Stargazers - Gaben

Aus Schreck.Net

Rang 1

Balance

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.

Channeling

Rage is both a boon and a bane to the Garou, and the Stargazers feel this more than most. Many stargazers seek new ways to harness and direct their divine fury, and those with this Gift have at least one more option: to channel the vast stream of Rage into a single action, intensifying and clarifying it. This Gift is taught by a fire-spirit. System: The player may spend up to three Rage points on a single action. Each point spent in this manner gives the werewolf an extra die for that roll. Taught by: Fire Book: WW20

Dreamchaser

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

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

Iron Resolve

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. Taught by: Ancestor Book: WW20

Lambent Sight

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 Book: RatH

Sense Wyrm

Der Werwolf kann in der Nähe Manifestationen des Wyrm spüren. Diese Gabe beinhaltet einen mystischen Sinn, kein visuelles oder olfaktorisches Bild, obwohl Garou die spirituellen Ausströmungen des Wyrm oft als "Gestank" beschreiben und sagen: "Es riecht nach Wyrm". Die Garou müssen sich aber erinnern, dass der Taint des Wyrms auch an relativ unschuldigen Seelen haften kann. So kann der Anwender auch schuldlose Personen spüren, die lediglich in einer vom Wyrm verseuchten Fabrik arbeiten oder spirituell verdorbenes Essen zu sich genommen haben. Die Kraft ist nicht reflexartig und benötigt aktive Konzentration um Quellen von Wyrmtaint auszumachen. Es ist dabei deutlich einfacher einen Fomor im Nebenraum zu aufzuspüren, als die Fährte eines Banes der auch nur vor einer Stunde am gleichen Ort wie der Garou war. Vampire mit einer Menschlichkeit von weniger als 7 registrieren als Kreaturen des Wyrms, unabhängig ob der Blutsauger überhaupt von dessen Existenz weiß. Diese Gabe kann von jedem Gaian Spirit gelehrt werden.

Rang 2

Disguise the True Form

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

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

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.

Moonpool of Sokhta

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 Book: RatH

Reason

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

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).

Wuxing

The Stargazer exploits the mystical resonance between the Asian elements of water, fire, earth, metal, and wood, transforming one element into another. An avatar of Chimera teaches this Gift. System: The player rolls Manipulation + Enigmas difficulty 7). Each success allows for one square foot of 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 and shape of the element doesn't change -- a fire in a fireplace still retains its "shape," but may now be made of wood, or even water (which retains the same shape, becoming liquid held fast to a specific contour). The effect lasts for a number of turns equal to the character's Gnosis rating. Taught by: Chimera Book: WW20

Rang 3

Clarity

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

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

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

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. Alternative Versions

From: WW20 System: The player spends one Gnosis point, and the Stargazer attunes himself to the body of his foe. For the remainder of the scene, although the Garou's attacks inflict damage, no actual injuries appear upon the opponent's body. A foe incapacitated through the use of this power immediately regains all health lost to the Garou's Merciful Blows, and is guaranteed to remain unconscious for at least the rest of the scene.

Moonriver

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 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. Taught by: Sokhta Book: RatH

Walk the Web

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.

Wind's Returning Favour

A Stargazer with this Gift may be a master of weapons, but rarely goes about armed. She may rely on her opponents to bring weapons to her hand. 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. Taught by: Wind Book: WW20

Rang 4

Avoid Fate

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

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.

Mindblock

The Garou possesses a powerful psychic shield, increasing the difficulty of all attempts to affect or attack her mentally. This Gift is taught by a Falcon spirit. System: All attempts to affect or attack the Garou mentally are made against a difficulty of 10. This includes vampiric Domination and Presence. Taught by: Falcon Book: WW20

Mooncat

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 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. Taught by: Sokhta Book: RatH

Preternatural Awareness

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. Alternative Versions

From: WW20 System: Roll Perception + Athletics (difficulty 7)

Strike the Air

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 opponent to exhaust himself in the attempt. A mongoose spirit teaches this Gift. System: The player spends one Willpower point and rolls Wits + Athletics (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 cancelled 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 activate the Gift for each opponent. Taught by: Mongoose Book: WW20

Ultimate Argument of Logic

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).

Rang 5

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.

Circular Attack

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. Alternative Versions

From: WW20 System: The player spends one Willpower point and rolls Wits + Athletics (difficulty equals the highest Wits of any present opponent + 3). Each success enables the Garou to perfectly dodge one attack or to redirect one attack directed at her to strike a different target during that turn. The Stargazer may not use this Gift multiple times in one turn or spend Rage during the same turn, although she may take multiple actions in the standard fashion.

Directing the Soul

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.

Harmonious Unity of the Emerald Mother

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. Taught by: Gaia Book: WW20

Moon Dream

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 Book: RatH

Wisdom of the Seer

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.