Shadow Lord Gifts

# Shadow Lords

The Shadow Lords appreciate both subtlety and power, and this is reflected in their spirit pacts. The Tribe’s Gifts grant power over shadows, intimidation, control, asserting dominance over others, and the raw fury of the unleashed storm.

## Level One Gifts

### **Aura of Confidence**

The werewolf projects an aura of superiority, preventing attempts to find flaws or read auras (but not to read the werewolf’s thoughts). An ancestor-spirit teaches this Gift.

System: This Gift’s effects are permanent.

### **Fatal Flaw**

The Shadow Lord can spy a target’s weakness, gaining an advantage in combat. A Stormcrow teaches this Gift.

System: The Shadow Lord concentrates for one full turn, then the player rolls Perception + Empathy (difficulty equals the target’s Wits + Subterfuge). Success grants the Garou an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses, but not more dice.

### **Rains of Mercy**

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 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 achieved, 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.

### **Seizing the Edge**

Shadow Lords don’t acknowledge the idea of the draw. If neither competitor wins, then they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her favor. A spirit servant of Grandfather Thunder teaches this Gift.

System: Whenever the Shadow Lord is involved in an opposed roll with another being, any ties go to the Shadow Lord. This Gift’s effects are permanent, but in - voking them more than once in a scene costs one Gnosis per additional tie broken.

### **Shadow Weaving**

Slightly flexing her fingers or claws, the Garou pulls and weaves shadows as she 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 one Gnosis point and rolls Dexterity + Occult (difficulty 7). 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 and Intimidation attempts by 1.

### **Whisper Catching**

What good purpose could there be to keep secrets from Gaia’s protectors? This Gift allows the werewolf to supernaturally eavesdrop on whispered conversations—what she does with the information learned is, of course, up to her own conscience. A crow- or bat-spirit teaches this Gift.

System: The player spends a point of Willpower. For the rest of the scene, all whispers within 200 feet are fully audible to the Shadow Lord as though they had been spoken clearly just next to her.

## Level Two Gifts

### **Clap of Thunder**

The Shadow Lord slams her hands together, creating a mighty thunderclap that stuns those who hear it. A Stormcrow teaches this Gift.

System: The player spends one Gnosis point. All characters within 20 feet (6 m) must succeed in a Willpower roll (difficulty 8 for foes, 4 for packmates) or be stunned and unable to act for one turn. The Garou must be in Homid, Glabro, or Crinos form to use this Gift.

### **Cold Voice of Reason**

A cunning Shadow Lord can talk his way out of just about anything. If attacked, the werewolf may invent a clever remark that will detain his attacker for at least one round. A crowspirit teaches this Gift.

System: The player 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 (being attacked immediately breaks the Shadow Lord’s spell). The attacker is free to take any other actions he wishes (including attacking individuals other than the Shadow Lord).

### **Disfigurement**

The Shadow Lord can place a nasty boil or dishonorable scar on the target. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn’t physically handicapping, it certainly limits the victim’s social grace. A baboon-spirit or toad-spirit teaches this Gift.

System: The player rolls Manipulation + Primal-Urge (difficulty 7) and spends a Willpower point. The disfigurement subtracts two dice from all the target’s Social rolls. The scar or blemish heals at the end of one scene.

### **Howls in the Night**

The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours.

### **Luna’s Armor**

The Shadow Lord invokes the moon’s sacred power. Her body is briefly wreathed in a shimmer of moonlight, granting her Luna’s protection. This Gift is taught by a Lune.

System: The werewolf concentrates for a turn; the player spends one Gnosis point and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one die to his soak pools. These dice, and these dice alone, may even be rolled to soak damage from silver. The benefit lasts for one scene.

### **Song of the Earth Mother**

This gift allows the werewolf to sense the presence of supernatural activity within a broad area. Essentially, the Garou communes with the earth and listens to what it says. The Gift is taught by an earth-spirit.

System: The user spends 10 minutes communing with the earth, during which time she may take no other actions. The player then spends two Gnosis points and rolls Perception + Occult (difficulty 7). Success indicates that the earth tells her about any supernatural presence within an area of 100 yards (91 m) per success. While the Gift doesn’t offer specific information about the being or beings detected, it does indicate whether or not the presence is Wyrm-tainted.

## Level Three Gifts

### **Curse of Corruption**

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 equal to 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 pend a Willpower point to activate this Gift.

### **Direct the Storm**

The Shadow Lord can direct the primal instincts of a frenzied werewolf, 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 for two turns per success. 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.

### **Icy Chill of Despair**

The Shadow Lord appears to grow larger and more imposing, becoming a terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A Stormcrow teaches this Gift.

System: The werewolf concentrates for a turn; the player spends one Gnosis point and rolls Manipulation + Intimidation, difficulty 7. Anyone who means the Shadow Lord harm must make a Willpower check, difficulty 8, and score more successes than the Lord does in order to act normally. Failure means that the victims must spend a Willpower point to attack, take action against or even verbally oppose the Shadow Lord. This Gift doesn’t give the Lord actual control over her intimidated victims — they’re simply too spooked to actively oppose her.

### **Paralyzing Stare**

The Shadow Lord directs a terrifying glare at a target, causing her to freeze in terror. A Stormcrow teaches this Gift.

System: The Garou concentrates for one turn. The player spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target’s Willpower). Each success freezes the target in place for one turn, rendering her unable to move or attack (though she may still defend herself). The target must be able to see the Garou.

### **Raven’s Wings**

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

**System:** To activate the Gift, the Lord spends a Gnosis point and rolls Wits + Occult (difficulty 6). The raven may be sent up to five miles away for every success rolled,  but is canceled if it goes beyond this range. The Lord must concentrate to see through the raven’s eyes, but need not do so to maintain the raven’s existence. 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.

### **Shadow Cutting**

The Shadow Lord can wound an enemy by striking at his very shadow. Such attacks are difficult to dodge. This Gift is taught by a night-spirit.

System: The character spits into his opponent’s shadow and the player spends a Gnosis point. For the rest of the scene, the character may strike at his foe’s shadow to wound him. Only fetish weapons or natural weaponry serves for such attacks. The victim has two fewer dice to dodge attacks directed at his shadow, and can’t parry them at all.

### **Under the Gun**

The Shadow Lord lays a curse on her foe, ensuring certain death by bullets. 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.” A raven-spirit teaches this Gift.

System: The Shadow Lord touches the intended target with her fingertips. The player spends a Gnosis point and rolls Manipulation + Firearms. The curse lingers for one day per success. While it is in effect, the difficulty to strike the target with any sort of missile attack drops by two.

## Level Four Gifts

### **Open Wounds**

The werewolf causes the next wound he inflicts to bleed profusely, weakening his opponent further. A pain-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). If the Shadow Lord’s next attack does any damage, the target will bleed continuously, suffering one unsoakable lethal damage per turn for a number of turns equal to the number of successes rolled.

### **Durance**

The werewolf dominates a talen-bound spirit, spinning webs of metaphysical authority to forcibly lengthen its service to her. Some consider this Gift disrespectful, but the Shadow Lords find it ridiculous to discard a weapon that might serve Gaia, just for the sake of politeness. This Gift is taught by a spider-spirit.

System: Upon using a talen, the player may reflexively spend one Gnosis point to keep the spirit bound within from departing. This Gift is ineffective on talens which are 191 destroyed as an inherent aspect of their use (such as the nightshade talen, which must be drunk to activate its powers), but preserves talens whose destruction is a metaphysical result of their use (such as moon glow and Wyrm scales).

### **Seeds of Doubt**

Talented tricksters, Shadow Lords with this Gift may convince a listener of one false idea, no matter how absurd. The Gift only works if the lie told is not obviously harmful to the listener. It is taught by a Raven-spirit.

System**:** The Lord spends a point of Gnosis and makes an opposed Charisma + Subterfuge roll (difficulty 8). If the Lord succeeds, the listener will believe the lie until somehow “deprogrammed.” If he fails, however, the listener sees through the Lord’s argument and recognizes the lie for what it is. If the Lord botches, the listener goes into frenzy (unless normally incapable of such, like a human).

### **Strength of the Dominator**

The werewolf draws on a target’s anger to feed his own. A Stormcrow teaches this Gift.

System: The player rolls Wits + Intimidation (difficulty equals the target’s Willpower). For a number of turns equal to the successes scored, the target will lose a point of Rage per turn, while the Shadow Lord gains that Rage. The character can use this Gift only once per target per scene.

### **Ubiquitous Presence**

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 x 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.

## Level Five Gifts

### **Call the Storm**

The Garou can summon a thunderstorm. An avatar of Grandfather Thunder teaches this Gift.

System: The player spends one Gnosis pint and rolls Willpower (difficulty varies based on how close the desired effect is to the actual weather patterns of the area). The storm covers 10 miles per success. If the Garou summons a thunderstorm, she may spend Gnosis to call lightning down on her enemies (Dexterity + Occult to hit, 10 dice of aggravated damage).

### **Obedience**

The Shadow Lord becomes the ultimate alpha, compelling all others to follow her orders. A Stormcrow teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must roll Willpower (difficulty 8) and match or exceed the Garou’s successes, or they succumb to the Gift’s effects. If the werewolf wins by one success, targets follow any orders that don’t directly inconvenience them. Three successes cause the targets to treat the Lord as their alpha and fight for her. Five successes make the targets follow her into the Abyss or perform virtually suicidal actions. This Gift’s effects last for one full day.

### **Shadow Pack**

The werewolf summons up shadowy duplicates of himself to stand by him in battle. These shadow-wolves resemble the Shadow Lord and share some of his capabilities. A night-spirit teaches this Gift.

System: The player rolls Gnosis (difficulty 8) and spends a number of Gnosis points. One shadow-duplicate appears for each point spent. These duplicates have the same Attributes and Abilities as the Garou, but not his fetishes and may not use Gifts, Gnosis or Willpower. Each has only one health level. The duplicates fade at the end of the scene.

### **Wounding Lies**

For all their ability to prevaricate or 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 body with each untruth. A pain-spirit teaches this Gift.

System**:** The player spends one Gnosis and rolls Charisma + Intimidation (difficulty of target’s Willpower). If he succeeds, the power takes effect; for the rest of the scene, each fib the subject tells inflicts one level of aggravated damage on the subject, which cannot be soaked. Even half-truths open small, stinging wound (no actual damage, but painful and obvious). A Garou targeted by this Gift may overcome the effect by spending a number of Gnosis points equal to the interrogator’s successes. Most others usually begin telling the truth after the first wound or two (the Storyteller may call for a Willpower check, difficulty 8, 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.

## Camp Gifts

### Level One Camp Gifts

#### Dreams of a Thousand Cranes

Camp: Hakken (Can be taught to other Shadow Lords)

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

System: The origami takes a full turn to complete; the player spends a Gnosis point and rolls Charisma + Occult (difficulty 6). For the rest of the scene, the Hakken gains one die per success to add to other dice pools; each die can be used only once.

#### Ears of the Bat

Camp: Children of Bat

This Gift allows the Shadow Lord to use sonar like a bat. He may act in complete darkness without impairment. Shadow Lords with this Gift have large, bat-like ears. Even in Homid form, they have abnormally large ears. Bat-spirits teach this Gift.

System: This Gift can be counteracted with some means of generating confusing ultrasonic sounds. Garou who make a Perception + Alertness (or Primal-Urge in Lupus) roll can hear the sonar. With three or more successes, she can determine the Lord’s exact location.

#### Fair Path

Camp: Hakken (Can be taught to other Shadow Lords)

The Hakken 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: The Hakken places her hand in clean water; the player rolls Charisma + Etiquette. The Hakken gains one die to all Appearance-related rolls for the rest of the scene.

#### Interrogator

Camp (s): Lords of the Summit and Judges of Doom

This Gift is used to terrify victims into confessing their crimes. It may be used only infrequently, but it is nonetheless a potent edge when used at moots and other gatherings of high-ranking Garou. The Gift is taught by a fear-spirit.

System: The player spends a Willpower point and rolls Manipulation + Subterfuge or Investigation (difficulty 8) versus an opposed Willpower roll (difficulty 8). If the Judge succeeds, the defender is paralyzed with fear and must confess the gravest crime she has committed in the last lunar cycle. The Gift may only be used once per target per lunar month.

#### Paranoia

Camp: Lords of the Summit

Lords of the Summit don’t remain such for long unless they can see their enemies coming. This Gift gives the Lord a heightened sense of awareness, and also reveals a few details about the enemies he’s about to face. A Stormcrow teaches this Gift.

System: The Lord rolls Perception + Awareness (difficulty 7). A single success is all that’s needed to determine the number of opponents in the area. Two reveals the type(s) of opponents, while three or more reveal progressively more detailed information. The effects of the Gift last for a scene.

#### Perceptive Servant

Camp: 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-sprit.

System: By spending on point of Gnosis, a Child of Crow can reduce the difficulty of overhearing a conversation or witnessing a secretive activity by 2.

#### Purify Scent

Camp: 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 Perceptions + Primal-Urge. The difficulty of discovering the information is increased by 1 for each success (up to a maximum modifier of +3).

### Level Two Camp Gifts

#### Dark Aerie

Camp: Children of Crow

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

System: The player spends one Gnosis point. The Garou can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.

In the Shadowlord version of this Gift, the servant of Crow is enveloped by shadows as he escapes.

#### Executioner’s Privilege

Camp: Judges of Doom

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

System: The Garou must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the target’s speed is halved for one scene.

#### Hidden Secrets

Camp: Children of Crow

Children of Crow are terribly fond of blackmail, and this Gift does a lot to help their natural tendencies along. The Corax know this Gift as Dark Truths; the Shadow Lords learned the Gift from the raven-folk, and improved on it a bit. The Gift is taught by a fly-spirit.

System: To use this Gift, the character rolls Perception + Manipulation (difficulty 7). Success indicates the Garou learns one of the target’s deepest and most embarrassing secrets. These secrets are of no use in combat, but make excellent blackmail material. Of course, not everyone has secrets of equal value.

#### Pure Identity

Camp: Bringers of Light

A Bringer of Light can alter his appearance to suggest he belongs to another race. If he remains in homid form, he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. If he desires to keep his “scent” as a Garou, he can affect cosmetic changes and appear as a Black Spiral. This Gift is taught by a Chameleon-spirit.

System: The Lord spends three Gnosis, but need make no roll. The duration is one day. Close examination requires a Subterfuge roll to maintain the deception.

#### Song of the Earth Mother

Camp: Children of Bat

A more powerful version of Sense Wyrm, this gift allows the user to sense the presence of Wyrm activity within a broad area. Essentially, the Garou communes with the earth and listens to what it says. The Gift is taught by an earth-spirit.

System: The user spends 10 minutes communing with the earth, during which time she may take no other actions. She then spends three Gnosis and rolls Perception + Occult (difficulty 7). Success indicates that the earth tells her about any supernatural presence within an area of 100 meters per success. As with Sense Wyrm, this Gift does not offer specific information about the being or beings detected. It does, however, indicate whether or not the presence is Wyrm-tainted.

#### Storm Winds Slash

Camp: Hakken (Can be taught to other Shadow Lords)

Hakken may use their blades to injure Wyrm creatures at a distance. This Gift is taught by a metal or wind-spirit.

System: The player spends a point of Gnosis and rolls Dexterity + Melee (difficulty 7). Success enables the Hakken to strike an opponent from as far away as 50 yards (45 m); the opponent may attempt to dodge the strike and takes lethal damage as usual for a weapon strike.

#### True Fear

Camp: Judges of Doom & Lords of the Summit

The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.

System: The player rolls Strength + Intimidation (difficulty of the target’s Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his action will likely be guided by fear.

### Level Three Camp Gifts

#### Dark of Night

Camp: Hakken (Can be taught to other Shadow Lords)

A Hakken can cause an opponent to become temporarily blinded. Hakken reserve such underhanded tactics for use against minions of the Wyrm. This Gift comes from a raven-spirit.

**System:** The Hakken spills a vial of ink; the player spends one Gnosis and rolls Manipulation + Subterfuge, resisted by the target’s Gnosis (if any). Each success blinds the victim for an hour.

#### A Thousand Eyes

Camp: Children of Bat

The Child of Bat 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 thousand bats (easily found in most temperate or tropical areas). It is taught by a bat-spirit.

System: The Garou spends three Gnosis and rolls Perception + Primal-Urge (difficulty 8). Success indicates she slips into a deep meditative trance, and can see through the bats’ eyes and hear through their ears for one full night. With one success, she cannot control the bats’ movements; they go where they will, and she sees and hears what they happen to see and hear (generally lots of insects). With three or more successes, however, the Garou can subtly direct the movements of the swarm such that they are guided to a general area of interest to the Garou. She still cannot control individual bats, but they will show mild interest in whatever area it is that the Garou wants them to see.

#### Patagia

Camp: Children of Bat

The Shadow Lord can extrude large flaps of skin under her 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: The Shadow Lord stretches her arms and leaps from a height. She may glide at 25 mpg, but the player must make Dexterity + Athletics rolls (at the Storyteller’s discretion) to avoid losing altitude.

#### Summon Stormcrow

Camp: Judges of Doom

The Judges of Doom 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 Judge chooses and report back all they learn. Rumors speak of networks of Stormcrows that pass information back and forth like a 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.

#### Wyrm Taint

Camp: Bringers of Light (You **must** ask before taking this gift as it is very rare)

This exceedingly rare Gift can only be learned from Grandfather Thunder himself, and he is generally quite reluctant to teach it, given the possible side effects. In essence, the Gift allows the Lightbringer to call a bit of the Wyrm into himself, so that he might pass even the closest scrutiny deep within a Black Spiral Dancer hive. Excessive use of the Gift risks corrupting the user, such that only the bravest of Lightbringers even dare to learn it.

System: The Shadow Lord spends a Gnosis point and rolls Manipulation + Occult (difficulty 8). If successful, she appears for all intents and purposes to be Wyrm-tainted, and will appear as such to any Gifts or fetishes that detect such taint. If she fails, she may try again until successful (at the cost of one Gnosis per attempt). The effects last until the user chooses to dismiss them, which requires another Manipulation + Occult roll (difficulty 6). Failing this second roll indicates that a bit of taint remains, decreasing the difficulty of the activation roll for the Gift by one and increasing the difficulty to dismiss the taint by one. In addition, the number of successes needed to fall into the Thrall of the Wyrm on a frenzy check is reduced by one.

If the Garou maintains this Gift for more than a day, the difficulties to activate or dismiss the Gift shift as described above, as though the Garou failed her check to dismiss the Gift. The difficulties continue to change until the Gift is successfully dismissed and a Rite of Cleansing is performed on the Garou. If the difficulty to dismiss the Gift ever rises above 10, the Wyrm-taint is permanent and may not be dismissed by a Rite of Cleansing, or by other means short of a trip to Erebus. In this case, the Garou is in serious danger of falling to the Wyrm.

### Level Four Camp Gifts

#### Assassin’s Strike

Camp: Judges of Doom

Like the Ratkin and the Nagah before them, the Judges of Doom have learned to quickly slip into and out of the Umbra so that they may surprise their prey. When using this Gift, the Judge disappears for a moment and reappears behind his victim, whereupon he may attack his victim with complete surprise. This Gift is taught by a cobra-spirit.

System: The character spends one Gnosis and one Rage, then uses the Umbra to “skip” up to 50 feet and reappear in the physical world directly behind his target. The Judge may then attack his victim at -2 difficulty (minimum 4). This attack may not be dodged unless the victim has bolstered his senses with supernatural aid.

#### Living Treasure

Camp: Hakken (Can be taught to other Shadow Lords)

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

**System:** The Hakken touches the object; the player rolls Manipulation + Etiquette (difficulty 7). Each success causes the spirit to reveal one fact about itself. Hakken 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.

#### Roll Over

Camp: Lords of the Summit

The werewolf radiates authority and power, allowing him to exert his dominance over others. Humans bow or kneel, while Garou roll over to expose their throats. A wolf-spirit teaches this Gift.

System: The player begins an extended, resisted Willpower contest. The results are compared to each of her opponents in turn; when the player has scored three more successes than an opponent, that opponent drops out of the contest and submits. If one of the opponents accumulates three more successes over the character, the contest ends. For the remainder of the scene, any individual who has submitted will take no actions at all without the approval of the character, unless their life depends on it.

### Level Five Camp Gifts

#### Divine Wind

Camp: Hakken (Can be taught to other Shadow Lords)

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

**System:** The player rolls Stamina + Enigmas (difficulty 7) and spends a minimum of one Rage point. Each success equals a one-mile (1.6 km) radius for the storm. Each Rage point spent adds a success and, therefore, increases the size of the storm, which lasts for no more than one scene.

#### Find the Transgressor

Camp: Judges of Doom

With this potent Gift, the Judge 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 usually suffer dire consequences. An avatar of Gaia Herself teaches this Gift.

System: The user spends two Gnosis and two Willpower, then invokes the will of Gaia to help him find a Garou who has violated the Litany in a particularly foul fashion. If Gaia would agree with the Judge’s assessment of the situation (which is left entirely to the Storyteller’s judgment), he learns the exact location of his quarry. No method of obfuscation, be it supernatural or mundane, can keep the target hidden. The Gift does nothing to help the Judge reach the target and it does not work on Wyrm-creatures (who are shrouded by their patron).

If Gaia disagrees with the Judge’s opinion, or if the transgressor has violated the Litany in only a trivial sense, the Judge instead suffers one aggravated level of damage per Rank of the targeted Garou.

#### Mask Taint

Camp: 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 on 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.

#### Purity of Blood

Camp: 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.