Shadow Lords- Very sneaky....watch your back. They have plans for dominating the tribes, fro overturning the Silver Fangs and taking control, and nothing is going to dissuade them. Not to be trusted

GIFTS

Fatal Flaw (Level One) — 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 (Level One) — 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.

Clap of Thunder (Level Two) — 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.

Icy Chill of Despair (Level Three) — 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.

Luna’s Armor (Level Two) — 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.

Paralyzing Stare (Level Three) — 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.

Open Wounds (Level Four) — 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 (Level Four) — 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.

Obedience (Level Five) — 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 (Level Five) — 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.