Werewolf the Apocalypse information source

Rank 2 Shadow Lord Gifts

A list of all Rank 2 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 all ranks, see All Shadow Lord Gifts.

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

Cold Voice of Reason

Rank 2 Shadow Lord Gift

Shadow Lords are skilled manipulators, and are renowned for their ability to both stall for time and talk their opponents into going about their business. This Gift gives that character trait supernatural force, holding assailants at bay while the Lord himself either escapes or calls on others for support. It must be used strategically to be effective, but it can be powerful when used in this fashion. This Gift is taught by a crow-spirit.

System: When the Lord is attacked in combat, or even merely threatened, the player may spend a Gnosis point and roll Manipulation + Subterfuge (difficulty 8) as a reflexive action. The Lord must be able to speak in a language his opponent can understand, although he needn’t express concepts more difficulty than “Are you sure you want to do that?” or the like. The attacker may not initiate hostile action against the Lord for one turn per success, provided the Lord and his allies do not, in turn, engage in hostilities against the attacker. If the victim is herself attacked, even by someone other than the Lord, the effects of the Gift end and she may resume her attack. A botch with this Gift drives the attacker into frenzy.

Source: Shadow Lords Tribebook Revised

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.


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.