Werewolf the Apocalypse information source

Rank 2 Bunyip Gifts

A list of all Rank 2 Bunyip tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Bunyip Gifts of all ranks, see All Bunyip Gifts.

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)


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