Character Creation
Appearance: Shadow Lords cultivate an intimidating
appearance, just as they develop a respect for fear. The
archetypal Lord is dark and brooding, with a commanding bearing.
Some are genial and openly charismatic, even empathetic, while
others cringe and skulk as only a consummate caern advisor can.
In Lupus form, Lords are large and stocky, often resembling
lupine versions of massive pit bulls; they usually have coats as
dark as their name would imply. Many homids are eager to shift to
Lupus on the bleakest and rainiest days of the year.
Kinfolk: The oldest Kinfolk families are of
Eastern European stock, but the tribe has built up
"flocks" of breeding stock in other parts of the world.
Intelligence is a highly prized trait. Kinfolk who breed with
Shadow Lords usually do so after long years of tempestuous and
dysfunctional romance. Female Shadow Lords are sometimes drawn
away from the flock toward men with power. A ruthless
businessman, a brilliant crime lord or even a military dictator
may find himself overpowered by a stalking suitor. Kinfolk don't
receive much coddling, however. Weaklings and victims don't
deserve to breed.
Territory: Bleak landscapes with dark, gloomy
beauty appeal to the tribe. The lands surrounding their caerns
would make for fine scenery in classic horror films. Craggy
mountains, dark forests and roiling mists are perfect for a
Shadow Lord's rituals and meditations. Because of regular worship
to Grandfather Thunder, storms are common around caerns dominated
by Shadow Lords.
Tribal
Totem:
Grandfather Thunder is worshipped by cults of reverent Shadow
Lords, some of whom see him as quite removed from Mother Gaia.
Initial
Willpower: 3
Background
Restrictions:
Shadow Lords cannot attain the Allies or Mentor Background. Any
such alliance is temporary at best; anything less is an
invitation to betrayal.
Beginning
Gifts: Aura of
Confidence, Fatal Flaw, Seizing the Edge
Quote: "You fool!
Our enemy is a madman, a tyrant who will not give up so easily.
Like many ambitious men, he is weak to his own flaws. Perhaps you
should let me lead the raid against him. I know how he
thinks..."
This section taken from Werewolf: The Apocalypse 3rd Edition, pages 82-83. ©White-Wolf Publishing, Inc.
Failure's Dagger: -1 Renown for failure. Most Shadow Lords prize winning above all else, and they scorn losers. Whenever a Shadow Lord fails to carry out a task that would normally gain him Glory, Honor, or Wisdom, he will lose one temporary Renown in that category. (If he would have gained Renown in more than one category, subtract only from the category that would have rewarded the most.) This is in addition to any Renown normally lost. This does not affect the normal Renown process in any other way; if the Shadow Lord succeeds in the action, he then gains the normal amount of Renown.
Interrogation: You are able to extract information by fair means or foul. Using a mixture of threats, trickery and persistent questioning, you ultimately learn the truth.
* | Novice: Galliard cub |
** | Practiced: Ahroun thug |
*** | Competent: Philodox legal expert |
**** | Expert: Theurge Judge Of Doom |
***** | Master: Ragabash Executioner |
Background/ Cultist Allies
Although Shadow Lords cannot begin with the Ally Background, cultists can depend on their associates to ally with them. The drawback is that you must keep this alliance a secret. Belonging to a Shadow Lord cult is a disgrace that even fellow Shadow Lords will not tolerate. A cult will still be devoted to a cultish without this background, but a Lord with Cultish Allies will find them to be even more useful than normal.
This is in most respects identical to the Allies Background. The only notable difference is the cult's fanaticism.
Political Mentor (2 pt Garou Ties Merit)
Although Shadow Lords cannot take the Mentor Background, some politically talented Lords are mentored in the arts of their craft. A political mentor can give general advice, but will not intervene in your personal affairs. He will not take responsibility for your actions, but can be a valuable aid in figuring out the political intricacies of a Sept. Storytellers who wish to build the political dimension of their campaign will find it easier if one of the characters has this advantage.
Diplomatic Immunity (3 pt Garou Ties Merit)
The Garou Nation holds you in esteem as a mediator. You may travel where you please in the furtherance of your duties. No one may search you, and you are welcome at any moot. Of course, should you abuse these privileges, word will spread. The Shadow Lords have worked hard to build up the few Garou entitled to this privilege, and if an elder of your tribe has found out that you have abused this right, you will be cast out from the tribe. (In other words, whatever you do, don't get caught.) *Should be achieved IC*
Original Sin (3 pt Garou Ties Flaw)
You are the child or student of an infamous Garou. Galliards have spread legendary stories about him from caern to caern, and the same infamy is extended to you. Within the Shadow Lords, this may work to your benefit, as few would dare betray you, but outside of your tribe, your reputation precedes you. It is assumed that you will resume where your parent or mentor left off. Wear your scorn with pride. This cannot be taken with the Political Mentor Background.
Special Lord Fetishes and Talons
This section taken from the Shadow Lord tribebook, Appendix One: Hidden Strengths, pages 49~54. ©White-Wolf Publishing, Inc.