Fog of War (Rank 4) Edit
No matter how disciplined the army and ordered the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken identity leads to "friendly fire" casualties. This Gift exacerbates this problem to often devastating effect. A commander might not see advancing foes, or see foes that aren't there; a team may fire upon allies, or mistake a command to "advance" for a call to "retreat." This Gift is taught by a raven- or other trickster-spirit.
The Garou sings, howls or plays an eerie song (bagpipes are popular), spends a Gnosis point and rolls Manipulation + Performance (difficulty 8). If successful, foes in hearing range must make a standard Perception roll every turn to be fully aware of what's happening around them. They lose one success on this roll for every success rolled by the player; if the end result is negative successes, it counts as a botch. Zero successes on perception indicates confusion, while on a botch the character critically misinterprets what she sees. The Gift lasts as long as the song or howl continues, but the singer must concentrate on the song (and thus cannot engage in combat or other strenuous activity).
Source: Fianna Tribebook Revised