Author Topic: Renown and Moots.  (Read 550 times)


  • Guest
Renown and Moots.
« on: March 27, 2016, 09:08:31 PM »


Despite their capacity for brutality, werewolves are instinctively social. They feel the draw to be with others of their kind, and many would rather face oblivion at the claws of a Wyrm creature rather than be seen as dishonorable in the eyes of their peers. This recognition of famous (and infamous) deeds and elevation in the eyes of Garou society is tracked through Renown. Over the course of the chronicle, werewolf characters accumulate temporary Renown, which eventually converts to permanent Renown. Neither form of Renown can be bought with experience points; it can only be earned through deeds and roleplay. You can award temporary Renown in three different categories — Glory, Honor, and Wisdom — and points cannot be exchanged between categories. Characters can also be stripped of Renown for inappropriate actions. Temporary Renown awards have no mechanical impact until the player amasses 10 or more points in any one category. When that happens, 10 of the points are converted into one dot of permanent Renown. Most awards range between 1 and 7 points in any category, with larger awards or penalties kept for the greatest deeds or most vile treacheries. (Punishments for deeds that result in the loss of more than seven points are likely to be much more severe than a simple loss of face, however.) Some deed grant awards in more than one category simultaneously. During the game, you and your players should note any noteworthy deeds (good or bad, positive or negative, productive or destructive).

When enough Renown is acquired, the Garou can advance in rank. Each auspice has different requirements for advancing in rank — an Ahroun with more Honor than Glory may be seen as very honorable by the Garou nation, but he’s going to be looked down upon by the rest of his auspice.

Spoiler for Special Considerations:
One question that has come up a lot over the past twenty years is whether a deed has to be witnessed by other Garou before it is worthy of Renown. If a werewolf sacrifices himself as the only defender of the caern, will he earn his posthumous Renown? When two Garou have sex, violating the Litany, do they have to be observed before their disgrace is known?

In general, this system assumes that Renown awards or penalties take place automatically, without the need for someone else to spread the tale. The nature of this change may differ slightly from chronicle to chronicle: perhaps the spirit world takes notice and passes judgment, or maybe something about the deed changes the Garou’s spiritual appearance subtly, leaving a literal mark of honor (or dishonor, as the case may be). The Renown system isn’t based purely on politics or community — the acts of an individual werewolf are distinct and indelible, regardless of what the pack or the sept thinks. In Werewolf, actions have consequences, even private ones.

The social expectations of breed, auspice, and tribe may have an impact on Renown awards and penalties. An Ahroun who flees from a battle might be penalized more severely than a Philodox that does the same, because the Ahroun are considered to be warriors. A Fianna that tells a particularly masterful story might be elevated more quickly than her Glass Walker cousin who does the same. A Ragabash may not lose as much Honor from falsely accusing other Garou, because they are expected to be a little disreputable, but they may also find it harder to gain Honor as well. On the whole, however, Garou are generally held to the same standards in the eyes of the spirits.

Another question that may come up is who gets the Renown award for killing which minion of the Wyrm. Here are a couple of points to help you decide how to best gauge Renown awards in combat.

• When more than one opponent attacks within a single combat scene, consider them a collective threat instead of an individual one. One vampire might only be a minor threat, but a pack of four vampires may represent an average or even a strong threat. As such, they would collectively count as 3 Glory, rather than 8 (2 for each one).

• If multiple Garou are involved in taking down a particularly large foe or a large group, each character who contributed to the combat gets the Renown award, not just the person who struck the killing blow. In the case of the pack of vampires, for example, every Garou who fought the Wyrm creatures would get the award of 3 Glory. To Garou, it is the pack that is glorious, not the individuals that make it up.

Spoiler for Sample Garou Renown Rewards:

Character Name:
Renown Rewards:

Code: [Select]
[quote][b]Character Name:[/b]
[b]Renown Rewards:[/b]

Failure to provide screenshots will result in your renown not credited.

Gaining and Losing Permanent Renown:

Once a character has gained 10 points of temporary Renown in a particular category, she needs to ask another Garou of equal or higher Rank (and not of the character’s pack) to perform a Rite of Accomplishment for her. If the Rite is successful, the character’s standing has increased in Garou society, and the player can add a point of permanent Renown in that category. She also erases all temporary points in that category — any “extra” points above 10 are lost.

If someone cannot (or will not) perform the Rite, the character can instead challenge an elder. If the challenge is accepted, all temporary points are removed from that category, but should she succeed against the elder’s challenge, the Garou in question gains the point of permanent Renown. This method is more risky, but it still provides an avenue for advancement for less-popular werewolves.

In very rare cases, the character’s courage, wisdom, or honor is so exceptional that there is little doubt that the werewolf has increased in standing. If that is the case, you can simply decide to award a point of permanent Renown without the Rite or the challenge. This should happen very infrequently, reserved for cases where the tales of the character’s deeds will last for a long time. On the other hand, the actions of the Garou can reduce her standing just as it can increase it. Whenever a Renown penalty would reduce the character’s temporary Renown in a category below zero, a dot of permanent Renown is lost and “converted” to 10 temporary points in order to make up the difference. This is usually reserved for serious offenses however — if the character has just earned a permanent dot and then makes a minor mistake for the loss of a single temporary point, you may rule that the loss will come out of a future temporary point gain, or is ignored altogether. However, if the offense is remotely serious, it is likely that the point will be lost and converted back into temporary points. If a character loses enough permanent Renown to drop her below the requirements of her current rank, she loses all of the benefits of that rank. She keeps knowledge and Gifts learned at that rank, but everything else only returns to her once she brings her Renown back up to the appropriate levels.

Spoiler for Moots:
Werewolves gather regularly in moots, events that serve a variety of social, political, and religious functions. These gatherings reinforce the common ties that all Garou share by emphasizing ritual, purpose, and camaraderie. Moots usually convene every full moon, or when the sept has need for a specific gathering. The moot is a vital function for any werewolf who seeks to earn Renown, hear news of the war from other septs, or simply continue to prove her good standing among her allies.

Moots always take place at caerns, sometimes with powerful spirits summoned as part of the proceedings. Theurges perform great rites, Philodox oversee protocol and any pronouncements of judgment necessary, Galliards exchange lore and oversee such ceremonies, and Ahroun organize duels and keep an eye on moot defenses. The moot is as formal an affair as Garou ever hold, though the Ragabash are certain to make sure that the voice of common sense can still be free to undercut poor displays of policy. Werewolves dispatch their packs on dangerous tasks, celebrate heroes who have returned triumphant, argue or brawl over political matters, and judge those Garou who’ve been accused of violating the Litany. Most importantly, the spiritual energy expended keeps the caern alive, for as the Garou prosper, so do the sacred sites they attend.

There are many types of moots, varying in size, purpose, grandeur and attendance:

Hearings may be convened at any time, usually when a pack returns from a great adventure. They involve debriefing, exchanging information, and awarding Renown. The sept leader decides which elders are vital to the discussion. Clever werewolves keep a close eye on the elders during hearings, as their reactions to the pack’s account often reveal volumes about political struggles within the sept. Not everyone in the sept is required to attend a hearing, although many elders hate to be the last ones to hear the latest news.

Sept Moots are the regular monthly meetings of a sept. Any Garou is theoretically welcome, although those from outside the sept — particularly those whose tribe isn’t represented at the sept — typically meet with some level of suspicion. This meeting is more than a simple voicing of complaints; it often resolves with a raucous celebration.

Grand Moots are convened to discuss the weightiest matters, often those that affect an entire tribe. All werewolves of the specific tribe within a reasonable distance are required to attend; others may be invited as well, but only with special permission.

Concolations are the largest moots, called only for the most serious of purposes. All werewolves nearby are required to attend, regardless of pack, sept, or tribe. The gathering is announced during a normal moot, and it always requires at least five elders of five different tribes to support it. Once the decision has been made, messengers are sent out from region to region and caern to caern. The event is held exactly three months later at the exact same site. Legends speak of a few grand concolations where messengers are dispatched to retrieve some of the greatest heroes in the world, but such an event has not occurred in decades.

Spoiler for Rite of Accomplishment:
Rite of Accomplishment, Level Two:

This rite is used to honor a werewolf and recognize the trials he has endured to attain his current standing. An elder will call the honored Garou forward, much as the Garou might be called forward should the elders want to punish or criticize her. As the Garou advances, the elder begins listing all of the things the Garou did to gain the acclaim. The Rite of Accomplishment then takes place, and anyone who wishes to speak on behalf of the Garou being honored may do so. In conclusion, the elder says something along the lines of, “She is made greater in her tribe, her sept and greater among the People everywhere. Let this be known.” System: This rite is performed when a character has 10 points of temporary Renown in a category and wishes to gain a point of permanent Renown. The difficulty is only 4 unless someone disputes the rite. (In such an instance, the difficulty rises to 6). Only one success is required. A failure on the roll is considered indicative of a failing in the applicant. The ritemaster often receives a portent from Gaia showing the unworthiness of the applicant. If the roll botches, the applicant must undergo a penance before anyone will again give him the Rite of Accomplishment. Such is the injustice of Garou society. It is possible, although rare, that someone will dispute the rite. In this case, the disputer stands and heckles the ritemaster as he performs the rite, making bold assertions about the negative qualities of the applicant. The applicant so insulted must make a Rage roll not to frenzy; if he frenzies, the rite is over. If he keeps his cool, and the rite is successful, no one can rightfully question his worthiness for at least three moons (i.e., no one can dispute any Rites of Accomplishment performed on him during the next month and a half), and the heckler may lose a point of Honor or Wisdom Renown.

Basic insight on ranks:

Cubs are at the bottom of the pecking order, treated as little more than children. They’re eager to learn, and they ask many confusing questions.

— Once a cub completes her Rite of Passage, she becomes a cliath, a young Garou enlisted continually to perform all sorts of tasks for her sept. Some travel all over the world, completing missions and learning about werewolf society.

— As cliath continue to gain esteem, they eventually become fostern. These Garou have risen high enough to act as emissaries between septs. At this stage in life, an entire pack may undergo a period of fosterage in a distant and seemingly alien caern.

Adren outrank fostern, often taking on some of the lesser political positions in a sept. By this time, a pack of adren usually limits its travel to a handful of caerns. Political rivalries develop over time.

— Athro outrank all these commoners. They are typically swept up in some of the most perilous and compelling adventures their tribes can offer. Silent Strider messengers have been known to travel around the world to summon the right pack of athro for critical adventures.

— Only the most esteemed and highest-ranking Garou are addressed as elders. Even if an elder does not currently serve as a tribal elder, as a sept leader, or some other esteemed position, a werewolf with enough renown is still treated with the greatest respect.

Advancing in Rank:

A character needs to acquire enough permanent Renown points for their auspice to progress to the next rank (see requirements below). Except for the Ragabash, each auspice has a number of points in each category that they must possess. Once they have enough points, they must challenge a Garou of equal or higher Rank to the one they want to attain (although cubs are often given their cliath rank without a challenge). The character can choose whomever she wishes to challenge, but the challenged werewolf decides the nature of the contest, and may make it as simple or as difficult as he desires. If the challenger wins, she is awarded her new Rank. Challenges can be standard, or devised by the challenged Garou. They can be as simple as a dominance challenge, or as elaborate as a quest. They are often specific to the challenger, based on her tribe, auspice, and skills. The following are some examples of Rank challenges – use them as presented, or based your own custom challenges on these.

Spoiler for Hidden:
Acquiring the rank of Fostern means that the Garou has grown from a raw recruit into a seasoned veteran. These werewolves have some familiarity with Garou society, and they have learned the nature of the war they are part of. Suitable challenges for this Rank should be moderately difficult — they should test the challenger, not overwhelm her.

•  “Acquire” a specific item hidden by a Ragabash of appropriate Rank.
•  Receive a boon from a minor spirit.
•  Convince the challenged Garou through impassioned speech and debate to recognize your Rank.
•  Compose a song, poem, or tale honoring the challenged Garou.
•  Defeat an Ahroun of appropriate Rank in a formal duel.
•  Stand guard at the caern for seventy-two hours without falling asleep

Spoiler for Hidden:
Those that reach the Rank of Adren have taken on major responsibilities within their sept. They hold most of the positions of consequence, such as Warder, Master of the Rite, and Gatekeeper (among others). Challenges for this Rank should be designed to weed out those who can’t act quickly or think on their feet; these are, after all, the future leaders of the sept and the tribe. Very few Garou pass their Adren challenge the first time.

•  Borrow a fetish from the challenged using body language, gestures, and non-verbal cues to ask for it. •  Finish a difficult scavenger hunt within a predefined time.
•  Create an original (and useful) fetish from scratch within a certain amount of time.
•  Make peace with an enemy or negotiate a truce between two feuding werewolves.
•  Find an obscure hero of the Garou and create a fitting tribute.
•  Withstand severe beatings or taunting from your septmates without frenzying.

Spoiler for Hidden:
(Administrator record restrictions)

Athro have risen very high in the hierarchy of the Garou. They are mighty warriors, renowned lorekeepers, wise leaders, notorious tricksters, and famous judges. Werewolves that want a place among this elite group need to demonstrate exceptional skill and intelligence, and those very rare Garou who manage to attain this Rank on the first try are held in awe even by their peers.

•  Uncover every aspect of the business plan of an organization of potential interest, and do it without getting caught.
•  Restore a lost treasure of the tribe or sept.
•  Convince a spirit to act in a fashion completely contrary to its nature without harming it.
•  Talk a local street gang (or similar group) into a month of community service.
•  Write a song praising a rival, and use it to end your differences with him.
•  Rescue a Garou captured by powerful enemies of some sort, such Black Spiral Dancers, Pentex teams, vampires, or magi.

Spoiler for Hidden:
(Administrator record restrictions)

The most difficult challenges await those who seek the Rank of Elder. Elders are at the heart of a sept or tribe, and they hold the fate of the Garou Nation in their hands. Their decisions guide the Garou. Their deeds are held up as examples for younger werewolves to follow. Their mistakes can cause severe harm to Gaia, the Garou, or the war against the Wyrm. These kinds of challenges should test every quality the werewolf has.

•  Visit a caern of each tribe without being noticed, recognized, or challenged, and bring back proof of each visit.
•  Locate a lost caern and convince a totem spirit to adopt it.
•  Redeem, cleanse, and rename a powerful Bane without using Gifts (other than Spirit Speech).
•  Find a Garou lost in Harano and reclaim him.
•  Destroy a powerful Wyrm artifact.
•  Lead a group against a major Wyrm creature or other enemy, and defeat it without losing any of your comrades.

Benefits of Rank:

Rank among the Garou has many privileges.

• Gifts: When a Garou reaches a new rank, she can petition spirits to learn new, more powerful Gifts. To learn a new Gift, a character must not only have the required experience points, but also the Rank equal to the level of the Gift. A Garou cannot buy the respect of his peers and of the spirit world with experience points. The most valuable and powerful Gifts are thus reserved only for those werewolves who have demonstrated great Glory, Honor, and Wisdom.

• Rights: The Litany is quite clear: those of lower station must defer to those higher. As a Garou increases in rank, younger and lower-ranked Garou defer to her. When a character has risen to Rank 3 or higher, werewolf society at large has heard of her. Rank brings with it responsibilities, as werewolves are expected to embark on quests and missions to help the sept and tribe, guard caerns from attack, and lead and look after those lower in station — as the Litany requires.

• Challenges: The legality of a challenge is governed by Rank. A werewolf can only issue a challenge to another who is one rank higher than the werewolf himself: a Rank 1 Garou can challenge a Rank 2 superior, but he cannot challenge anyone of Rank 3 or 4.

• Self Control: Characters of high rank have shown discipline, and have immersed themselves in the structure of Garou society so much that they are less likely to frenzy. The following chart shows the bonuses a character 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.

The problem of the lack of Caerns for moots to happen will be sorted ICly soon.

This isn't entirely finished yet, it's thus subject to change.
Source: Werewolf Apocalypse 20th Anniversary Edition.
« Last Edit: December 19, 2016, 01:52:52 AM by d4rko »