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 Awarding Renown (Permanent Renown, Losing Renown, Combat and Renown, Special Considerations)

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PostSubject: Awarding Renown (Permanent Renown, Losing Renown, Combat and Renown, Special Considerations)   2/8/2011, 11:10 pm

Awarding Reown


Werewolves are social creatures. This statement may
seem ironic, given their touchy tempers and capacity for
extreme brutality, but even the flintiest werewolf has an
instinctive need to be with others of his kind. Many Garou
would happily die rather than face dishonor before their
comrades, and most seek to raise themselves in the eyes of
their peers. This rise to fame is measured in Renown.
Without it, one cannot advance in Garou society.

During the course of a story, the character accumulates
temporary and (eventually) permanent Renown. Renown
cannot be bought with experience points; it must be earned
through roleplaying. It represents fame (or infamy) based on
notable actions or deeds.

The Storyteller awards Renown in one of three categories:
Glory, Honor, or Wisdom. Awards can't be substituted,
so players cannot convert a Wisdom award to an Honor
award, regardless of what the character needs to achieve a
higher rank. Characters can also lose Renown for acting
inappropriately. If a character violates the Litany, for example,
he will lose face and perhaps even rank.

During a game session, the Storyteller (and/ or the
players) keep track of deeds worthy of Renown, both good
and ill. Renown for these actions is tallied at the end of the
session, to be recorded in the appropriate squares on the
character sheet. Another option is to save up the Renown
until the end of the story, when the character's noble deeds
can be recognized at a moot. If the Storyteller is very familiar
with the Renown system, she can hand out temporary
Renown awards and punishments during play. Doing so
saves on bookkeeping, but it may slow the pace of the game.

The requirements for advancing in rank differ for each
auspices, and for good reason. A Garou who exemplifies his
auspice is held in greater esteem than one who seems to go
against her nature. An Ahroun may be a brilliant scholar
and lore-keeper, but if she doesn't wear Battle Scars she'll be
met with disapproval ("Yeah, sure she's memorized the tales
of Flinteye, but can she fight?"), and she won't advance her
standing with the tribe.

All Renown awards are given as temporary Renown;
they have no real effect on the game until the player amasses
10 points in any one category. At that point, he becomes
eligible to increase the character's permanent Renown.
Most Renown awards will vary between 1 and 7, with
rewards of 8 to 10 points of temporary Renown being
reserved for the greatest deeds (such as saving a caern singlehandedly).
At the Storyteller's discretion, some deeds merit
an increase (or decrease) in multiple categories of Renown.
Crimes that merit the loss of more than seven points of
Renown in any category are generally punished much more
severely than a simple loss of face.

The Sample Renown Awards chart offers a few guidelines
for awarding Renown by category. Storytellers shouldn't
feel obligated to award exactly the suggested amounts or
award every time a character performs a listed activity,
though. The Storyteller is the best judge of what constitutes
minor or major feats of significance. Killing three wellarmed
fomori is a mighty deed for a Rank 1 Garou, but the
same is practically routine for an elder. A more extensive
chart of suggested (but by no means ironclad) Renown
awards appears in the Werewolf Storytellers Companion.


Last edited by The Seneschal Nemesis on 2/8/2011, 11:15 pm; edited 1 time in total
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PostSubject: Re: Awarding Renown (Permanent Renown, Losing Renown, Combat and Renown, Special Considerations)   2/8/2011, 11:12 pm

Permanent Renown

Once the character has accumulated 10 points of temporary
Renown in one category, he must convince another
Garou (of equal or higher Rank to the character, and not of
the character's pack) to perform a Rite of Accomplishment
for her (see p. 164). If successful, the character has gone up
slightly in standing among Garou, and he adds a point of
permanent Renown in that category; his temporary Renown
in that category returns to zero.

If a character can't or won't find someone to perform the
rite, he has an alternative. He can challenge an elder when he
has the requisite number of temporary Renown. Should he
succeed, he gains a point of permanent Renown; if he fails he
doesn't. Either way, though, he loses all temporary Renown in
that category. This method is a more risky way to gain
permanent Renown, but it may be the best option for characters
who don't get on well with their fellow Garou.

Some circumstances arise under which no one would
question a deed's worthiness for renown. Because werewolves
are naturally a heroic race, the standards for such a thing are
high. One must show exceptional wisdom, courage or honor
beyond what anyone might reasonably expect. In such
cases, the Storyteller may simply decide to award an extra
dot of permanent Renown without the rite.
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PostSubject: Re: Awarding Renown (Permanent Renown, Losing Renown, Combat and Renown, Special Considerations)   2/8/2011, 11:14 pm

Losing Renown

Just as noble acts and valiant deeds can raise a Garou
in others' esteem, lapses of judgment or moments of weakness
can bring shame from her peers.

Say, for instance, that a Garou defeats a rival in a duel,
but he ignores his opponents' cry for surrender and kills him.
This action is an unquestionable breach of the Litany, but
the Master of the Challenge might forgive it because the
victor was in the grip of frenzy and he seemed regretful
afterward. The offending Garou will lose temporary Renown,
but he faces no other consequences. Should the
Garou make a habit of killing other Garou in real or
provoked "challenges," however — especially when the
opponent tries to surrender — he will surely face the loss of
permanent Renown. The only way to maintain renown in
the face of such intense societal disapproval is to prove to the
elders that the loss efface was undeserved. Tests, ordeals or
quests are common remedies in this circumstance. The
Storyteller may develop a story around the recovery of the
renown. He then decides whether the character has "learned
his lesson" and passed the test in the eyes of the elders. The
Storyteller's decision is final.

If a character doesn't have sufficient temporary Renown
to make up for the deficit, a point of permanent
Renown is converted into 10 temporary Renown in order to
make up the difference. For instance, Caldwell Fire-Licker
succumbed to temptation and mated with another Garou.
The Storyteller deems that he loses five temporary Honor
and three temporary Wisdom for his transgression. Caldwell
has 3 permanent Honor, but only 2 temporary Honor; he
drops to 0 temporary Honor, converts a point of permanent
Honor into 10 temporary Honor, and subtracts the remaining
three points. Caldwell winds up with 2 permanent
Honor and 7 temporary Honor. He may even lose a rank for
his night of ill-advised passion.

If a character suffers a loss of permanent Renown that
drops the rating below the requirements of her current rank,
she loses all benefits and privileges of that rank. She may
retain knowledge and Gifts learned at that rank, however.
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PostSubject: Re: Awarding Renown (Permanent Renown, Losing Renown, Combat and Renown, Special Considerations)   2/8/2011, 11:16 pm

Combat and Renown

"You may have hit it twice, but mine was the death
blow! I get the Glory!" "I killed three fomori, so I get
Renown for each one, right?" Renown for killing enemies
has often been a point of confusion, so here are a
couple of basic clarifications.

Should more than one opponent attack, the Storyteller
should consider the overall threat level the
minions present. Four Black Spiral Dancers will obviously
be more dangerous than one alone. Killing four
Black Spiral Dancers would earn seven Glory ("a very
powerful threat" rather than 20 (four "strong threats").

If every member of a pack is involved in killing a
Nexus Crawler, each member each gets a full share of
Renown just as if he were the one to strike the death
blow. In other words, the Storyteller might award seven
Glory to each member, whether the combatants numbered
one, three or a dozen. Certainly, individuals
would have bragging rights ("I killed two of the Spirals
by my own claws!"), but to other Garou, the pack is an
entity above the individual members.
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PostSubject: Re: Awarding Renown (Permanent Renown, Losing Renown, Combat and Renown, Special Considerations)   2/8/2011, 11:16 pm

Special Considerations

Storytellers should take expectations of breed, auspice
and tribe into account when giving awards or
penalties. An Ahroun who enters a fox frenzy will get
more than his share of derision, because born fighters are
held to a higher standard of bravery in the face of battle.
Likewise, a Philodox who is caught doing something
questionable might face a heavier blow to his reputation
(i.e., a heavier penalty to Honor) than, say, a Galliard
because the Philodox should have known better. A
Ragabash might get away with more extreme breaches of
Honor with less of a penalty because the Ragabash are
expected to behave poorly in this regard. On the other
hand, it may be harder for said Ragabash to gain Honor
because everyone expects him to be up to something.
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