Werewolf the Apocalypse information source

Bunyip Gifts

A list of all Bunyip tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Bunyip Gifts of a specific rank, see the Werewolf Gifts section.

Resist Toxin

Rank 1 Bone Gnawers Gift / Rank 1 Fianna Gift / Rank 1 Bunyip Gift

Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.

System: The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou’s Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.

Source: Core book revised.


Dreamwalk

Rank 1 Bunyip Gift / Rank 2 Other Tribes

The Bunyip had a distinct tie to the Umbra of their homeland, more powerful than that of most Garou. Although those who learn this Gift from Bunyip ancestor-spirits lack the Bunyip’s inborn affinity for the Penumbra, they may still take great advantage of the Bunyip’s wisdom.

System: Whenever the moon is visible in the night sky, the Garou may, after a full minute of concentration, step sideways or use Gifts as if the Gauntlet were two levels lower. This reduction in difficulty is not cumulative with the reduction for using a reflective surface to step sideways. For the Bunyip, this Gift was Level One; characters of other tribes learn this Gift as Level Two.

Source: Past Lives


Bunyip’s Spell

Rank 1 Bunyip Gift

Great Bunyip taught his children the trick of paralyzing a person with a glance, so that they might defend themselves against humans with mercy.

System: The Garou makes eye contact with the target; the player rolls Willpower, opposed by the target’s Willpower. For each success that the player gains over the target, the target is frozen in place for one turn and cannot defend himself. If the target is an ordinary mortal, the player may choose to spend a Willpower point to make the paralysis last for the rest of the scene. The paralyzed victim remembers not being able to move, but does not know why; it is rationalized away as per Delirium rules. This Gift cannot be used on shapeshifters or the undead, only mortals or those who are mostly mortal (such as fomori).

Source: Past Lives


Burrow-Bed

Rank 1 Bunyip Gift

This Gift was a common survival trick among Bunyip, learned from the spirits of burrowing animals such as wombats. The Garou can burrow into the ground when he needs to rest, sleeping comfortably to regain his strength without fear of suffocation.

System: The player spends one Gnosis point. The Garou burrows into the earth to a distance of about five feet, filling in the hole after himself. The Gift allows the werewolf to rest up to twelve hours without need for air. The disturbed earth filling the Garou’s burrow-bed is not automatically concealed, and observers can usually tell that something was recently buried there. As such, this Gift is most useful in areas where the ground will be covered before long by dust, sand, or leaf litter.

Source: Past Lives


Salmon Leap / Hare’s Leap / Leap of the Kangaroo

Rank 1 Fianna Gift / Rank 1 Lupus Gift / Rank 1 Bunyip Gift
Called Salmon Leap in the Fianna Tribebook & Hare’s Leap as Lupus Gift in 20th Anniversary Edition

The old legends relate of Fianna warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. Taught by a salmon-spirit or ancestor-spirit, this Gift is functionally identical to the Lupus Gift: Hare’s Leap.

Hare’s Leap: By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and cat-spirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift “Leap of the Kangaroo” in their fallen cousins’ honor.

System: The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance.

Source: Fianna Tribebook (revised) / 20th Anniversary Edition / Rage Across Australia


Sense Prey

Rank 1 Lupus Gift / Rank 1 Bunyip Gift

Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.

System: The hunter’s player rolls Perception + Primal-Urge. The difficulty is 7 in wilderness environments and 9 in urban environments. Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest).

Source: Core book revised.


Mother’s Touch

Rank 1 Theurge Gift / Rank 1 Children of Gaia Gift / Rank 1 Black Furies Gift / Rank 1 Glass Walker Gift, Camp: Wise Guys / Rank 1 Bunyip Gift

Camp: Order of Our Merciful Mother (Black Furies)

The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

System: The player spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.

(Glass Walker): Wise Guys using this Gift often recite Luke 17:19 when using it. “And he said unto him, Arise, go thy way: thy faith hath made thee whole.”

Source: Core book revised / 20th Anniversary Edition / Glass Walker Tribebook


Crocodile’s Cunning

Rank 2 Bunyip Gift

The Bunyip passed into the lore of humans as an aquatic monster. This Gift, learned from crocodile-spirits, allowed the Bunyip to defend their waterholes, swamps and rivers with clever ambushes, or simply to evade pursuers. Crocodile-spirits taught this Gift.

System: The player spends one Gnosis. The character may hold her breath for up to one hour, and gains two dice to any Stealth rolls made while submerged in water or mud.

Source: Past Lives


Surface Attunement

Rank 2 Stargazer Gift / Rank 2 Bunyip Gift

The Stargazer may attune herself to the surrounding environment, thereby gaining the ability to walk at normal speed across such surfaces as mud, water, snow and quicksand without falling through or leaving tracks. The spirits of small animals that are often overlooked by other tribes (such as rabbits, sparrows and mice) teach this Gift.

System: The Garou concentrates for one turn; the player rolls Dexterity + Athletics. The effects last for a scene.

Source: Core book revised / Rage Across Australia


Coils of the Serpent

Rank 2 Uktena Gift / Rank 2 Bunyip Gift

Using this Gift, an Uktena can call forth dark tentacles of mist or fog that wrap around enemies and hold them in a viselike grip. Each coil is four feet long and possesses the same Physical characteristics as the werewolf who summons the coils. Any snake-spirit can teach this Gift.

System: The player rolls Dexterity + Occult, difficulty 7. Each success causes a single coil to come forth from the surrounding air. The coils focus on a single target, unless the player makes attack rolls against multiple targets, with the normal penalties to the rolls for multiple actions. The coils only bind; they can’t inflict damage. To break free, the victim must make a Strength roll, difficulty 7. If his successes exceed the number of coils, he’s free. If not, he’s still a prisoner. The tentacles last until the end of the scene or until the summoner decides to send them away.

Source: Tribebook: Uktena (revised)


Landspeak

Rank 3 Bunyip Gift

The Aboriginal people of Australia are said to sing to the land; an explanation for such stories is the Bunyip’s ability to hear the speech of the Earth. This Gift is taught by servants of the Rainbow Serpent.

System: The Bunyip must crouch and put his ear to the ground, making a Gnosis roll (difficulty 6). The number of successes indicates the radius in miles inside which the Bunyip hears what is happening on the land’s surface. If the Bunyip also spends a Gnosis point and makes a successful Past Life roll (difficulty 8), he can hear sounds from the land’s past. The information will be scant at best, but it is possible to listen to sounds of many years ago if the land has some reason to remember them.

Source: Past Lives


Lonesome Voice of the Bunyip / Bunyip’s Boon

Rank 3 Bunyip Gift

This Gift was one of the last Bunyip Gifts to be developed, as it directly arose from the pain and loss of the War of Shame. It is taught by Bunyip ancestor-spirits. The Garou using this Gift emits the booming cry of Great Bunyip himself, a frightening and saddening roar-howl of fear and loneliness.

System: The player spends one Gnosis and rolls Charisma + Performance (difficulty 7). The Gift affects all non-Bunyip within earshot. Those affected lose one temporary point of Willpower per success, and cannot regain Willpower until they have retreated from the Gift user’s immediate area (roughly earshot) or until the scene ends. No victim can be affected by this Gift more than once in any sunset-to-sunrise or sunrise-to-sunset period.

Source: Past Lives / Rage Across Australia


Catfeet / Possum’s Feet

Rank 3 Lupus Gift / Rank 3 Bunyip Gift

This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift. Possom-spirits teach the Bunyip version.

System: This ability becomes innate to those who learn the Gift.

Source: Core book revised / Rage Across Australia


Pulse of the Invisible

Rank 3 Theurge Gift / Rank 3 Bunyip Gift

Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift.

System: If the Garou’s permanent Gnosis equals or exceeds the Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to pierce the Gauntlet (difficult of the Gauntlet rating). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a higher Gauntlet.

Source: Core book revised


Guardians of the Dreamtime

Rank 4 Bunyip Gift

As Australia’s guardians, the Bunyip were given special powers over the land. This Gift is one of the reasons the outback’s Gauntlet remained low for a longer time than in the rest of the world. In days past the Bunyip would use this gift to lead foes into the Penumbra (by lowering the Gauntlet to nonexistence) then abandon them there. This Gift is taught by a servant of the Rainbow Serpent.

System: The Bunyip can automatically step sideways at night without the need for a reflective surface. Furthermore, the difficulty of any attempt to step sideway is one lower than normal. Also, for each point of Gnosis he spends the Bunyip may reduce the gauntlet in an area by one for a number of hours equal to his Intelligence + Rituals dice pool.

Source: Rage Across Australia


Gnowee’s Torch

Rank 4 Bunyip Gift

In Australian myth, the sun is the torch carried by Gnowee, a mother who spends each day searching for a lost son. This Gift allows a Garou to conjure a miniature replica of her torch a ball of sunlight and flame.

System: The player spends one Gnosis point and rolls Intelligence + Occult, difficulty 7. The conjured flame appears in the Garou’s hand, and can be held there for one turn per success before it gutters out; while it is in the Garou’s hand, the area around the Garou counts as lit by ambient sunlight. The Garou may also hurl the “torch” at an opponent or object (Dexterity + Athletics, difficulty 7), ending the Gift prematurely, but inflicting a number of dice of aggravated (fire) damage equal to the Garou’s Gnosis, plus one die per two successes on the Intelligence + Occult roll.

Source: Past Lives


Dance of the Lightning Snakes

Rank 4 Bunyip Gift

The Penumbra of Australia is inhabited by, among other things, the lightning snakes — spirits that leap to the earth and rebound to the heavens during Umbral storms, bringing lightning and rain. This Gift allows a Garou to call on the lightning snakes to evoke a powerful storm in the Umbra, washing away spirits and lashing foes with bolts of spirit-lightning.

System: This Gift works only in the Umbra. The player spends one Gnosis point and rolls Willpower, with the difficulty based on the spirit world’s existing weather (if any) — 5 if an Umbral storm is already brewing, to 9 if the spirit world’s skies are clear. The difficulty is reduced by 1 if the character is in Australia or New Zealand’s Penumbra, where lightning snakes are more plentiful. The storm gathers in three turns; it covers the equivalent of 5 miles per success, and increases the difficulty or Essence cost of any fire, perception or travel-related Charms by 1. The Garou may direct the lightning snakes to strike opponents (Charisma + Occult, difficulty 7 to hit; 10 dice of aggravated damage). The storm cannot bleed over into the physical world, although a sympathetic, uncontrolled rainstorm may gather in the material world.

Source: Past Lives


Billabong Bridge / Billabong Stride

Rank 5 Bunyip Gift

Great Bunyip’s children used this Gift to successfully cross large expanses of Australian terrain by using water as a shortcut. The Garou enters one body of fresh water and emerges from another such body any distance away; salt water “fouls” the Gift, and cannot transport the Gift user. Both bodies of water must be personally well-known to the Garou using the Gift.

System: The player spends two Gnosis points and announces her destination. At the Storyteller’s discretion, using this Gift to leave or arrive in an area of high Gauntlet may require a roll to step sideways to make the transition safely. The Gift user cannot take anyone with her while using this Gift; only those items dedicated to her complete the journey.

Source: Past Lives / Rage Across Australia


Black Swans

Rank 5 Bunyip Gift

The Australian Aborigines attributed the Bunyip with the ability to transform people into black swans. Nobody remembers whether the folktales arose from use of this Gift, or if this Gift arose from the folktales, but the stories are certainly true. The Bunyip used this Gift as a means of punishing those who went against Gaia, and their ancestor-spirits teach it only to those inheritors who display a tremendous sense of justice.

System: The Garou must successfully splash an opponent with water taken from the environment; bottled water would not work, while water taken from a local river and carried in a bottle would, and tap water is effective in urban environments. The player spends two Gnosis points and rolls Wits + Occult; supernatural targets (but not ordinary humans) may resist the roll with Willpower. If the player scores more successes than the target, the target is transformed into a blackfeathered swan.

The swan loses access to most of its supernatural abilities while transformed, although its basic nature is unchanged; a vampire transformed into a black swan would have no heartbeat or pulse, and would have to drink blood to survive (although it could not expend blood to increase its Attributes or use Disciplines). Shapeshifters and other creatures that can take other forms (such as vampires with shapeshifting Disciplines) remain in swan form for the duration of the scene; for those with no shapeshifting ability, the transformation is permanent unless somehow reversed.

Source: Past Lives


Bloody-Mindedness

Rank 5 Bunyip Gift

The Bunyip gains the ability to dedicate himself to one particular task, be it combat or an artistic endeavor. Nothing will sway the Bunyip from that task. This Gift is taught by servants of Mu-ru-bul Tu-ru-dun the Bunyip.

System: The Bunyip spends two Willpower points. Afterward, nothing save death can distract or dissuade the Bunyip from her chosen task. She need not eat or sleep. If the power is used in combat, the Bunyip becomes oblivious to any other opponents and consequently may not dodge their attacks. Her soak roll pool versus these attacks, however, is doubled. Versus the chosen opponent, the Bunyip gains one extra attack per turn, and the difficulties of all actions against that target are reduced by one. She also becomes immune to supernatural attempts to dissuade her.

Source: Rage Across Australia


Invoke the Spirits of the Storm / Call the Storm

Rank 5 Wendigo Gift / Rank 5 Bunyip Gift / Rank 4 Shadow Lord Gift
The Shadow Lord versions is called Call the Storm

The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Wendigo teaches this Gift. An avatar of Rainbow Serpent teaches the Bunyip version.

System: The player spends one Gnosis pint and rolls Willpower (difficulty varies based on how close the desired effect is to the actual weather patterns of the area). The storm covers 10 miles per success. If the Garou summons a thunderstorm, she may spend Gnosis to call lightning down on her enemies (Dexterity + Occult to hit, 10 dice of aggravated damage).

Shadow Lord version: Only thunderstorms may be called and an avatar of Grandfather Thunder teaches this Gift.

Source: Core book revised / Shadow Lord Tribebook (revised)


css.php