Werewolf the Apocalypse information source

Shadow Lord Gifts

A list of all Shadow Lord tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Shadow Lord Gifts of a specific rank, see the Werewolf Gifts section.

Dreams of a Thousand Cranes

Rank 1 Shadow Lord (Hakken) Gift

By folding an origami crane, the Hakken enjoys good luck for a short period of time. An ancestor-spirit teaches this Gift.

System: The origami takes a full turn to complete; the player spends a Gnosis point and rolls Charisma + Occult (difficulty 6). For the rest of the scene, the Hakken gains one die per success to add to other dice pools; each die can be used only once.

Source: 20th Anniversary Edition


Fair Path

Rank 1 Shadow Lord (Hakken) Gift

The Hakken appears at formal ceremonies clean and dressed in proper attire, even if he has just returned from battle. A water-spirit teaches this Gift.

System: The Hakken places her hand in clean water; the player rolls Charisma + Etiquette. The Hakken gains one die to all Appearance-related rolls for the rest of the scene.

Source: 20th Anniversary Edition


Purify Scent

Rank 1 Shadow Lord Gift

Camp: Bringers of Light

If another supernatural creature attempts to determine the breed, tribe or auspice of a Bringer of Light, the target may use this Gift to retain her secrets. A Night-spirit teaches this Gift.

System: The Shadow Lord spends one point of Gnosis and rolls Perceptions + Primal-Urge. The difficulty of discovering the information is increased by 1 for each success (up to a maximum modifier of +3).

Source: Tribebook: Shadow Lords.


Ears of the Bat

Rank 1 Shadow Lord Gift

Camp: Children of Bat

This Gift allows the Shadow Lord to use sonar like a bat. He may act in complete darkness without impairment. Shadow Lords with this Gift have large, bat-like ears. Even in Homid form, they have abnormally large ears. Bat-spirits teach this Gift.

System: This Gift can be counteracted with some means of generating confusing ultrasonic sounds. Garou who make a Perception + Alertness (or Primal-Urge in Lupus) roll can hear the sonar. With three or more successes, she can determine the Lord’s exact location.

Source: Shadow Lord Tribebook (revised)


Perceptive Servant

Rank 1 Shadow Lord Gift

Camp: Children of Crow

Children of Crow are consummate eavesdroppers, and combined with the perceptiveness one gains by serving Crow, this Gift can be extremely useful. It is taught by a Crow-sprit.

System: By spending on point of Gnosis, a Child of Crow can reduce the difficulty of overhearing a conversation or witnessing a secretive activity by 2.

Source: Tribebook: Shadow Lords


Paranoia

Rank 1 Shadow Lord Gift

Camp: Lords of the Summit

Lords of the Summit don’t remain such for long unless they can see their enemies coming. This Gift gives the Lord a heightened sense of awareness, and also reveals a few details about the enemies he’s about to face. A Stormcrow teaches this Gift.

System: The Lord rolls Perception + Awareness (difficulty 7). A single success is all that’s needed to determine the number of opponents in the area. Two reveals the type(s) of opponents, while three or more reveal progressively more detailed information. The effects of the Gift last for a scene.

Source: Shadow Lord Tribebook (revised)


Whisper Catching

Rank 1 Shadow Lord Gift

Secrets are an important commodity, and those who strive to keep their secrets may very well be hiding something dangerous. This Gift was developed to root out potential traitors or plotters against the Garou, but has been open to… certain abuses ever since. The Shadow Lord may supernaturally eavesdrop on whispered conversations nearby, giving her an edge over those with something to hide. This Gift is taught by a crow-spirit.

System: The player spends a Willpower point. For the duration of the scene, any whisper within earshot is as audible to the Shadow Lord as if the speaker were speaking loudly and clearly. The player may still have to make Perception checks to hear whispers within earshot if obstacles or distance would make even an ordinary conversation difficult to hear. The Murmur Rite blocks this Gift; the Shadow Lords are not willing to violate the privacy of a shadow moot, even for their own personal gain.

Source: Shadow Lords Tribebook Revised


Shadow Weaving

Rank 1 Shadow Lord Gift

Slightly flexing her fingers or claws, the Garou pulls and weaves shadows as she desires — lengthening or shortening them, lightening or darkening, or even twisting them into grotesque and frightening shapes. A shadow-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). For the rest of the scene, the Shadow Lord may warp shadows within 100 yards (91 m) as she wishes. Among other creative uses, this lowers the difficulty of all Stealth and Intimidation attempts by 1.

Source: 20th Anniversary Edition


Aura of Confidence

Rank 1 Shadow Lord Gift

The Garou projects a demeanor of control and superiority, preventing attempt to find flaws or read auras. This Gift does not prevent supernatural attempt to read the Garou’s thoughts, although it may make doing so difficult (Storyteller’s discretion). An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7) to activate the Gift; the effects lasts for one scene.

Source: Core book revised.


Fatal Flaw

Rank 1 Shadow Lord Gift

The Shadow Lord can discern a target’s weakness, granting an advantage in combat. A Stormcrow teaches this Gift.

System: The Shadow Lord must concentrate for one full turn. The player rolls Perception + Empathy (difficulty of the target’s Wits + Subterfuge). Success grants the Garou an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses (although no further damage bonus is gained). Five successes reveal all of the target’s flaws.

Source: Core book revised.


Rains of Mercy

Rank 1 Shadow Lord Gift

Though this Gift surprises many non-Shadow Lord Garou, it is only because they forget the Shadow Lords follow a god affiliated with rain, and they come from a harsh land. Even the Darwinist Shadow Lords known that their Kin need to be fed, and the rain summoned with this Gift made sure those favored by the Lords never went hungry. A Stormcrow teaches this Gift

System: The Shadow Lord spends one point of Gnosis. By the end of the day, rain pours down in an area around the Shadow Lord. The size of this area depends on the Shadow Lord’s rank; it affects a radius of 15 minutes’ walk for each Rank the Lord has achieved, so an Athro can affect a region one hour’s walk in radius from his location. This Gift cannot summon harsh storms, but does produce a heavy downpour.

Source: Players’ Guide to Garou (revised)


Seizing the Edge

Rank 1 Shadow Lord Gift

To the Shadow Lords, there is no possible way for a contest to be even. If neither competitor wins, they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her favor. A spirit servant of Grandfather Thunder teaches this Gift.

System: The player spends on Gnosis point. For the remainder of the scene, whenever the Shadow Lord is involved in a direct confrontation with another being (specifically, if the player must make an opposed roll), any ties go to the Shadow Lord. For example, a Shadow Lord and her Get of Fenris rival are wrestling. Both players must roll to see if the Get of Fenris can break the hold that the Shadow Lord has caught him in. If the players roll the same number of successes, the Shadow Lord wins, and the Get remains pinned. This Gift lasts for one scene.

Source: Core book revised.


True Fear

Rank 2 Ahroun Gift / Rank 2 Shadow Lord (Judges of Doom & Lords of the Summit) Gift / Rank 2 Wendigo Gift

The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.

System: The player rolls Strength + Intimidation (difficulty of the target’s Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his action will likely be guided by fear.

Source: Core book revised / Shadow Lord Tribebook (revised) / Wendigo Tribebook (revised)


Luna’s Armor

Rank 2 Children of Gaia Gift / Rank 2 Shadow Lord Gift / Rank 2 Silver Fang Gift

The Child of Gaia may call for Luna’s protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.

System: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou’s soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou’s Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver.

Source: Core book revised.


Howls in the Night

Rank 2 Galliard Gift / Rank 2 Red Talon Gift / Rank 2 Shadow Lord Gift / Rank 2 White Howler Gift

The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours.

Source: 20th Anniversary Edition


Halt the Coward’s Flight / Executioner’s Privilege

Rank 2 Get of Fenris Gift / Rank 2 Shadow Lord (Judges of Doom) Gift
The Judges of Doom version is called Executioner’s Privilege

The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift.

System: The Garou must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the target’s speed is halved for one scene.

Source: Core book revised / Shadow Lord Tribebook (revised)


Storm Winds Slash

Rank 2 Shadow Lord (Hakken) Gift

Hakken may use their blades to injure Wyrm creatures at a distance. This Gift is taught by a metal or wind-spirit.

System: The player spends a point of Gnosis and rolls Dexterity + Melee (difficulty 7). Success enables the Hakken to strike an opponent from as far away as 50 yards (45 m); the opponent may attempt to dodge the strike and takes lethal damage as usual for a weapon strike.

Source: 20th Anniversary Edition


Pure Identity

Rank 2 Shadow Lord Gift

Camp: Bringers of Light

A Bringer of Light can alter his appearance to suggest he belongs to another race. If he remains in homid form, he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. If he desires to keep his “scent” as a Garou, he can affect cosmetic changes and appear as a Black Spiral. This Gift is taught by a Chameleon-spirit.

System: The Lord spends three Gnosis, but need make no roll. The duration is one day. Close examination requires a Subterfuge roll to maintain the deception.

Source: Tribebook: Shadow Lords


Hidden Secrets

Rank 2 Shadow Lord Gift

Camp: Children of Crow

Children of Crow are terribly fond of blackmail, and this Gift does a lot to help their natural tendencies along. The Corax know this Gift as Dark Truths; the Shadow Lords learned the Gift from the raven-folk, and improved on it a bit. The Gift is taught by a fly-spirit.

System: To use this Gift, the character rolls Perception + Manipulation (difficulty 7). Success indicates the Garou learns one of the target’s deepest and most embarrassing secrets. These secrets are of no use in combat, but make excellent blackmail material. Of course, not everyone has secrets of equal value.

Source: Shadow Lord Tribebook (revised)


Song of the Earth Mother

Rank 2 Shadow Lord Gift

A more powerful version of Sense Wyrm, this Gift allows the user to sense the presence of Wyrm activity within a broad area. Essentially, the Garou communes with the earth and listens to what it says. The Gift is taught by an earth-spirit.

System: The user spends 10 minutes communing with the earth, during which time she may take no other actions. The player then spends two Gnosis points and rolls Perception + Occult (difficulty 7). Success indicates that the earth tells her about any supernatural presence within an area of 100 yards (91 m) per success. While the Gift doesn’t offer specific information about the being or beings detected, it does indicate whether or not the presence is Wyrm-tainted.

Source: 20th Anniversary Edition


Clap of Thunder

Rank 2 Shadow Lord Gift

The Garou slams her hands together and creates a mighty thunderclap that stuns those who hear it. A Stormcrow teaches this Gift.

System: The player spends one Gnosis point. All characters within 10 feet, friend or foe, must succeed in a Willpower roll (difficulty 8) or be stunned and unable to act for one turn. On a botch, the effect lasts for one scene. The Garou must be in Homid, Glabro or Crinos form to use this Gift.

Source: Core book revised.


Disfigurement

Rank 2 Shadow Lord Gift

The Shadow Lord can place a nasty boil or dishonorable scar on the target. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn’t physically handicapping, it certainly limits the victim’s social grace. A baboon-spirit or toad-spirit teaches this Gift.

System: The player rolls Manipulation + Primal-Urge (difficulty 7) and spends a Willpower point. The disfigurement subtracts two dice from all the target’s Social rolls. The scar or blemish heals at the end of one scene.

Source: Player’s Guide Second Edition.


Spirit of the Bird / Dark Aerie

Rank 2 Uktena Gift / Rank 3 Shadow Lord (Camp: Children of Crow) Gift

Few enemies would expect a werewolf to attack from above, which is precisely why the Uktena developed the means to do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift.

System: The player spends one Gnosis point. The Garou can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.

In the Shadowlord version of this Gift, the servant of Crow is enveloped by shadows as he escapes.

Source: Core book revised.


Dark of Night

Rank 3 Shadow Lord (Hakken) Gift

A Hakken can cause an opponent to become temporarily blinded. Hakken reserve such underhanded tactics for use against minions of the Wyrm. This Gift comes from a raven-spirit.

System: The Hakken spills a vial of ink; the player spends one Gnosis and rolls Manipulation + Subterfuge, resisted by the target’s Gnosis (if any). Each success blinds the victim for an hour.

Source: 20th Anniversary Edition


Interrogator

Rank 3 Shadow Lord Gift

Camp: Lords of the Summit & Judges of Doom

This Gift was originally discovered by a cult of Shadow Lords known as the Judges of Doom. A Garou may use this Gift to terrify his victim into a confession. This Gift is taught by a Fear-spirit.

System: The interrogator rolls Manipulation + Subterfuge or Interrogation; the defendant resists with an opposed Willpower roll. If the Garou succeeds, the defendant will be paralyzed with fear for one round and confess the greatest crime that he has committed during the last cycle of the moon. This is long enough for a one sentence confession, but may only be used once per moon cycle. Judges of Doom may learn this as a Level One Gift.

Source: Tribebook: Shadow Lords


Raven’s Wings

Rank 3 Shadow Lord Gift / Rank 3 Ronin Gift

A lord with this gift is especially close to Raven, and may manifest a spirit avatar in the form of a raven to spy for him. The raven may see and hear, but may not affect the physical world or, in turn, be affected by attacks of any sort.

System: To activate the Gift, the Lord spends a Gnosis point and rolls Wits + Occult (difficulty 6). The raven may be sent up to five miles away for every success rolled,  but is canceled if it goes beyond this range. The Lord must concentrate to see through the raven’s eyes, but need not do so to maintain the raven’s existence. Although the raven is visible in the Penumbra, it cannot be seen in the physical world; by default it sees its Penumbral environment, but can peek across the Gauntlet to the material world. The effects of the Gift last for a scene.

Source: Shadow Lords Tribebook (Revised) / Outcasts


A Thousand Eyes

Rank 3 Shadow Lord Gift

Camp: Children of Bat

The Child of Bat melds his consciousness with that of a swarm of bats, and may see and hear all that they see and hear for the duration of the night. Using this Gift requires a swarm of at least a thousand bats (easily found in most temperate or tropical areas). It is taught by a bat-spirit.

System: The Garou spends three Gnosis and rolls Perception + Primal-Urge (difficulty 8). Success indicates she slips into a deep meditative trance, and can see through the bats’ eyes and hear through their ears for one full night. With one success, she cannot control the bats’ movements; they go where they will, and she sees and hears what they happen to see and hear (generally lots of insects). With three or more successes, however, the Garou can subtly direct the movements of the swarm such that they are guided to a general area of interest to the Garou. She still cannot control individual bats, but they will show mild interest in whatever area it is that the Garou wants them to see.

Source: Shadow Lord Tribebook (revised)


Patagia

Rank 3 Shadow Lord Gift

Camp: Children of Bat

The Shadow Lord can extrude large flaps of skin under her arms, resembling a flying squirrel’s membranes. When not in use, the flaps usually shrink into the Lord’s arms and sides, where they are not detectable. This Gift is taught by a bat-spirit or a squirrel-spirit.

System: The Shadow Lord stretches her arms and leaps from a height. She may glide at 25 mpg, but the player must make Dexterity + Athletics rolls (at the Storyteller’s discretion) to avoid losing altitude.

Source: Shadow Lord Tribebook (revised)


Direct the Storm

Rank 3 Shadow Lord Gift

Having a packmate who is prone to frenzy isn’t safe for anyone. With this Gift, the Shadow Lord can direct the primal instincts of a frenzied Garou — friend or foe — causing him to attack targets of the Lord’s choice. A Stormcrow teaches this Gift.

System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target’s Rage). Success indicates that the Shadow Lord controls the target’s frenzy and can set him on anyone she chooses. Using this Gift on a Garou in the Thrall of the Wyrm is possible, but doing so requires the player to roll Rage (difficulty 7) to check for frenzy for her own character.

Source: Core book revised.


Shadow Cutting

Rank 3 Shadow Lord Gift

One of the more cunning tactics of the Shadow Lords, this Gift allows a Lord to maim or kill her opponent by attacking the shadow he casts. This tactic makes her attacks difficult to dodge, and can provide a great advantage in situations where the shadow is a larger or more accessible target than the opponent himself. A night-spirit teaches this Gift

System: The werewolf must activate the Gift by spitting into her opponent’s shadow and spending a Gnosis point. For the remainder of the scene, she may injure her opponent by striking his shadow. Only fetish weapons, silver or natural weaponry (claws and teeth) will work in conjunction with this Gift; firearms or other mundane measures cannot transmit damage across the spirit-link. The victim has two fewer dice to dodge attacks aimed at his shadow, and cannot parry such attacks at all. The Storyteller may even give the shadow’s attacker extra dice in certain situations, such as during sunset or when the victim is a few stories up, but his shadow falls at the Garou’s feet.

Source: Shadow Lords Tribebook Revised

 


Summon Stormcrow

Rank 3 Shadow Lord Gift

The Judges of Doom learned this blessing from Grandfather Thunder himself. The Stormcrows, some of Grandfather Thunder’s servants, come to the aid of those Garou who activate this Gift. Acting as spies, the Stormcrows follow anybody the Judge chooses and report back all they learn. Rumors speak of networks of Stormcrows that pass information back and forth like a telephone line.

System: To call a ‘crow, the Judge must roll Charisma + Intimidation (difficulty 8) and spend a Gnosis point. He may give the crow a single command, such as “Follow the Red Talon and report his activities” or “Keep an eye on the Theurge elder.” The Stormcrow is invisible to everyone except individuals in the Umbra. The target must roll her Perception (difficulty 8) or employ a Gift to see a Stormcrow in the Umbra.

Source: Player’s Guide Second Edition.


Paralyzing Stare

Rank 3 Shadow Lord Gift

The Shadow Lord directs a terrifying glare at a target, causing her to freeze in terror. A Stormcrow teaches this Gift.

System: The Garou concentrates for one turn. The player spends on Gnosis point, and rolls Charisma + Intimidation (difficulty of the target’s Willpower). Each success freezes the target in place for one turn. The target must be able to see the Garou.

Source: Core book revised.


Under the Gun

Rank 3 Shadow Lord Gift

The Shadow Lord lays a curse on her foe, ensuring certain death by bullets. While the curse is in effect, bullets (as well as arrows, hurled knives, and any other missile weapons) are strangely attracted to the target. Although this Gift is useful in battle, most Shadow Lords prefer to use it secretly on a chosen foe before a fight begins, ensuring an “unfortunate accident.” A raven-spirit teaches this Gift.

System: The Shadow Lord touches the intended target with her fingertips. The player spends a Gnosis point and rolls Manipulation + Firearms. The curse lingers for one day per success. While it is in effect, the difficulty to strike the target with any sort of missile attack drops by two.

Source: 20th Anniversary Edition


Icy Chill of Despair

Rank 3 Shadow Lord Gift

The Shadow Lord with this Gift can appear to grow larger and more imposing, becoming a terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A Stormcrow teaches this Gift.

System: The werewolf concentrates for a turn; the player spends one Gnosis and rolls Manipulation + Intimidation, difficulty 7. Anyone who means the Shadow Lord harm must make a Willpower check, difficulty 8, and score more successes than the Lord does in order to act normally. Failure means that the victims must spend Willpower to attack, take action against or even verbally oppose the Shadow Lord. This Gift doesn’t give the Lord actual control over her intimidated victims – they’re simply too spooked to actively oppose her.

Source: Shadow Lords Tribebook Revised Pg. 67


Curse of Corruption

Rank 3 Shadow Lord Gift

The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals. Victims of this curse find themselves doubted by even their staunchest allies. Despite a target’s most noble exertions, no one believes anything he has to say until the curse fades. A jackal-spirit teaches this Gift.

System: The Shadow Lord rolls her Gnosis against a difficulty equal to the target’s Gnosis. The number of successes indicates the number of turns the victim suffers from the curse. Until it fades, everything the victim says sounds dishonest. The Shadow Lord must pend a Willpower point to activate this Gift.

Source: Player’s Guide Second Edition.


Living Treasure

Rank 4 Shadow Lord (Hakken) Gift

A Hakken can convince the spirit of a treasure in his possession to relate its history and lore. An ancestor-spirit imparts this Gift.

System: The Hakken touches the object; the player rolls Manipulation + Etiquette (difficulty 7). Each success causes the spirit to reveal one fact about itself. Hakken may use this Gift on common items as well, making it a useful tool for investigations or problem solving. This Gift may only be used once per object.

Source: 20th Anniversary Edition


Durance

Rank 4 Shadow Lord Gift / Rank 4 Uktena Gift

The werewolf dominates a talen-bound spirit, spinning webs of metaphysical authority to forcibly lengthen its service to her. Some consider this Gift disrespectful, but the Shadow Lords find it ridiculous to discard a weapon that might serve Gaia, just for the sake of politeness. This Gift is taught by a spider-spirit.

System: Upon using a talen, the player may reflexively spend one Gnosis point to keep the spirit bound within from departing. This Gift is ineffective on talens which are destroyed as an inherent aspect of their use (such as the nightshade talen, which must be drunk to activate its powers), but preserves talens whose destruction is a metaphysical result of their use (such as moon glow and Wyrm scales).

Source: 20th Anniversary Edition


Assassin’s Strike

Rank 4 Shadow Lord Gift

Camp: Judges of Doom

Like the Ratkin and the Nagah before them, the Judges of Doom have learned to quickly slip into and out of the Umbra so that they may surprise their prey. When using this Gift, the Judge disappears for a moment and reappears behind his victim, whereupon he may attack his victim with complete surprise. This Gift is taught by a cobra-spirit.

System: The character spends one Gnosis and one Rage, then uses the Umbra to “skip” up to 50 feet and reappear in the physical world directly behind his target. The Judge may then attack his victim at -2 difficulty (minimum 4). This attack may not be dodged unless the victim has bolstered his senses with supernatural aid.

Source: Shadow Lord Tribebook (revised)


Ubiquitous Presence

Rank 4 Shadow Lord Gift

Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly, and, done right, from ever attacking you. And if you can’t be everywhere at once, at least you can appear to be. The Shadow Lord can curse an enemy with paranoia, giving the victim an unflinching suspicion that the Garou is watching her, even when that belief would otherwise be entirely illogical. Shadow or night-spirits teach this Gift.

System: The player spends one Gnosis and rolls Charisma + Intimidation, difficulty of the victim’s Intelligence x 2. Success indicates that the curse takes effect, reducing all dice pools of the victim by one for each two successes rolled. The effects last for one day and night.

Source: Players’ Guide to Garou (revised)


Seeds of Doubt

Rank 4 Shadow Lord Gift

Talented tricksters, Shadow Lords with this Gift may convince a listener of one false idea, no matter how absurd. The Gift only works if the lie told is not obviously harmful to the listener. It is taught by a Raven-spirit.

System: The Lord spends a point of Gnosis and makes an opposed Charisma + Subterfuge roll (difficulty 8). If the Lord succeeds, the listener will believe the lie until somehow “deprogrammed.” If he fails, however, the listener sees through the Lord’s argument and recognizes the lie for what it is. If the Lord botches, the listener goes into frenzy (unless normally incapable of such, like a human).

Source: Shadow Lords Tribebook Revised Pg.68


Strength of the Dominator

Rank 4 Shadow Lord Gift

The Garou draws on a target’s anger to feed his own. A Stormcrow teaches this Gift.

System: The player rolls Wits + Intimidation (difficulty of the target’s Willpower). For a number of turns equal to the successes scored, the target will lose a point of Rage per turn, while the Shadow Lord gains that Rage. The character can use this Gift only once per target per scene.

Source: Core book revised.


Open Wounds

Rank 4 Shadow Lord Gift

The Garou may cause the next wound he inflicts to bleed profusely, weakening the target further. A pain-sprit teaches this Gift.

System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). If the Shadow Lord’s next attack does any damage, the target will bleed continuously, losing one health level per turn for a number of turns equal to the number of successes rolled. This hemorrhaging is considered lethal damage.

Source: Core book revised.


Divine Wind

Rank 5 Shadow Lord (Hakken) Gift

The Hakken can call forth a powerful storm in a designated area. The storm uproots trees and overturns cars in its fury. An ancestor-spirit or a servant of Narukami, Lord of Thunder, teaches this Gift.

System: The player rolls Stamina + Enigmas (difficulty 7) and spends a minimum of one Rage point. Each success equals a one-mile (1.6 km) radius for the storm. Each Rage point spent adds a success and, therefore, increases the size of the storm, which lasts for no more than one scene.

Source: 20th Anniversary Edition


Purity of Blood

Rank 5 Shadow Lord Gift

Camp: Bringers of Light

The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires. This Gift is taught by an avatar of Grandfather Thunder himself.

System: The Shadow Lord must expend two points of Gnosis, spend 10 minutes in meditation and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood, he will be aware that he is Bound, but may nonetheless spend a Willpower point to break his conditioning and use the Gift. Also note that this allows an infiltrator of the Sabbat to shatter the effect of the Vaudelaire.

Source: Tribebook: Shadow Lords


Find the Transgressor

Rank 5 Shadow Lord Gift

Camp: Judges of Doom

With this potent Gift, the Judge calls upon the might of Gaia Herself to determine the exact location of any one named individual that has violated the Litany in some fashion. Use of this Gift is never a trivial undertaking, and those that abuse its power usually suffer dire consequences. An avatar of Gaia Herself teaches this Gift.

System: The user spends two Gnosis and two Willpower, then invokes the will of Gaia to help him find a Garou who has violated the Litany in a particularly foul fashion. If Gaia would agree with the Judge’s assessment of the situation (which is left entirely to the Storyteller’s judgment), he learns the exact location of his quarry. No method of obfuscation, be it supernatural or mundane, can keep the target hidden. The Gift does nothing to help the Judge reach the target and it does not work on Wyrm-creatures (who are shrouded by their patron).

If Gaia disagrees with the Judge’s opinion, or if the transgressor has violated the Litany in only a trivial sense, the Judge instead suffers one aggravated level of damage per Rank of the targeted Garou.

Source: Shadow Lord Tribebook (revised)


Mask Taint

Rank 5 Shadow Lord Gift

Camp: Lords of the Summit

A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts that detect such taint. This Gift is taught by a Puppeteer Bane.

System: The Garou spends on Gnosis point and rolls Appearance + Subterfuge (difficulty 8). The effect lasts for one scene. Every time this Gift is used, the Garou must roll one die. If the number is equal to or less than her Corruption Trait, she adds one to her Corruption, gaining more Wyrm taint. This Gift cannot be used by Garou with Corruption 10.

Source: Tribebook: Shadow Lords


Wounding Lies

Rank 5 Shadow Lord Gift

For all their ability to prevaricate or misdirect when the need is there, few Shadow Lords – particularly elders – like being lied to. This Gift is the ultimate expression of that conceit; it forces those whom the Lord is interrogating to speak the truth or suffer the consequences. A person that lies to the elder suffers great wounds that mystically appear across his body with each untruth. A pain-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Charisma + Intimidation (difficulty of target’s Willpower). If he succeeds, the power takes effect; for the rest of the scene, each fib the subject tells inflicts one level of aggravated damage on the subject, which cannot be soaked. Even half-truths open small, stinging wound (no actual damage, but painful and obvious). A Garou targeted by this Gift may overcome the effect by spending a number of Gnosis points equal to the interrogator’s successes. Most others usually begin telling the truth after the first wound or two (the Storyteller may call for a Willpower check, difficulty 8, to keep silent). Some Shadow Lords heighten the effect by claiming that silence will wound the target just as surely as lies will – an untruth on the Lord’s behalf, but one that gets results.

Source: Shadow Lords Tribebook Revised


Shadow Pack

Rank 5 Shadow Lord Gift

The Garou summons up shadowy duplicates of himself to stand by him in battle. These shadow-wolves resemble the Shadow Lord and have some of the same capabilities. A night-spirit teaches this Gift.

System: The player rolls Gnosis (difficulty 8) and spends a variable number of Gnosis points. For each point spent, the Garou summons a shadow-duplicate. These duplicates have the same Attributes and Abilities as the Garou, but they may not use Gnosis or Willpower. Each has only one health level (i.e., any attack that is not soaked destroys it). The duplicates fade at the end of the scene.

Source: Core book revised.


Obedience

Rank 5 Shadow Lord Gift

With the power of this Gift, the Shadow Lord becomes the ultimate alpha, compelling all others to follow her orders. A Stormcrow teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must roll Willpower (difficulty 8) and match or exceed the Garou’s successes to avoid the effects of the Gift. If the werewolf wins by one success, the targets follow any order they don’t mind following. Getting three successes means that the targets will treat the Garou as their alpha and fight for him. Getting five successes means that the targets will follow him into the Abyss or perform other virtually suicidal actions.

Source: Core book revised.


Invoke the Spirits of the Storm / Call the Storm

Rank 5 Wendigo Gift / Rank 5 Bunyip Gift / Rank 4 Shadow Lord Gift
The Shadow Lord versions is called Call the Storm

The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Wendigo teaches this Gift. An avatar of Rainbow Serpent teaches the Bunyip version.

System: The player spends one Gnosis pint and rolls Willpower (difficulty varies based on how close the desired effect is to the actual weather patterns of the area). The storm covers 10 miles per success. If the Garou summons a thunderstorm, she may spend Gnosis to call lightning down on her enemies (Dexterity + Occult to hit, 10 dice of aggravated damage).

Shadow Lord version: Only thunderstorms may be called and an avatar of Grandfather Thunder teaches this Gift.

Source: Core book revised / Shadow Lord Tribebook (revised)


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