Shadow Lords: Very domineering and demanding, the Shadow Lords
constantly strive to win the leadership of the Garou from the Silver Fangs. They would do
almost anything for power.
Initial Willpower: 3
Backgrounds: No Allies, or Mentor.
Beginning Gifts: Aura of Confidence, Fatal Flaw
Totem: Grandfather Thunder
Very sneaky... watch your back. They have plans for
dominating the tribes, for overturning the Silver Fangs and taking control, and nothing is
going to dissuade them. Not to be trusted
GIFTS
Rank One
Fatal Flaw 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.
Aura of Confidence 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 encounter or situation in which the Garou finds himself.
Rank Two
Clap of Thunder 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
and 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.
Luna's Armor 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.
Rank Three
Icy Chill of Despair 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 successes of 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 too cowed
to struggle against her. This effect lasts for the rest of the scene.
Paralyzing Stare 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 one 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.
Rank Four
Open Wounds 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.
Strength of the Dominator 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.
Rank Five
Obedience 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 listeners must obey the commands of the Garou. The degree
of obedience varies according to the number of successes: one success means the listeners
can be persuaded to do something they don't mind doing; three means they'll pretty much do
what the Garou tells them so long as they aren't utterly opposed to it; five successes
means the listeners will undertake virtually suicidal actions.
Shadow Pack The Garou may summon a shadowy duplicate of himself, or even multiple
shadows, to stand 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 Attributes and Abilities, but not
fetishes; they may not use Gnosis or Willpower, and each has only one Health Level (any
attack that is not soaked destroys it). The shadow-Garou last for one scene.
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