Stargazer Rank 4)
The Garou attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent's doings and allowing her to anticipate them somewhat. This Gift is taught by a Wind spirit.
System: The Garou spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponent's Dice Pools to hit the Garou are reduced by a number of dice equal to the number of successes. This applies even if the Garou cannot see the attack coming. The effect lasts for one scene.
Ultimate Argument of Logic (Stargazer Rank 4)
Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) - from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit.
System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target's Wits + Enigmas).
Visuddha (Stargazer Rank 4 - Kundalini)
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 players 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 anytime, 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; chracters 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.
Astral Mind (Stargazer Rank 5 - World Tree)
The Garou with this Gift can project his consciousness from his body and into the higher Realms of the Umbra. From there, his mind can enter realms denied physical beings. Since Garou are physical in the Umbra, they cannot usually enter these realms. New abilities and powers can sometimes be discovered in these realms and many Stargazers go on sojourns for unique knowledge and understanding. The Storyteller is encouraged to create new abilities that can be gained on such travels. These realms are realms of thought, and many odd enigma spirits wait there to test trespassers with a riddle contest, a mathematical problem or a philosophical dilemma. While the Garou's mind travels the Umbra, his body sits in the physical world in the state it was left, and the Garou will appear to be in a coma. Finding one's way back to one's body is not always easy.
System: The player must make an Intelligence + Occult roll at difficulty 9, and spend two Gnosis points. Success means the mind is released to roam where it will. The number of successes determines how far the Garou can go. One success and he can traverse the Near Umbra, with three successes he can leave such everyday realms and travel deep into the Conceptual Umbra. To return to their body, the Gift user must success in a Willpower roll at a difficulty of 5.
Atma (Stargazer Rank 5 - Kundalini)
The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult perception.
System: Rolls 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 (Discplines, Spheres, Cantrips, etc) are active in his sight.
Circular Attack (Stargazer Rank 5)
The Garou can battle multiple opponents, not only avoiding their attacks, but actually channeling them into other foes (or causing a foe to strike himself if the Garou is fighting only one foe). This Gift is taught by a Wind spirit.
System: The Garou spends one Willpower point and rolls Wits + Dodge (difficulty of the highest Wits + 3 amongst the opponents faced). The Garou must be in melee combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. Example: if the Garou had a Wits of 4, a Dodge of 4 and was fighting 6 foes, each with a Wits of 2, the Garou would roll 8 dice against a difficulty of 5. If he rolled four successes, he would avoid four attackers who would all roll to hit each other or another of the Garou's foes. Two of the foes would strike normally, but could still be dodged by the Garou.
Cognitive Dissonance (Stargazer Rank 5)
The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it. With riddles and conundrums posed to the thin 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 cancelled. 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 will worker.
Directing the Soul (Stargazer Rank 5)
Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control over their inner selves, the influence the world around them in their favour. 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.
Moon Dream (Stargazer Rank 5)
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 involes 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 successses means that the character receives no dream while a botch gives the character an eight-hour long nightmre which she cannot remember but which results in a -1 penalty to all rolls involving Alertness.
Taught by: Sokhta
Wisdom of the Seer (Stargazer Rank 5)
By gazing into the night sky for an hour, the Stargazer can ask a question and have it answered. This Gift is taught by a Chimerling.
System: The Garou spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the Garou can answer any one question (ie: ask the Storyteller). The clarity of the information and it is rare to gain a complete and straightforward answer.