Background Cost: 6

The cuckoo is nature’s master infiltrator, laying her eggs in the nests of other birds, then having those birds raise her young. Likewise, Garou who dedicate themselves to Cuckoo are master spies and manipulators, able to bluff their way into any situation without being challenged — from the best quarters in the sept to the center of a Black Spiral Dancer Hive.

Individual Traits: Cuckoo’s children subtract two from any awards of temporary Honor Renown.

Pack Traits: Cuckoo’s packs gain a dot of Manipulation and two dots of Subterfuge. One pack member at a time can use the ability to be overlooked: roll Manipulation + Subterfuge (difficulty 6, or higher if the Garou doesn’t look like he should be there). Anyone who notices her must make a Perception + Alertness roll and score more successes than the Garou to realize that the werewolf isn’t supposed to be there. Guards assume that the werewolf has clearance, and ranking officers don’t think twice about the tech in the corner. If the character does anything to draw attention to himself, the player rolls again with a +2 difficulty penalty or loses the benefits of this effect.

Ban: Cuckoo’s children must never pass up an opportunity to improve their pack’s situation at the expense of others.


Werewolf the Apocalypse Rage Across St. Louis K_Rik