107 min read
SHADOW LORD

For countless centuries, they have endured the rule of weaker Garou. They have sacrificed their own honor to further the goals of the Garou Nation, and received nothing but scorn in return. They have fought battles nobody else was willing to fight, and made allies that nobody else would approach. Now they are ready to come into their own.  - Tribebook: Shadow Lords


OVERVIEW

The strong dominate and rule; the weak submit and obey. This is the core of Shadow Lord philosophy. Intensely political and coldly pragmatic, the Shadow Lords practice a rigid internal hierarchy and promote an equally unforgiving value system for the Garou Nation. Their very presence is divisive. Other tribes view their manipulative tactics as a reason to distrust the Lords, or complain that anyone so ruthless is marked for eventual corruption. Some would argue that they should be cast out of the Nation entirely — but the Shadow Lords are far too valuable. Their methods are often dishonorable and sometimes cruel, but they get results. The end justifies the means — Niccolò Machiavelli


SHADOW LORD SOCIETY

Life among the Lords is one part oppressive and one part inspirational. Cubs are taught to fear their elders as much as revere them. But the tribe is also a meritocracy — those who have the ambition and skill to succeed will go farther than those who rely on a misguided sense of entitlement. 

The lupus of the tribe usually start by mastering this instinctive dominance before they begin to hone their more humanlike capacity for deception and politics. Metis begin with the deck stacked against them — but are in a unique position to begin learning the tribe’s manipulative tricks almost as soon as they can talk.


STRENGTHS AND WEAKNESSES

The Shadow Lords’ tribal strength is that they produce very strong, cunning champions. Their elders and leaders have earned their positions by constantly honing themselves. Their tribal weakness is that every Shadow Lord contends against his brethren. Those below you covet your position; those above you don’t want you coveting theirs. Their constant struggles for dominance have dealt them more than one setback in their ongoing quest for power. This also goes against the strength of the pack, where every wolf works toward the same goal — even to the point of self sacrifice. The Lords only work well in a pack if every member is getting something out of it. Or, until they find a good opportunity to subvert another in the hopes of stepping up in rank or power themselves.


TRIBAL PHILOSPHY

This ruthless tribal philosophy has been at the tribe’s heart ever since its founding in what is now Eastern Europe. During the Impergium, they showed no mercy in culling their charges — and when the Impergium ended, they still believed it necessary that humans fear the dark. 

Over the years, the Shadow Lords have made all manner of alliances, only to turn on their compatriots when the opportunity and the excuse were there. Many of these alliances were even with other creatures of the night such as vampires. Of course, it’s not fashionable to be seen consorting with a Leech, even if you plan to eventually turn on it — because of course it will eventually turn on you — so the Shadow Lords aren’t seen doing so. Not if they can help it.


THE GAIAN WAY

As ambitious and callous as they are, most Shadow Lords are still loyalists to the Gaian cause. They work to undercut and dethrone weak leaders, but a strong and cunning leader earns great loyalty from the tribe of Grandfather Thunder. They play one Garou against another, testing the loyalties and strengths of both. 

If someone in a sept is close to turning to the Wyrm, more often than not it’s a Shadow Lord who finds out first — and then exploits the information in the most advantageous way possible. As they reasonably point out, only the weak and corrupt have anything to fear from their investigations. The fact that it’s the Shadow Lords defining “weak” and “corrupt” does little to allay concerns. A Philodox of Grandfather Thunder rarely errs on the side of compassion.

In these dying times, though, the Shadow Lords see weakness all around them. The Silver Fangs are doddering and foolish at the time they’re needed most. The tribes are splintered and squabbling where they should be unified against the Wyrm. The authority of royal blood has failed; the calls for reconciliation have failed. Perhaps the only thing that will unite the Garou Nation is fear. If that’s what it takes — if the Garou need an iron claw to bring them together — the Shadow Lords will certainly take the opportunity when it presents itself. 


APPEARANCE

Shadow Lords with high Pure Breed often lean toward being melancholy, dark and sardonic in all forms. In Lupus form, they are notably thick and stocky, with the dark coats that reflect their tribal name.

Moody and inherently mysterious, their human form reflects these qualities. Typically dressing in dark clothes, the Lords still have a sense of fashion and are always meticulously well groomed.


KINFOLK & TERRITORY

The oldest Kinfolk families are of Eastern European stock, but the Shadow Lords are drawn to humans that demonstrate intelligence, power or excellence. They don’t coddle their Kin; they don’t breed with people (or wolves) that need it. 

Their Apex Kinfolk are known as Domini (or the singular Dominus) and are treated with as much consideration as the rest of humanity, that is until they prove themselves worthy of notice. Human Domini are highly attractive and charismatic, which makes it much easier to manipulate the wills of others. 

Once a Dominus has risen sufficiently in power, wealth and influence in the human world, they gain the interest of their Garou cousins. Most Domini are self-made and successful in business. While highly influential in politics, they very rarely seek office for themselves, preferring to pull the strings of others from the shadows for their own benefit.

Shadow Lords are fairly opportunistic about territory but prefer caerns in starkly beautiful settings, like wildlands from a Gothic romance. It is not beyond their manipulations to put events into motion in order to take advantage of claiming weaker territories. It is so much easier to ride in as a liberator than to storm in as an invader.



SHADOW LORD GIFTS

◎◎◎: RANK 1 SHADOW LORD - Aura of Confidence (BUFF)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Subterfuge
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack
    • +1 Physical Skill

Description:
The Garou projects a demeanor of control and superiority, preventing attempts 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 spends 2 Points of Energy/Gnosis and makes a successful roll.  Anyone attempting to use a spell/ability/gift that reads Auras or seeks out flaws will find the Shadow Lord impossible to read. If they are attempting to read the Lord's mind, they must make a roll with a -10 modifier. This effect lasts for the duration of one scene.


◎◎◎: RANK 1 SHADOW LORD - Shadow Puppet (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: See System
  • Mods: Occult, Physical Skill
  • Duration: Scene 
  • Resist: Physical Defense, Willpower
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The existence of Shadow figures can be traced back many thousands of years and are related to various religious beliefs, legends, and folklore. While most attribute such beings to certain medical conditions, such as dementia, schizophrenia, drug use and sleep paralysis, more than just a few of those stories are inspired by Shadow Lords who have learned this Gift and can use their own shadows to terrify and attack their enemies in such horrific and nightmarish ways.

The most beneficial aspect of using a Shadow Puppet is that the Shadow Lord can use it to attack an enemy without the risk of being attacked in return. This special talent allows the Lords to use their own shadows to manipulate physical objects, or strike or grapple a physical or spiritual foe from a safe distance. As long as the Shadow Lord has the Shadow Puppet within his/her/their line of sight, the Shadow Puppet can walk through objects, climb walls, hover/fly, or perform any other type of action. While it can move small objects and even carry them for short distances, it cannot throw an object or use weapons. 

Shadow Puppets appear as dark, translucent, blotchy or out-of-focus shadows with the distinct shape of the Shadow Lord who created it, including the shape of what they are currently wearing. How distinct they are is determined by the level of light available in the room. Bright lights create very dark and distinct Shadow Puppets. Low light levels create fuzzy and sometimes misshapen Shadow Puppets. This Gift is taught by a shadow spirit.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Shadow Lord can then animate their shadow, which detaches from the Shadow Lord, and use it to attack a physical foe or spirit with a claw attack, a punch, or restrain the foe in a grapple hold. The Shadow Lord can also use the shadow to pick up, move or physically manipulate physical objects. Only one Shadow Puppet may be created, but will remain for the entire scene unless defeated by a successful Resist Roll.

For Example: A Shadow Lord is held captive in a cell. She uses this Gift to create a Shadow Puppet which detaches and animates her shadow. She mentally controls the movement of her Shadow Puppet, having it walk through the bars of the cell. She then uses the Shadow Puppet to attack the guard with a Claw Attack. The Claw Attack is the same attack the Shadow Lord would do herself (including the Shadow Lord expending the same amount of Energy/Gnosis, roll for success and delivering the same amount of damage). 

The Shadow Lord's Player rolls for the Shadow Puppet's success. Because this is a shadow and not a physical entity, the guard cannot attack or defend himself, but he can attempt to "Resist" by rolling higher than the Shadow Lord's Player with added modifiers of his Physical Defense and Willpower. The Shadow Puppet rolls a modified 82. The Guard attempts to resist and rolls a modified 78 and incurs damage from the Claw Attack. On the Guard's turn, he pulls out his gun and shoots the Shadow Puppet, which simply passes through it and does no damage.

Once the Guard is defeated and is killed or unconscious, the Shadow Puppet is able to remove the cell key from the desk (1 turn), slowly move it over to the Shadow Lord (1-2 turns depending on how far away it is from the cell), who then unlocks the cell door and escapes (1 turn).

  • Damage & Grapple: The Shadow Puppet does the same level of damage and grapple ability as the Shadow Lord would normally do with his/her/their own hands. This includes strangulation.
  • Spirit Foes: Spirits can be attacked using a Shadow Puppet, incurring the same damage as a physical foe.
  • Range: Distance is Line of Sight of the Shadow. The Shadow cannot move out of sight range of the Shadow Lord. However the use of a scry-type skill or other type of surveillance where the Shadow Lord has a real-time visual connection with the Shadow Puppet can also be used. Once the Shadow Puppet is out of sight, it dissolves and returns back to the Shadow Lord.
  • Light Source: There must be some kind of light source in which the Shadow Lord's shadow can appear. This Gift cannot be used in near to total darkness.
  • Special Abilities: 
    • Move or manipulate small objects
    • Move through objects or walls
    • Speak, but can only repeat words that are spoken to it or that it hears.
  • Resisting a Shadow Puppet: Foes who successfully resist the Shadow Puppet will destroy it. This will cause the shadow to instantly snap back to the Shadow Lord who animated it. 
    • A Shadow Puppet cannot be directly attacked and can only be defeated by a targeted Foe with a successful roll to resist once the foe is attacked by it. At that point the Shadow Puppet is solid enough to fight.
    • A defeated Shadow Puppet snaps back to its Shadow Lord, but the Shadow Lord does not receive any damage and retains all of his/her/their HP with no ill affects. 
    • If the Shadow Lord using this Gift is physically or mentally attacked and fails to resist, his/her/their connection to their Shadow Puppet is lost and it instantly snaps back.

For more information on what a Shadow Puppet might look like, check out this video. CLICK HERE.


◎◎◎: RANK 1 SHADOW LORD - Dreams of a Thousand Cranes (BUFF)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Physical Attack
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack
    • +1 Physical Skill

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

System: 
The Character takes one full turn to fold a piece of paper into a paper crane. After which, the Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the rest of the current scene, the Shadow Lord may reroll one non-botched roll for a chance to get a better or more successful roll. The second roll is the roll that stands, even if it is lower than the first roll or a Botch. This lasts for the duration of the scene, but is over once it is used for a reroll.


◎◎◎: RANK 1 SHADOW LORD - Ears of the Bat (BUFF)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness, Occult
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Defense
    • +1 Athletics/Reflexes

Description:
This Gift allows the Shadow Lord to uses echo location like a bat by making clicking sounds with their tongue. He/she/they may act in complete darkness without impairment. While they cannot read words printed on a paper or in a book, they will know everything in a room based on shape, size and each item's exact location. Shadow Bat spirits teach this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift can be counteracted by continuous noises where other soundwaves interfere with the clicking sounds made by the Garou. Other Garou can hear the sonar being used by the person employing this gift. Making a successful Alertness roll, they can determine the Lord’s exact location.


◎◎◎: RANK 1 SHADOW LORD - Fair Path (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +5 Mod to all social and Persuasion Rolls

Description:
The Lord 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:
This is a Passive Gift and does not require the use of Gnosis, or a successful roll. The Player must activate this Gift by declaring it in open chat. The character then places her/his/their hand in clean water. The Character gains a +5 Mod to all social or appearance-related rolls, as well as Persuasion rolls for the rest of the scene. 


◎◎◎: RANK 1 SHADOW LORD - Fatal Flaw (BUFF)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Initiative
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack
    • +5 Initiative
  • Temporary Affects:
    • +5 Additional Damage on successful Physical Attacks on a single opponent for the duration of the scene.

Description:
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 on a single opponent. After this, the Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, every Physical Attack that the Lord makes on that opponent will do an extra 5 HP of damage.


◎◎◎: RANK 1 SHADOW LORD - Grim Resolve (BUFF)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion 
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: None

Description:
The Lords believe they are the only Garou fit for leadership. This Gift is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All allies (but not the Lord using the Gift) receive one automatic success on any Willpower rolls made during the scene.


◎◎◎◎◎: RANK 1 SHADOW LORD - Halt the Coward's Flight (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: 3 Turns
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Physical Defense
    • +1 Mental Attack

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

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, his/her/their speed while fleeing is reduced by half for 4 Turns. This only affects the Target's ability to walk or run away. It does not effect the Target's ability to fight or defend.


◎◎◎◎◎: RANK 1 SHADOW LORD - Paranoia (BUFF)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Alertness
  • Duration: 3 Turns
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Skill

Description:
This Gift gives the Lord a heightened sense of awareness, and also reveals a few details about the enemies he/she/they is about to face. A Stormcrow teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Lord may then accurately determine the number of opponents in the area, the types of opponents, and any easily observable details. 

For Example: before the Shadow Lord and his team arrive in an area where they suspect enemies to be lurking in a cave, the Lord sense there are three fomori and two Black Spiral Dancers. The Dancers each have swords and the fomori appear to be missing eyes, teeth and tongues, but possess long black fingernail-like claws.


◎◎◎◎◎: RANK 1 SHADOW LORD - Sense Wyrm (Buff)

  • Base Roll: n/a
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Passive
  • Resist: n/a
  • Permanent Affects: None

Description:
The werewolf can sense manifestations of the Wyrm in the nearby area, approximately a 20 ft. radius around them. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power, while passive, requires active concentration. Any spirit of Gaia may teach this Gift.

System
This is a Passive skill and does not require the use of Gnosis or a successful roll. However, it does require the Garou to actively focus in order to detect the Wyrm Taint. Vampires register as Wyrm-tainted. The higher in Rank a Garou is, the farther and the more accurate their sense of Wyrm Taint becomes.

  • Cliath: 20 ft radius of currently active taint.
  • Fostern: 20 ft radius of currently active taint and taint no more than 1 hour old.
  • Adren: 30 ft. radius of currently active  taint, and taint no more than 1 day old.
  • Athro: 40 ft. radius of currently active taint, taint that is no more than 1 day old, and if the taint is simply a lingering one clinging to an innocent, or if the taint is strongly associated with the subject.
  • Elder: 50 ft. radius of currently active taint, taint that is no more than 2 day old, and if the taint is simply a lingering one clinging to an innocent, or if the taint is strongly associated with the subject, and positively be able to identify exactly where the taint is emanating from with line of sight.
  • Legend: 20 meter radius of currently active taint, taint that is no more than 1 week old, if the taint is simply a lingering one clinging to an innocent, or if the taint is strongly associated with the subject, able to positively identify exactly where the taint is emanating from with line of sight.


◎◎◎◎: RANK 2 SHADOW LORD - Perceptive Servant (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Stealth, Alertness
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill
  • Temporary Affects:
    • +15 Mod on all rolls related to overhearing a conversation.

Description:
Shadow Lords are consummate eavesdroppers, and combined with the perceptiveness one gains by employing this gift, their talents can be considerably enhanced. This Gift is taught by a Crow-sprit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Lord can reduce the difficulty of overhearing a conversation or witnessing a secretive activity by +15 Mod on rolls relating to overhearing a conversation, even in a room full of people.


◎◎◎◎: RANK 2 SHADOW LORD - Purify Scent (Debuff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Defense
  • Temporary Affects:
    • -15 Mod for all characters attempting to read the Garou's breed, tribe, aura or auspice.

Description:
If another supernatural creature attempts to determine the breed, tribe, aura or auspice of a Shadow Lord, the Garou may use this Gift to covertly retain her/his/their secrets. A Night-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, any Character attempting to discover information on the Lord's breed, tribe, aura or auspice will suffer a -15 Mod. The Characters will not be aware that the Lord is using this Gift, only that for some reason it is a little more difficult to gain access to this information.


◎◎◎◎: RANK 2 SHADOW LORD - Rains of Mercy (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
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 Player spends 2 Points of Energy/Gnosis and makes a successful roll. By nightfall, 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 a one mile radius for each Rank the Lord has achieved, so an Athro can affect a region within a 4 mile radius from his location. While a Cliath can only manage a 1 mile radius. This Gift cannot summon harsh storms, but does produce a heavy, steady downpour.


◎◎◎◎: RANK 2 SHADOW LORD - Seizing the Edge (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Always in effect
  • Resist: n/a
  • Permanent Affects: Always win ties.

Description:
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/his/their favor. A spirit servant of Grandfather Thunder teaches this Gift.

System: 
This is a Passive Gift, does not require the use of Gnosis, nor does it require a successful roll and is always active. 

Whenever the Shadow Lord is involved in a direct confrontation with another being, all ties go to the Lord.

For Example: a Shadow Lord and her Get of Fenris rival are wrestling in a competition. The Get of Fenris' Player must roll to see if the Get can break the hold that the Shadow Lord has caught him in. The Shadow Lord had rolled a modified 92 to execute the grapple hold. The Get of Fenris rolls a modified 92 to break the hold. Ordinarily, all ties go to the defender. But Shadow Lords with this Gift always win the ties. So in this example, the Shadow Lord wins and the Get remains pinned.


◎◎◎◎: RANK 2 SHADOW LORD - Shadow Weaving (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Craft
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +10 to all Stealth Rolls

Description:
Slightly flexing her fingers or claws, the Garou pulls and weaves shadows as she/he/they 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 2 Points of Energy/Gnosis and makes a successful roll. 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 attempts by adding a +10 Mod to all Stealth rolls.


◎◎◎◎: RANK 2 SHADOW LORD - Whisper Catching (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Alertness
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +10 to Alertness Rolls

Description:
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/him/them an edge over those with something to hide. This Gift is taught by a crow-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Garou can hear any whisper within earshot as audible as if the speaker were talking loudly and clearly right next to them. 

In a crowded room, the Lord must be within 20 feet of the conversation. The Player may still have to make an additional roll if the Storyteller feels that there are obstacles or the distance would make even an ordinary conversation difficult to hear. 

NOTES: 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.


◎◎◎◎: RANK 2 SHADOW LORD - Clap of Thunder (Physical Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Garou slaps his/her/their hands together and creates a mighty thunderclap that stuns those who hear it. A Stormcrow teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All characters within 10 feet, friend or foe who fail to resist will be stunned and unable to act for one turn. Those who roll to resist and roll a Botch, (a natural roll of 1-10) will be stunned for 5 full turns as their ears ring and they are incapable of focusing on anything other than the thunder resonating in their heads. While Targets are able to defend, they are incapable of attacking.

NOTE: The Garou must be in Homid, Glabro or Crinos form to use this Gift.


◎◎◎◎: RANK 2 SHADOW LORD - Disfigurement (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Physical Attack
  • Duration: Scene
  • Resist: Primal Urge, Mental Skill
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Shadow Lord can place a nasty boil or dishonorable scar on the Target. She/he/they can disfigure their 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 for the duration of the scene. A baboon-spirit or toad-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, the disfigurement makes the Target suffer a -10 on any social or Persuasion rolls. The scar or blemish heals at the end of one scene.

HELPFUL RP HINT: If you use this Gift, it's helpful in roleplay if you can send a prim tumor or nasty blemish to your victim to wear so that everyone can enjoy it.


◎◎◎: RANK 2 SHADOW LORD - Howls in the Night (Mental Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 1
  • Damage: 0
  • Mods: Primal Urge 
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects:
    • +1 Physical Skill

Description:

The Garou sends out such a full-throated and terrifying howl in the night that all other creatures will instantly awake from their sleep (or have insomnia) and be so shaken they cannot fall back to sleep for a full three hours.

System: 
The Player spends 1 Point of Energy/Gnosis and makes a successful roll. Creatures of the Wyrm will suffer a -10 Initiative and Attack for a full scene. Any  Garou hearing the howl will gain 1 Point of Temp Rage.



◎◎◎: RANK 3 UKTENA - Scrying (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Alertness
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:

By staring into a mirror or other reflective surface, the Shadow Lord can witness distant events or spy on rivals. She/he/they can check in on a comrade’s progress into a dangerous ambush or sneak a peek into the Tremere chantry house. Other supernaturals, especially ones with similar abilities, may have defenses against this Gift, which is taught by a fly-spirit.

System: 
The Character stares into any reflective surface and focuses on the area in which they wish to see. The Player then spends 2 points of Energy/Gnosis and makes a successful roll. The Uktena can see and hear everything as if she/he/they were the proverbial fly on the wall.

While using this Gift, the Garou cannot "move" the view and can only see the specific surroundings of a static location. For example, the Garou cannot use this Gift to follow a team of allies as they march through a forest, nor can they follow an Target who has left the room. In order to change the view, the Garou will need to repeat the Gift, spend more Gnosis and make another successful roll. However, the Garou can see a specific area/room/surrounding for the duration of the scene.


◎◎◎: RANK 3 SHADOW LORD - Hidden Secrets (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Physical Attack
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +5 Mental Attack

Description:
Shadow Lords have no issues with using blackmail, and this Gift does a lot to help these natural tendencies along. The Shadow Lords learned the Gift from the raven-folk, and improved on it a bit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the target fails their roll to resist, 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.


◎◎◎: RANK 3 SHADOW LORD - Luna's Armor (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: Primal Urge, Mental Skill
  • Permanent Affects: 
    • +1 Mental Attack
  • Temporary Affects:
  • +10 Physical Defense

Description:
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 Player spends 2 Points of Energy/Gnosis and makes a successful roll. At the end of the turn, the Character will gain +10 Physical Defense for the duration of the scene. A natural roll of 80+ allows for Silver to do only half damage. 


◎◎◎: RANK 3 SHADOW LORD - Pure Identity (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Subterfuge
  • Duration: Scene
  • Resist: Subterfuge, Alertness
  • Permanent Affects: 
    • +1 Physical Skill

Description:
A Shadow Lord can alter his appearance to suggest he belongs to another race. If the Shadow Lord remains in homid form, he/she/they can appear as pallid as a vampire, as dark as a Nubian prince, 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: 
This is a Passive Gift and does not require the use of Gnosis or a successful roll to execute. The Lord For the duration of the scene, the Shadow Lord can alter his/her/their physical appearance, scent or race. Close examination requires those who wish to look past the disguise to make a Subterfuge + Alertness roll.


◎◎◎: RANK 3 SHADOW LORD - Song of the Earth Mother (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Subterfuge
  • Duration: Scene
  • Resist: Subterfuge, Alertness
  • Permanent Affects: None

Description:
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 Character takes two full turns communing with the earth, during which time she/he/they may take no other actions. The Player then spends two Energy/Gnosis points and makes a successful roll. Success indicates that the earth tells the Shadow Lord about any supernatural Wyrm presences 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, how strongly the taint is, and about how many of these beings are present.


◎◎◎: RANK 3 SHADOW LORD - Spirit of the Bird (Physical Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult 
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill
    • +1 Initiative
  • Temporary Affects:
    • +5 Initiative when flying
    • -5 Physical Attack when flying

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

System: 
The Player spends 2 Points of Energy/Gnosis and make a successful roll. For the duration of the scene, the Garou can fly at 20 mph at heights of up to 50 ft./16 m,  and hover in place at will. The difficulties of all combat maneuvers are made at a -5 Physical Attack. This Gift lasts for the duration of the scene, or until the Garou decides to end it early.


◎◎◎: RANK 3 SHADOW LORD - Storm Winds Slash (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Athletics/Reflexes
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack

Description:
Shadow Lords 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 2 Points of Energy/Gnosis and makes a successful roll. During the scene, the Character can roll to attack an opponent with any melee weapon from as far away as 50 yards (45 m). If the attack is successful, the opponent may attempt to dodge the strike and takes lethal damage as usual for a weapon strike. 

This can be done once at any time during the scene. But o attack a second time with a melee weapon from a distance, the Player will need to successfully initiate this Gift again.


◎◎◎: RANK 3 SHADOW LORD - True Fear (Mental Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Mental Skill
  • Duration: Three Turns 
  • Resist: Willpower
  • Permanent Affects: None

Description:
When focused on a single foe, the Garou can project a terrifying presence that instills such intense fear that the target cannot approach, attack or even speak to the Garou. This lasts for as long as the subject fails their defense roll. 

System: 
The Player spends 2 Point of Energy/Gnosis and makes a successful roll. The Target of this skill must roll vs Willpower to beat the roll of the Garou player or be terrified to engage the Garou. While the Target can defend himself, he can neither muster the courage to attack nor even approach the Garou. 

Each turn the Target may make another roll to resist the effects of this Gift. If he makes his roll, he regains control over his fear and may continue unaffected. If not, the subject will remain fearful of the Garou until he makes a successful roll to resist this effect.



◎◎: RANK 4 SHADOW LORD - A Thousand Eyes (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Intuition
  • Duration: From Dusk till Dawn 
  • Resist: Willpower
  • Permanent Affects: None

Description:
The Shadow Lord 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 hundred bats (easily found in most temperate or tropical areas). It is taught by a bat-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou slips into a deep meditative trance in which he/she/they can see through the bats’ eyes and hear through their ears for one full night. What the Shadow Lord can do additionally with the bats depends on the strength of their roll.  (See Roll Chart)

Roll Chart:

  • 1-10: Botch! The bats come as called, but spend 1 full turn surrounding the Shadow Lord as they fly as closely to him as possible. 
  • 11-79: No Effect.
  • 80-85: The Shadow Lord cannot control the bats’ movements; they go where they will, and she/he/they sees and hears what they happen to see and hear (generally lots of insects). 
  • 86-96: The Shadow Lord can subtly direct the movements of the swarm such that they are guided to a general area of interest to the Garou. The Shadow Lord still cannot control individual bats, but they will show mild interest in whatever area it is that the Garou wants them to see.
  • 97-99: The Shadow Lord has full control of a single bat in the swarm, around which the others will follow.
  • 100+: The Shadow Lord has full control of a single bat a if the Garou himself were the bat and capable of any action the bat is physically capable of making. The Garou can also direct the entire swarm at will.

NOTE: This Gift can only be used if there is a bat species native to the area.


◎◎: RANK 4 SHADOW LORD - Curse of Corruption (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Subterfuge
  • Duration: See System 
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +1 Mental Attack

Description:
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 reputation and words, no one believes anything he/she/they has to say until the curse fades. A jackal-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The number rolled indicates the number of turns the victim suffers from the curse. Until it fades, everything the victim says sounds shady and dishonest.

Roll Chart:

  • 1-10: Botch! The Gift bounces back on the Shadow Lord for one turn. Best just keep quiet for a while.
  • 11-79: No effect.
  • 80-89: 2 turns
  • 90-99: 3 turns
  • 100+: 5 turns

◎◎: RANK 4 SHADOW LORD - Dark of Night (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Subterfuge
  • Duration: 5 Turns 
  • Resist: Mental Defense, Mental Skill
  • Permanent Affects: None

Description:
A Shadow Lord can cause an opponent to become temporarily blinded. The Lords reserve such underhanded tactics for use against minions of the Wyrm. To use on others, is a dangerous gray area and the Lord should have a very good reason for doing so. This Gift comes from a raven-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they is blinded for 5 full turns. However, the Shadow Lord can end this earlier if they wish.


◎◎: RANK 4 SHADOW LORD - Divine Wind (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: n/a
  • Resist: Mental Defense, Mental Skill
  • Permanent Affects: None

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

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The isolated storm affects a one-mile (1.6 km) radius, which lasts for no more than one scene, but can be ended at any time by the Shadow Lord who called it forth. (The Storyteller determines if anyone gets hit with flying debris.)


◎◎: RANK 4 SHADOW LORD - Icy Chill of Despair (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion
  • Duration: Scene
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +1 Mental Attack

Description:
The Shadow Lord with this Gift can appear to grow larger and more imposing, becoming a terrible, shadowy version of his/her/their physical self. This change in aspect can severely intimidate any onlookers and make others think twice of engaging in any physical attacks with the Lord. A Stormcrow teaches this Gift.

System: 
The werewolf concentrates for one full turn. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. the player spends one Gnosis point and makes a successful roll. 

Anyone who means the Shadow Lord harm must make a successful roll to act normally. Failure to resist means the affected Target cannot verbally oppose the Shadow Lord and suffers a -15 Mod to Physical Attack the Lord. 

Those who failed to resist the Lord's influence may attempt to overcome their fears by using one of their actions each turn to make a successful roll to resist. If they make their roll, they regain their composure and may act and attack as normal. Failure means that the Target remains under the Icy Chill of the Shadow Lord's influence

This Gift doesn’t give the Lord actual control over her/his/their intimidated victims – they’re simply too spooked to actively oppose the Shadow Lord. 


◎◎: RANK 4 SHADOW LORD - Interrogator (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion, Subterfuge
  • Duration: 1 Turn
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +1 Mental Attack

Description:
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 Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the target fails to resist, he/she/they will be paralyzed with fear for one full turn 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 scene.


◎◎: RANK 4 SHADOW LORD - Paralyzing Stare (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion, Primal Urge
  • Duration: Scene
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +1 Mental Attack

Description:
The Shadow Lord directs a terrifying glare at a single Target, causing her/him/them to freeze in terror. A Stormcrow teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they is frozen in place for one turn. The Target must be able to see the Garou for this Gift to have any affect.


◎◎: RANK 4 SHADOW LORD - Patagia (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Passive
  • Duration: Always Active
  • Resist: n/a
  • Permanent Affects: None

Description:
The Shadow Lord can extrude large flaps of skin under her/his/their 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: 
This is a Passive Gift that requires no use of Gnosis or a successful roll, and is always active and available. The Shadow Lord stretches his/her/their arms and leaps from a height. The Lord may then glide gracefully to the ground. Or, the Lord may glide at approximately the same height they jumped from at 25 mpg, but the Player must make an Athletics/Reflexes rolls (at the Storyteller’s discretion and difficulty level) to avoid losing altitude. This Gift is always active and does not require the expenditure of Gnosis or a success roll to activate.


◎◎: RANK 4 SHADOW LORD - Raven's Wings (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Mental Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack

Description:
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/her/them. The raven may see and hear, but may not affect the physical world or, in turn, be affected by attacks of any sort.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Within the Character's next turn, a spirit in the guise of a raven will appear and may be sent up to a maximum of five miles away. Any attempt to send it further will free the raven of the Shadow Lord's influence.

The Lord must concentrate to see through the raven’s eyes, but need not do so to maintain the raven’s obedience. 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.



: RANK 5 SHADOW LORD - Shadow Cutting (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack

Description:
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 using one action to spit onto the Target's shadow. There must be a relatively distinct shadow cast from the Target for this to work. The Player then spends 2 Points of Gnosis and makes a successful roll to activate this ability.

For the remainder of the scene, the Shadow Lord may injure the Target by striking the Target's shadow. Only fetish weapons, rune weapons, weapons made of 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 weapons will do the same amount of damage as if they physically hit the Target.

The Target suffers a -10 Defense to dodge attacks aimed at his shadow, and cannot parry or use any special defense gifts/skills to avoid such attacks at all. Keep in mind, there must be a shadow being cast by a sufficient amount of light in which to attack.


: RANK 5 SHADOW LORD - Summon Stormcrow (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion 
  • Duration: One Real-Time Day
  • Resist: n/a (SEE SYSTEM)
  • Permanent Affects: None

Description:
The Shadow Lords 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 Shadow Lord chooses and report back all they learn. Rumors speak of networks of Stormcrows that pass information back and forth like a telephone line.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to call a Stormcrow to serve the Shadow Lord. The Lord 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 Alertness + Mental Skill (difficulty 80) or employ a Gift to see a Stormcrow in the Umbra. The Stormcrow looks just like a normal crow, although a rather large specimen.

This skill only lasts for one real-time day.


: RANK 5 SHADOW LORD - Under the Gun (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Shadow Lord lays a curse on his/her/their foe, ensuring certain death by bullets or other ranged weapons. 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” for which they do not even need to be present for it to occur. A raven-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Shadow Lord then touches the intended Target with the Lord's fingertips. If the Target fails to resist, he/she/they suffers from the duration of the scene. 

While it is in effect, the Target suffers:

  • -10 Mod Physical Defense to Ranged Weapons
  • An additional -10 Mod to use any special skills or Gifts that allow the Target to dodge or defend
  • -10 Mod Initiative

: RANK 5 SHADOW LORD - Assassin's Strike (Buff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • Gain a one-time +15 Physical Attack when surprising your foe.

Description:
Shadow Lords have learned to quickly slip into and out of the Umbra so that they may surprise their prey. When using this Gift, the Shadow Lord disappears for a moment and reappears behind his/her/their victim. The Shadow Lord may attack the Target with complete surprise. This Gift is taught by a cobra-spirit.

System: 
The character spends one point of Gnosis, then uses the Umbra to “skip” up to 50 feet and reappear in the physical world directly behind his target. There is no roll to resist.

The Garou may then attack his victim at +15 Mod Physical Attack. This attack may not be dodged unless the victim has bolstered his senses with supernatural aid. The Storyteller then sets the difficulty to dodge or any negative Mods to dodge depending on the type of bolstered senses or supernatural abilities to detect such attacks.


: RANK 5 SHADOW LORD - Living Treasure (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

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

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The spirit will reveal three facts about itself regarding its history or lore. Shadow Lords 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.


: RANK 5 SHADOW LORD - Open Wounds (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 2HP damage per turn (See System)
  • Mods: Occult, Medical
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Garou may cause the next wound he inflicts to painfully bleed profusely, weakening the Target further from loss of blood and pain. A Pain Spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Shadow Lord’s next attack does any physical damage, the Target will suffer the corresponding damage plus he will bleed continuously, losing an additional 2 HP of potentially lethal damage per turn unless supernatural healing is applied, or the Target is given medical aid by someone with at least 3 points in Medical to treat the wound.


: RANK 5 SHADOW LORD - Seeds of Doubt (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: n/a
  • Mods: Occult, Subterfuge
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Attack

Description:
Talented tricksters, Shadow Lords with this Gift may convince a listener of one false idea, no matter how absurd, easily disproven or ridiculous. The Gift only works if the lie told is not obviously harmful to the listener (such as they can put a gun to their head and the bullet will not kill them, or they are under water and cannot breathe.) It is taught by a Raven-spirit.

System: 
The Character tells a lie to the Target listener. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. 

If the Target fails to resist, he/she/they will believe the lie until somehow “deprogrammed.” 

If the Lord fails OR the Target successfully resists, the Target sees through the Lord’s argument and recognizes the lie for what it is. 

If the Lord botches the roll (rolling a natural 1-10), the listener goes into frenzy. If the listener is incapable of going into frenzy (such as a human) the listener will become aggressively angry at the attempted deception and may attempt to attack the Shadow Lord (physically or verbally).


: RANK 5 SHADOW LORD - Strength of the Dominator (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: n/a
  • Mods: Occult, Persuasion 
  • Duration: n/a
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +1 Physical Skill

Description:
The Garou draws on a Target’s anger or aggression to feed his/her/their own. A Stormcrow teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, for a number of turns dependent on how high the Player rolled (see Roll Chart). 

The Target will lose a point of Rage per turn, while the Shadow Lord gains that Rage Point. The character can use this Gift only once per Target, per scene.

Roll Chart:

  • 1-10: Botch! The Shadow Lord absorbs all of the Target's Rage Points and immediately frenzies, even if the points absorbed do not max out his own rage points.
  • 11-69: No effect.
  • 70-79: 1 Turn, absorbs 1 Rage Point
  • 80-89: 2 Turns, absorbs 1 Rage Point per turn
  • 90-99: 3 Turns, absorbs 1 Rage Point per turn
  • 100+: Instantly absorbs 5 Rage Points in a single turn.

: RANK 5 SHADOW LORD - Ubiquitous Presence (Debuff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: n/a
  • Mods: Occult, Persuasion 
  • Duration: n/a
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +1 Physical Skill

Description:
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 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, the curse of Paranoid Delusion takes effect, reducing all rolls by -5 Mod, in addition to typical paranoia behavior. The effects last for the duration of the scene. 

Behavior can include (but is not limited to): Difficulty trusting others; Obsessing over loyalty or trustworthiness of friends or loved ones; Being overly suspicious of others' intentions; Assuming people are talking behind your back and saying negative things about you; Feeling exploited/unappreciated; Holding grudges; Being defensive, hostile, and overly aggressive; Easily offended; Feelings of persecution.



: RANK 6 SHADOW LORD - Find the Transgressor (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: n/a
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: None

Description:
With this potent Gift, the Shadow Lord 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 are subject to dire consequences. An avatar of Gaia Herself teaches this Gift.

System: 
This is a Passive Gift and does not require the use of Gnosis or a successful roll. The Shadow Lord invokes the will of Gaia to help him/her/them locate any Garou who has violated the Litany in a particularly foul fashion. If Gaia would agree with the Shadow Lord's assessment of the situation (which is left entirely to the Storyteller’s judgment), he/she/they learns the exact location of the offender. 

No method of obfuscation, be it supernatural or mundane, can keep the Target hidden. The Gift does nothing to help the Shadow Lord reach the Target and it does not work on Wyrm-creatures (who are shrouded by their patron).

If Gaia disagrees with the Shadow Lord's opinion, or if the transgressor has violated the Litany in only a trivial sense, the Shadow Lord is punished by permanently losing 1 point of Primal Urge.


: RANK 6 SHADOW LORD - Obedience (Mental Attack)

  • Base Roll: 90
  • Energy/Gnosis Cost: 2
  • Damage: n/a
  • Mods: Occult, Willpower
  • Duration: Scene
  • Resist: Willpower, Mental Defense
  • Permanent Affects: None

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

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All in the vicinity must roll to resist to avoid the effects of the Gift. If the Targets fail to beat the Shadow Lord's roll, the targets will react according to the Player's roll (see Roll Chart). 

  • 1-10: Botch! Other Garou ignore anything Shadow Lord has to say for the length of the scene. They don't dislike him necessarily (unless they did before), they just don't pay attention to him or his words.
  • 11-79: No Effect, and no one notices that any mental manipulation had been attempted on them.
  • 80-89: The Garou follow any order they don’t mind following or that seem reasonable.
  • 89-99: The Garou will treat the Shadow Lord as their alpha and fight for him/her/them for the duration of the scene. 
  • 100+: The Garou will follow the Shadow Lord into the Abyss or perform other virtually suicidal actions for the duration of the scene.

: RANK 6 SHADOW LORD - Purity of Blood (Mental Defense)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: n/a
  • Mods: Willpower, Primal Urge
  • Duration: See System
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Defense

Description:
The Garou has become so resistant to the Wyrm that she/he/they may overcome the Blood Bond of even the most powerful of Vampires. This Gift is taught by an avatar of Gaia herself.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Until the Garou uses Purity of Blood, the Shadow Lord will be aware that he/she/they is Blood Bound, but must first make a Willpower roll (50 Dif) to gather the mental strength to use the Gift. 

Also note that this allows the Garou to shatter the effect of the Sabbat blood rite of Vaulderie.


: RANK 6 SHADOW LORD - Shadow Pack (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: n/a
  • Mods: Occult, Persuasion 
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
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 spends 2 Points of Energy/Gnosis and makes a successful roll. Depending on how high of a roll the Player makes will determine how many Shadow Wolves will manifest. These duplicates have only 1 HP each (meaning that any successful attack that hits it will destroy it), but all the same Attributes and Abilities as the Shadow Lord who summoned them. However, the Shadow Wolves cannot use any Gifts requiring Gnosis or have access to the Shadow Lord's Willpower (meaning any Willpower rolls are all unmodified). 

The duplicates fade at the end of the scene, or if they are returned by the Shadow Lord. 

Roll Chart:

  • 1-10: Botch! It doesn't get much worse than this. The Shadow Lord accidently manifests an exact duplicate of himself/herself/themself. This duplicate has the same amount of max HP, Gnosis, abilities, and Gifts and immediately attacks the Shadow Lord who summoned it. If the Shadow Lord is killed (zero HP or lower), this evil doppelganger will immediately evaporate into mist. (Played by the Storyteller)
  • 11-69: No Shadow Wolves manifest.
  • 70-79: 2 Shadow Wolves manifest
  • 80-89: 3 Shadow Wolves manifest
  • 90-99: 4 Shadow Wolves manifest
  • 100+: 6 Shadow Wolves manifest

: RANK 6 SHADOW LORD - Wounding Lies (Physical Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 5HP per turn
  • Mods: Occult, Persuasion 
  • Duration: Scene
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +1 Physical Attack

Description:
For all their ability to mislead and 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/her/their body like the slash of a whip with each untruth. A pain-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the target fails to resist, the power takes effect for the duration of the scene. During this time, each turn the Target refuses to tell the truth or choses to tell a lie (even half truths count) he/she/they will suffer 5 HP of actual physical damage. 

These wounds are painful, bleeding gashes across random parts of their bodies. Most victims of this Gift usually begin telling the truth after the first wound or two (the Storyteller may call for a Willpower check, difficulty 80, 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. 


: RANK 6 SHADOW LORD - Call the Storm (Physical Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: See System
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: Willpower, Mental Skill
  • Permanent Affects: 
    • +1 Physical Skill

Description:
The Garou can summon nearly any weather effect she/he/they desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Grandfather Thunder teaches this Gift. 

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The storm covers (or ranges over) 10 miles. If the Garou summons a thunderstorm, she/he/they may spend additional points of Gnosis to call lightning down on her enemies (Dif 80, Mod Primal Urge + Occult to hit), with each lightning strike taking supernatural creatures down to half their HP. Humans and other non supernatural beings will be taken down to 10 HP. Anyone hit by the lightning will suffer their damage in burns.

The storm lasts for the duration of the scene, but can be ended at any time by the Garou using this Gift, or by any Garou who also knows this Gift.