Bunyip´s Spell Werwolf - Die Apokalypse: Past Lives, Seite 83 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).
Burrow-Bed Werwolf - Die Apokalypse: Past Lives, Seite 83 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.
Leap of the Kangaroo Werwolf - Die Apokalypse: Rage across Australia: Seite 116
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Mother´s Touch 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.
Resist Towin
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Sense Prey 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).
Dreamwalk Werwolf - Die Apokalypse: Rage across Australia: Seite 116
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge
Crocodile´s Cunning Werwolf - Die Apokalypse: Past Lives, Seite 83 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.
Dreamwalk Werwolf - Die Apokalypse: Past Lives, Seite 83 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.
Possum´s Feet Werwolf - Die Apokalypse: Rage across Australia: Seite 116 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.
Surface Attunement Werwolf - Die Apokalypse: Rage across Australia: Seite 116 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.
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge
Bunyip´s Boom | Lonesome Voice of the Bunyip Werwolf - Die Apokalypse: Past Lives, Seite 83 ; Werwolf - Die Apokalypse: Rage across Australia: Seite 116 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.
Landspeak Werwolf - Die Apokalypse: Past Lives, Seite 83; Werwolf - Die Apokalypse: Rage across Australia: Seite 116 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.
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge
Dance of the Lightning Snakes Werwolf - Die Apokalypse: Past Lives, Seite 84 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.
Gnaw Werwolf - Die Apokalypse: Rage across Australia: Seite 116
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Gnowee´s Torch Werwolf - Die Apokalypse: Past Lives, Seite 84 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.
Guardians of the Dreamtime Werwolf - Die Apokalypse: Rage across Australia: Seite 116 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.
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge
Billabong Bridge| Billabong Stride Werwolf - Die Apokalypse: Past Lives, Seite 84 ; Werwolf - Die Apokalypse: Rage across Australia: Seite 116 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.
Black Swans Werwolf - Die Apokalypse: Past Lives, Seite 84 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.
Bloody-Mindedness Werwolf - Die Apokalypse: Rage across Australia: Seite 116 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.
Und wenn es ein Drachenei gewesen ist, was wir versuchen zu braten! Am Ende wird es heißen wir haben Drachen getötet!!! Skadi "Freyas Klinge" Fenrirs Klingen, Alpha der Drachenfänge