翻译:努塔瑞
Stargazer Gift:
Stargazer奇能:
The Stargazers' search for insight and wisdom has naturally led them deep into the spiritual realm.
Stargazers对于洞察力和智慧的钻研能使他们自然的深入精神领域。
Their Gifts are a byproduct of their penchant for visions and riddles, as well as outgrowths of their pursuit of non-lethal combat methods.
他们的奇能产生于他们对于想象和谜语的兴趣,也来自于他们对不致人死地的战斗方式的追求。
Balance (Level One) — The Stargazer is able to walk across any ledge, rope, etc., no matter how thin or slippery. Wind-spirits teach this Gift.
If the Storyteller desires, he can allow players to create Stargazer characters just as the other players would create characters of other tribes. It would usually be presumed that these Stargazers have decided to remain with the Garou Nation. Existing Stargazer characters are also, of course, allowed to choose for themselves to devote their attention to their tribe or to their current septs and packmates% However, these characters are exceptions. They receive some level of distrust from many other Garou who fear that they might vanish at a critical point, as well as from their tribemates who disapprove of their attachment to external influences.
Systems: No point expenditure or roll is required. Difficulties for climbing decrease by three.
? Falling Touch (Level One) — As the Ahroun Gift.
? Sense Wyrrn (Level One) — As the metis Gift.
? Inner Strength (Level Two) —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 mifiutes; the player rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into a point of Willpower.
? Surface Attunement (Level Two)— 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.
? Clarity (Level Three) — 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.
? Merciful Blow (Level Three) —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.
? Preternatural Awareness (Level Four) —The Stargazer attunes all her senses to her surroundings, thereby becoming preternatutally aware of her opponent's doings 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 (Level Four) — As the Child of Gaia Gift.
? Circular Attack (Level Five) —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 (althoughhe may take multiple actions in the standard manner). For example, a Stargazer with 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...).
? Wisdom of the Seer (Level Five) — 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.