Renown


     Renown is a system that determines how well a character is living up to his expected role in Garou society. It is for this reason that Renown is connected so closely with asupices. Renown differs from the experience point system because it involves much more roleplaying. A character could rack up plenty of experience for his actions, but if his deeds conflict with his auspice duties, his Renown will not increase.

     Characters with low Renown, such as starting characters, are expected to respect and defer to werewolves of higher rank. Garou who ignore this system find themselves looked down upon, and they lose more Renown as a result.

     Renown is measure in three different areas: Glory, Honor and Wisdom. Each one is somewhat self-explanatory. Glory represents the physical deeds of the Garou: feats of strength, stamina and agility, such as those that made Hercules a legend. It also measures bravery, extreme risk and victories in battle. Honor measures a Garou's sense of duty and history. It speaks of the character's ethics and mroals, as well as his personal sense of pride. And finally, Wisdom celebrates the more mental virtues of the character. It includes strategy, cunning and insight. Patience and a strong connection to the spirit world also help a Garou increased his Wisdom.

     One paper, Renown takes two forms. The dots represent the character's Permanent Renown rating while the squares denote the Renown pool and show many temporary points the character has earned. Renown differs from Gnosis and Willpower in that the Renown pool is allowed to exceed the Renown rating. Permanent Renown changes very little, and it changes only in dramatic circumstances. Temporary Renown is always in flux, and it might shift several times over one session.

     When a Garou gains enough Renown, she increases in rank.

Beginning Renown


     A character begins with three permanent dots in Renown, which are distributed according to her auspice. This Renown is tied into her Rite of Passage, and if the Storyteller plans to play through the rite, players shouldn't assign these three dots until the rite is completed. Starting characters begin the game at Rank 1.

Glory


     Defeating mighty enemies and succeeding at noble quests are both ways to gain Glory. Fighting on trhough overwhelming odds and triumphing will ensure the Garou his fair share of Glory. But just the fighting isn't enough. The cause must be clear, and, in the end, you must never surrender, regardless of the cost. Many young Garou have found their Glory stripped for entering into fights they could not hope to win. The best way to wing great Glory is by attempting the impossible, and living to tell the tale. Even so, a grand death gives the deceased a large share of the Glory they strove for in life.

Glory Creed

I shall be valorous
I shall be dependable
I shall be generous
I shall protect the weak
I shall slay the Wyrm


Honor


     Honor is the moral imperitive to uphold the laws of the Garou. It refers to a fundamental belief in the wisdom of society's laws, up to and including the ultimate standard of Garou behavior: the Litany. To gain Honor Renown in Garou society shows an individual to be of honesty, integrity and respect. Honor can sometimes be a rare trait, but werewolves strive to maintain their honor with ferocity for fear of losing it.

     Werewolves on the path of Honor hold themselves to the highest possible standards. They don't do so to feel superior to others, for the Garou who looks down his nose at his compatriots finds his Honor Renown slow to rise, while those who tolerate the braggart soon surpass him.

     Honor requires a large share of self-control, not only to uphold strict principles when easier alternatives abound, but also to keep from falling into a frenzy. When berserk, a Garou is capable of all sorts of evil, and more than a few young Garou have awakened to find themselves covered in blood and bereft of honor.

Code of Honor

I shall be respectful
I shall be loyal
I shall be just
I shall live by my word
I shall accept all fair challenges


Wisdom


     Garou with reputation for Wisdom are the ones most likely to be listened to and deferred to at moots. High Wisdom Renown marks a character who thinks through her words and actions before sharing them, and is adept at sending when others have not done the same.

     Werewolves rich in both wisdom and glory are a rare breed. The two are often at odds, whith the glory-seekers charing into battle at any opportunity and those who quest fo Wisdom picking their battles carefully. Both have their advantages, but those who lose on the quest for Wisdom are most likely to be able to try again. A werewolf who is both wise and valorous knows when to fight and how, and he is, therefore, the most valuable of allies.

Creed of Wisdom

I shall be calm
I shall be prudent
I shall be merciful
I shall think before I act and listen before I think


Rank


     As in any military force, rank is of extreme importance among the Garou. It shows respect and determines status. As a Garou's rank increases, more secrets of the tribe are revealed, but expectations are higher. Gaining rank is the way to show members of the tribe your commitment and your trustworthiness.

     Characters begin at Rank 1, and they increase their rank by gaining Renown.

Benefits of Rank

     Membership has its privileges. But rank has many more.

Gifts: When a Garou reaches a new rank, new, more powerful Gifts are hers for the asking. But to learn a new Gift, the character mustr not only have the required experience points, but also the Rank equal to the leevl of the Gift. A Garou cannot buy the respect of spirits and one's peers with experience points. The most valuable Gifts are reserved for those who have shown Glory, Honor and Wisdom.

Rights: As it states in the Litany, those lower in station must defer to those higher. As a Garou rises in rank, he gains the benefit of having younger and lower-ranked Garou defer to him. When a character has advanced to Rank 3 or higher, he is known throughout werewolf society. But with this fame comes responsibility, as werewolves of higher rank are expected to lead and look after those lower in station, guard caerns from attack and embark on quests to help the sept and tribe.

Challenges: Lawful challenges are also governed by rank. A Garou can challenge someone who is only one rank higher than himself. Therefore, a Rank 1 Garou can challenge a Rank 2 superior, but he cannot challenge a Rank 3 werewolf.

Self-Control: Characters of high rank have disciplined themselves so much that they are much less likely to frenzy. The following chart shows the frenzy bonus a Garou gains as his rank rises.

Rank Frenzy Bonus
0 -
1 -
2 -
3 +1 to frenzy difficulties
4 +2 to frenzy difficulties
5 +2 to frenzy difficulties, 5+ successes needed to frenzy
6 +2 to frenzy difficulties, 6+ successes needed to frenzy
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