Gift List: Deception

When slothing through the trenches in war, you must do anything to survive. Because the Garou have been in a war against the Wyrm for longer than most can remember, and with the addition and empowerment of the Weaver and Her slaves, deceptive tactics are needed now more than ever. Garou have created these Gifts to assist with striking from the shadows, and obscuring the vision of their enemies, so they can whittle away at their enemies before the full-on attack comes.

The following Gifts are available to the Ragabash Auspice, as well as the Bone Gnawer and Shadow Lord tribes.

Hidden Killer (•)

The Red Talons didn’t survive for so long without learning ways to conceal themselves. Learning from this tribe, a Garou has developed this Gift, allowing a werewolf to leave behind no physical evidence that would betray her hand (or claws, or teeth) in a slaying.

Cost: None.
Dice Pool: Intelligence + Larceny + Cunning
After a battle, the Garou must touch or lick once each corpse she slew. If the roll succeeds, the wounds alter themselves so that they resemble stabbing or slashing injuries rather than bite or claw marks. Any peripheral damage (smashed furniture, for example) remains as it was, but all forensic evidence such as hair, saliva, or blood from the werewolf’s body disappears from the scene.
Action: Instant

Curse of Aeolus (••)

The Garou calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Fury can see through her own fog with no difficulty.

Cost: None.
Dice Pool: Purity
The number of successes required is dependent on the humidity and closeness to a body of water; being near a lake shore on a humid summer day might require only 1 success, while a desert in the winter would require 5 successes. Those other than the Garou who are enveloped in the fog lose half of their dice pool on all Wits + Composure rolls (round up), as well as lost one die from all Resolve + Composure rolls, save the Garou and her packmates. The fog covers roughly one city block in area.
Action: Instant

Shadow Cutting (•••)

The Garou can wound an enemy by striking at his very shadow. Such attacks are difficult to dodge.

Cost: 1 Gnosis
Dice Pool: No roll is necessary; all that the Garou needs to is spit into his opponent’s shadow after spending the point of Gnosis. 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 suffers a -2 penalty to his Defense when attempting to avoid damage in this way, and damage inflicted this way ignores Armor completely.
Action: Instant

Body Shift (••••)

Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors.

Cost: None.
Dice Pool: Stamina + Survival + Vigilance
Action: Instant

Roll Results

Dramatic Failure: She manipulates her shapeshifting, but it quickly runs out of control. For the rest of the scene, her Physical attributes are considered to all be 1 dot, and her body appears to no longer have a physical form, instead resembling an amorphous blob that pierces the Veil, inflicting Delirium.
Failure: The Garou fails to control her shapeshifting enough to encourage change in her form.
Success: With success, the Garou can use her shapeshifting to alter her physical attributes: a dot of Dexterity can be shifted to Strength or Stamina, and so forth. For every two successes, one physical Attribute dot can be shifted for the rest of the scene.
Exceptional Success: Through sheer force of will, the Garou can use her shapeshifting to manipulate the way the pathways in her brain are formed. This allows the Garou to choose whether she wants to shift the dots in either her Physical or Mental attributes, instead of just her Physical attributes.

Fetish Doll (•••••)

Sympathetic magic is among the oldest principles of sorcery — possibly theoldest — and still as effective as it ever was. The Garou can harm his victims from afar using a specially-created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll to incorporate the prize.

Cost: None.
Dice Pool: Wits + Crafts + Cunning to craft the doll.
When the doll is complete, the Garou may roll Intelligence + Medicine against the target’s Resolve + Composure. Each success inflicts one level of aggravated damage on the victim, but takes Armor into account. After 10 successes, the doll is too mutilated to be of any further use.
Action: Instant, but the doll takes one week to construct and enchant.