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Shadowlord Tribal Gifts

 

 

Aura of Confidence: You present yourself confidently and with a manner that suggests the obviousness of your superiority, repelling efforts to find flaws in your thoughts, read your aura or otherwise intrude on your mind. This Gift doesn’t prevent supernatural efforts (such as the Discipline Auspex), though it may hamper them (at the Storyteller’s discretion). Make a Social Challenge (retest with Subterfuge). If successful, you automatically win all ties on normal Mental and Social Challenges intended to probe your mind, examine your aura, etc. The effects lasts for one scene or one hour.

Basic Gifts

Clap of Thunder: You can slam your hands together to create a stunning thunderclap. Spend one Gnosis and strike your hands together. Everyone within 10 feet must succeed in a Willpower Challenge to avoid being stunned by the tremendous sound and incapable of acting for one turn. Those with supernaturally attuned hearing may even be temporarily struck deaf. You must be in Homid, Glabro or Crinos form to use this Gift.

Fatal Flaw: You can intuit a target’s most exploitable weakness, gaining an advantage incombat. You must concentrate on studying the target for a full turn. Make a Mental Challenge (retest with Empathy). If successful, you inflict an extra level of damage on the target for the rest of the current fight. Spend two additional Mental Traits for knowledge of some additional weakness (which does not provide a damage bonus), or four additional Traits for a fairly complete inventory of the target’s combat weaknesses.

Luna’s Armor: You may call on Luna for protection in battle, even (to some degree) against silver weapons. Spend one Gnosis. You must concentrate for one full turn and make a Physical Challenge (retest with Survival). Success gives you one extra Healthy health level for the rest of the scene, plus one for each Mental Trait spent. These bonus levels can absorb damage from silver, but only these can. These levels last until wounds are suffered or until the end of the session. You may only carry as much armor as you have in Rank.

Seizing the Edge: Shadow Lords don’t believe in even contests; where there is no winner, everyone loses. This Gift draws on that conviction to give you an extra edge. Spend one Gnosis. For the rest of the scene, you have a number of Traits based on your Rank that you may add to your total for the purposes of comparing on ties. These Traits may be switched between the three Attributes Physical, Social, Mental), but may not split up. There must be a direct on frontation to use this Gift (such as a combat or a staredown). Static Challenges to activate Gifts or to use Abilities do not benefit from this.

Intermediate Gifts

Direct the Storm: Frenzy in one packmate endangers the whole pack. With this Gift, you can partially direct a frenzied packmate, putting the loss of self-control to use. Spend one Gnosis and make a Willpower Challenge. If successful, you can designate a target for the frenzied packmate to attack. This Gift does work on Garou suffering from Thrall of the Wyrm. If your initial challenge fails, make a Static Rage Challenge against seven Traits. Losing this challenge means you lapse into frenzy.

Open Wounds: You can curse the next wound you inflict so that it bleeds profusely. Spend one Gnosis and make a Physical Challenge (retest with Medicine). If your next attack inflicts any damage, the wound continues to bleed, the target suffering one level of lethal damage the following turn, plus another on successive turns, at a rate of one extra turn per Mental Trait you spend. When you stop inflicting damage, the target may start healing the wounds.

Paralyzing Stare: You glare at a target, and something in your eyes rouses buried fears within her, freezing her in place. You must concentrate on the target for one turn. Spend one Gnosis and make a Social Challenge (retest with Intimidation). Success freezes the target in place for one turn, plus one turn for each Mental Trait you spend. The target must be able to see your eyes and facial expression. Attacking the target dispels the Gift’s effects.

Strength of the Dominator: With this Gift, you siphon off a target’s anger to feed your own. Make a Static Social Challenge (retest with Intimidation) against six Traits. With success, the victim loses three Rage Traits over the next three turns. You gain those Traits at the same rate and can spend them as usual. This Gift can only affect a particular target once per scene.

Advanced Gifts

Obedience: You take on a supernatural presence to become the ultimate alpha. Others feel compelled to follow your orders. Spend one Gnosis and make a Static Social Challenge (retest with Leadership) against eight Traits. Anyone in the vicinity must make a Willpower Challenge to avoid the compulsion to obey. Spend Gnosis to determine the degree of obedience. One Trait allows you to give orders that others wouldn’t normally mind following (even if they wouldn’t choose to do those things now). Three Traits requires others to treat you as their alpha and fight for you. FiveTraits, and you can lead others into the Abyss or other virtually suicidal actions.

Shadow Pack: You can summon up shadow-duplicates of yourself in battle. [s These shadow-wolves resemble you and share some of your characteristics. Make a Static Gnosis Challenge against eight Traits and spend one or more Gnosis Traits. Each Trait summons one shadow-duplicate, which has your Attributes and Abilities but may not use Gnosis, Willpower or any of your Gifts. Each shadow-duplicate has just one health level so that most major damage destroys it. Surviving duplicates fade away at the end of the scene.

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