|Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|
Aura of Confidence (Shadow Lord Rank 1)
The Garou radiates an aura of strength and command, preventing any attempts to read the Garou's aura or detect his weaknesses; he reveals no flaws whatsoever. This Gift is taught by an Ancestor spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 7). This must be rolled for each new encountered of situation the Garou finds himself in.
Aura of Nobility (Shadow Lord Rank 1)
Even at her worst, this Garou looks her best. Despite her character, or lack thereof, the Shadow Lord seems to be above contempt or slander. A Cobra-spirit teaches this Gift.
System: The Gift downplays the offensiveness of the Shadow Lord's deeds or her connection to them in witnesses' minds. The player needs only to spend one Gnosis point to avoid any loss of Honor.
Taught by: Cobra-spirit
Book: Wild West Companion
Fatal Flaw (Shadow Lord Rank 1)
The Garou can discern a target's weaknesses, allowing him an advantage in combat. This Gift is taught by a Stormcrow.
System: The Garou concentrates for one turn and rolls Perception + Empathy (difficulty of the target's Wits + Subterfuge). Success allows the Garou to do an extra die of damage against the target. Extra successes allow him to discern additional vulnerabilities; five successes grant the Garou knowledge of all the target's flaws.
Find the Portent (Shadow Lord Rank 1)
With this Gift, a Garou can call for and receive some omen or portent which can help her determine her next course of action. The Garou must meditate for a few minutes in order to place herself in a receptive state so that she can recognise the sign that comes to her.
System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then produces some sort of omen or portent to serve as a hint for the character about what lies in the future. ("A black bird carrying something in its beak flies north", "You feel a sense of dread about entering this part of the forest").
Taught by: Ruatma
Perceptive Servant (Shadow Lord Rank 1 - 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-spirit.
System: By spending one point of Gnosis, a Child of Crow can reduce the difficulty of overhearing a conversation or witnessing a secretive activity by 2.
Purify Scent (Shadow Lord Rank 1 - 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 Perception + Primal-Urge. The difficulty of discovering the information is increased by 1 for each success (up to a maximum modifier of +3).
Rains of Mercy (Shadow Lord Rank 1)
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 favoured 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 acheived, 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.
Taught by: Stormcrows
Seizing the Edge (Shadow Lord Rank 1)
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 favour. A spirit servant of Grandfather Thunder teaches this Gift.
System: The player spends one 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 last for one scene.
Taught by: A servant of Grandfather Thunder
Clap of Thunder (Shadow Lord Rank 2)
The Garou may clap her hands together, sending forth a shockwave that can stun all before her. This Gift is taught by a Stormcrow.
System: The Garou spends one Gnosis point. All those within 10 feet, friend and foe alike, must score at least one success on a Willpower roll (difficulty 8) or be stunned an unable to act for one turn; on a botch they are stunned for the duration of the scene. The Garou must be in Homid, Glabro or Crinos form to employ this power.
Cold Voice of Reason (Shadow Lord Rank 2)
A cunning Shadow Lord can talk his way out of just about anything. If a Lord is attacked by another Garou, the Shadow Lord may invent a clever remark that will detain his attacker for at least one round. This gift is taught by a Crow-spirit.
System: The Garou spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty 8). The attacker is detained one round for each success as long as he, in turn, is not attacked. If the target is assaulted, the effect of the oratory wears off, and the victim may resume his attack. A botch with this Gift will cause the attacker to go into Frenzy.
Disfigurement (Shadow Lord Rank 2)
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 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
Hidden Depths (Shadow Lord Rank 2)
This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation
System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one hidden or concealed fact about the person, place or thing targeted by the Gift. For example, one line of prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation.
Taught by: Ruatma
Luna's Armour (Shadow Lord Rank 2)
The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene.
Pure Identity (Shadow Lord Rank 2 - 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.
Curse of Corruption (Shadow Lord Rank 3)
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 of 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 spend a Willpower point to activate this Gift.
Dark Aerie (Shadow Lord Rank 3 - Children of Crow)
The Garou may hover and float in the air. This Gift is taught by Crow. The servant of Crow is enveloped by shadow as he escapes.
System: The Garou spends one Gnosis point. He may move at 20 mph, and the duration is one hour. Maneuvering requires a roll of Dexterity + Stealth (difficulty 7), and the difficulties of all complex actions, such as combat, are increased by two.
Direct the Storm (Shadow Lord Rank 3)
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.
Taught by: Stormcrow
Icy Chill of Despair (Shadow Lord Rank 3)
The Garou can assume a frightening aspect, seeming to grow larger, more looming, shadowy and terrible. Viewers will hesitate and stall in fear. This Gift is taught by a Stormcrow
System: The Garou concentrates for a turn, spends a Gnosis point and rolls Manipulation + Intimidation (difficulty 7). If successful, enemies viewing this sight must make a Willpower roll (difficulty 8), scoring a number of successes equal to the Garou; failure means that the victims must spend Willpower to attack, take action against or even verbally oppose the Garou. The victims are not controlled by her, merely to cowed to struggle or oppose her. This effect lasts for the rest of the scene.
Interrogator (Shadow Lord Rank 3 - Lords of the Summit)
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 a 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 by used once per moon cycle. Judges of Doom may learn this as a Level One Gift.
Paralysing Stare (Shadow Lord Rank 3)
The Garou can direct a terrifying gaze at a target, causing her to freeze in paralytic fear. This Gift is taught by a Stormcrow.
System: The Garou concentrates for a turn, spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target's Willpower). Each success gained on this roll freezes the opponent in place for one turn.
Raven's Curse (Shadow Lord Rank 3)
As the name implies, this Gift lays Raven's Curse - the curse of death by arrows - on the Shadow Lord's enemy. While the curse is in effect, arrows, bolts, hurled spears and other projectile weapons are invisibly attracted to the target. Although this Gift can be used in battle situations, most Lords prefer to secretly use it on their foes just before a major battle, ensuring an "unfortunate accident". This Gift is taught by a Raven spirit
System: The Shadow Lord must caress the intended target with his fingertips. At that time, the player spends one Gnosis and rolls Manipulation + Archery. The number of successes determines the duration of the curse's effect.
One One Hour
Two One day
Three One month
Four One year
Five+ Until somehow broken
The difficulty to strike the target with any sort of missile weapon (except bullets, which explains the eventual wane of this Gift's popularity) drops by two; archers and other missileers in battle situations are also (as determined by the Storyteller) more likely to fire at the marked target than at other targets around him. The curse can be broken by certain methods at the Storyteller's discretion; a Rite of Cleansing, for instance, is usually effective.
Taught by: Raven spirits
Raven's Wings (Shadow Lord Rank 3)
The Garou with this Gift may send a portion of her spirit out of her body in the form of a raven. The raven can see and hear, but it cannot affect the physical world. It is invulnerable to attacks, however. This Gift is taught by a Raven-spirit.
System: The Garou spends one Gnosis and rolls Wits + Occult (difficulty 6). The raven may be sent five miles away for every success on the roll. If it goes past this range, the Gift is canceled. While this Gift is in use, the Garou must concentrate to use the raven's sense and may take no other actions in the same turn in which he is communing with the raven.
Summon Stormcrow (Shadow Lord Rank 3 - Judges of Doom)
The Judges learnt 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. Rumours speak of networks of Stormcrows that pass information back and forth like a regular 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.
Unravel (Shadow Lord Rank 3)
This Gift allows the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action. This is particularly useful in situations where gathering concrete information is difficult or in extremely complex situations.
System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on success is necessary to make sense out of even the most confusing situation, but each additional success furhter clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on in a given scene and use that information as character knowledge).
Taught by: Ruatma
Unwitting Pawn (Shadow Lord Rank 3)
Over time, the Shadow Lord can convince a target that the Gift user holds the other's best interests at heart. At first, the new-found friend performs small favors; much later, the pawn might even die for the Shadow Lord. A Rat-spirit teaches this Gift.
System: The Gift affects just one pawn at a time. Over the period of a week, the Shadow Lord must pretend to be the person's friend (the friendship can be real as well). During that time, he must spend one Gnosis per day to seal the arrangement. After the first week, the pawn sides with the Shadow Lord in arguments, helps with the Garou's chores and rolls his cigarettes. The effect fades in one week unless the Shadow Lord spends additional Gnosis. If the Gift affects the same person for over a year, the small favors and general friendliness turn obsessive and dangerous.
Taught by: Rat-spirit
Book: Wild West Companion
Blank Slate (Shadow Lord Rank 4)
The Garou can completely remove a single piece of information from her own mind or from that of another. This Gift becomes useful in situations where an individual has come across some dangerous knowledge that might lead to her death for possessing it. The Garou may not only remove the information - such as the identity of the Garou mole within a hostile group or the location of a safe house for eco-terrorists - but she may also smooth over the edges of the victim's memory so that he does not realize anything is missing. THe Garou may also use this Gift to alter her own memories in
situations where she feels that this is necessary.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A single success allows the character to excise the desired piece of information. Additional successes enable the character to make secondary adjustments to the target's memory to hide the fact that something is missing.
Taught by: Ruatma
Dolorous Stroke (Shadow Lord Rank 4)
The Shadow Lord may deliver a blow so merciless and terible that it strikes fear into the hearts of those around her. Anyone witnessing the Dolorous Stroke becomes faint of heart, and finds it difficulty to oppose the Shadow Lord capable of such a strike.
This Gift is taught by a Death spirit.
System: The player spends a Gnosis point and then rolls to hit; she may take no other action this turn. If she misses, the Gift is ineffectual. But if she hits, she gains two bonus dice to her damage pool. If she does at least three levels of damage (after soak) to her target, any onlookers are dismayed by the brutal expertise of the Shadow Lord's attack, and suffer a one-die penalty to any rolls made against the Shadow Lord for the remainder of the scene.
Taught by: Death spirit
Open Wounds (Shadow Lord Rank 4)
The Garou may cause the next wound he inflicts on a target to bleed profusely. This Gift is taught by a Pain spirit.
System: The Garou spends one Gnosis point and rolls Strength + Medicine (difficulty of the target's Stamina + 3). If the roll succeeds, the target will bleed, losing one Health Level per turn for a duration of one turn per success. This is not aggravated damage.
Seeds of Doubt (Shadow Lord Rank 4)
By careful deliberation, the Shadow Lord may convince a listener of one false idea.
System: The Shadow Lord spends one point of Gnosis and makes an opposed Charisma + Subterfuge (difficulty 8) roll against the listener's Wits + Subterfuge (difficulty 8). If the Shadow Lord succeeds, the listener will believe the lie, as long as it is not actively harmful to him (i.e., "You can walk on air" or "Fire is easily digestible.") If the listener succeeds, he will realize that he is being tricked. If the caster botches, the listener will frenzy.
Stench of the Peasant (Shadow Lord Rank 4)
A Garou can make others appear to be inept, contemptible and base. Others will be more inclined to believe the Shadow Lord's proclamations concerning the enemies they thus curse. This effect lasts one scene. While those affected suffer no Renown loss, they will find it hard to speak at moots and will be considered last for honorable missions (which the Shadow Lord can maneuver to be assigned to his pack instead). The effect lasts one scene.
System: By spending one Gnosis point and rolling Manipulation + Subterfuge, against a difficulty of 7, the Garou can affect one person per success. Those affected subtract four from their Social dice pools.
In addition, the Shadow Lord gains 2 dice to any Expression rolls when making disparaging remarks about these "lowly fools".
Strength of the Dominator (Shadow Lord Rank 4)
The Garou, by force of command, draws from another's anger to feed his own. This Gift is taught by a Stormcrow.
System: The Garou rolls Wits + Intimidation (difficulty of the target's Willpower). For a number of turns equal to the successes scored by the Garou, the victim will lose one Rage point per turn, while the Garou will gain that Rage point. This may be attempted only once per target per scene.
Ubiquitous Presence (Shadow Lord Rank 4)
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 * 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.
Taught by: Shadow or night-spirits
Diplomatic Immunity (Shadow Lord Rank 5)
This Gift enables the Garou to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern beloning to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of "neutrality" that negates her enemies' or rivals' animosity long enough to accomplish her task and leave without incident. The Gift only lasts for one scene, after which all bets are off.
System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a messsage, retrieving an item or delivering an ultimatum.
Taught by: Ruatma
Mask Taint (Shadow Lord Rank 5 - 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 one 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.
Obediance (Shadow Lord Rank 5)
The garou becomes the ultimate alpha leader, commanding others to do as she wishes. This Gift is taught by a Stormcrow.
System: The Garou spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must make Willpower rolls (difficulty 8). Failure to match or exceed the Garou's successes means that the listeners must obey the commands of the Garou. The degree of obedience varies according to the number of successes; one success means that the listeners can be pursuaded to do something they don't mind doing; three successes means they'll pretty much do whatever the Garou tells them as long as they aren't directly opposed to it; five successes means the listeners will undertake virtually suicidal actions.
Purity of Blood (Shadow Lord Rank 5 - 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.
Shadow Pack (Shadow Lord Rank 5)
The Garou may summon a shadowy duplicate of himself, or even multiple shadow, to spend beside him in battle. These shadows eerily resemble the Garou and have the same powers. This Gift is taught by a spirit of Night or a Chimerling
System: The Garou must spend a variable number of Gnosis points and succeed in a Gnosis roll
(difficulty 8). For each Gnosis point spent, the Garou summons an exact duplicate of himself to fight by his side. These Garou have identical identical Attributes and Abilities, but not fetishes; they may not use Gnosis or Willpower, and each has only as many Health Levels as the number of successes rolled. The shadow-Garou last for one scene.
Taught by: Night or Chimerling