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Stargazers: Cerebral and contemplative, the Stargazers wander the world in search of enlightenment and truth, but staunchly oppose the Wyrm nonetheless.
Initial Willpower: 5
Backgrounds: No Allies, Fetish, or Resources.
Beginning Gifts: Balance, Sense Wyrm
Totem: Chimmera

Quiet and contemplative, the holders and seekers of mysteries, also the smallest of the tribes. Their Inner calm and mysticism has often been a point for ridicule, but be careful... they are also the inventors and masters of the Garou martial art Kailindo. A non-agressive form, using simple gestures to their chakra to completely devastate their opponents.

GIFTS

Rank One

Balance — The Garou is able to walk across any ledge, rope, etc., no matter how thin or slippery. This Gift is taught by strange Wind spirits known to the Stargazers.
System: No point expenditure or roll is required. Difficulties for climbing are reduced by three.

Sense Wyrm — 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 fomor 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.


Rank Two

Inner Strength — The Garou may, after brief meditation, convert her inner anger into iron resolve. This Gift is taught by wise Stargazer Ancestor spirits.
System: The Garou concentrates for five minutes and rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into Willpower.

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, etc.), animals usually overlooked by other Garou but honored by the Stargazers.
System: The Garou concentrates for one turn and rolls Dexterity + Athletics (difficulty 6).


Rank Three

Clarity — The Garou is able to see through fog, pitch darkness, and even recognize illusions or invisibility. This 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 rolled by the illusion creator must be matched or beaten by the Garou.

Merciful Blow — The Garou can subdue a foe 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 soak is rolled, the Garou 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 paralyze the foe for the entire scene.


Rank Four

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 opponents' 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 — Those who speak with the Garou leave convinced of some fact they might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true of false) — from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent natures 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).


Rank Five

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 opponent's Wits + 3, or the highest Wits + 3 if facing multiple foes). The Garou must be in melee combat, or must be attacked in a fire fight 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 six foes, each with a Wits of 2, the Garou would roll eight dice against a difficulty of 5. If he rolled a 6, 10, 1, 9, 2, 5, 7, and 3, he would avoid four attackers (the botch cancels one success), 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.

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 (i.e., ask the Story- teller). The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer.


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