Post by Tameh on Dec 6, 2012 8:12:25 GMT -6
tomcat.spitfire.com.au/~phw/camarilla/5_1%20Garou%20Renown%20Chart.htm
www.arsimagica.net/~eccles/roleplaying/werewolf/renown.html
(The above links is an excellent Renown Chart to be used in reference to tracking your characters Renown)
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.
Challenging: 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.
Temporary and Permanent Renown
Note: Renown should always be secondary to role play. Such opportunities as converting temporary Renown into Permanent Renown should be performed on-screen for fun rather than a quick means of getting closer to rank.
Renown occurs in two forms: Temporary points and Permanent points. To rank up, a certain number of permanent points are required, usually based on auspice. Permanent points, however, are never simply awarded; temporary points are what can be earned through action and deed. A character's pool of temporary renown points has no limit, but 10 points of temporary renown must be acquired to earn 1 permanent renown point in the appropriate category.
There are two methods of transforming these temporary points into permanent points. The first is to convince another (of equal or higher Rank to the character, and not of the character's pack) to perform the Rite of Accomplishment. The second, and more dangerous, is to challenge an elder when the character 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, he loses all temporary Renown in that category.
Finally, losing temporary renown can have serious consequences. If a character doesn't have sufficient temporary Renown to make up for a 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 player of Fire-Licker checks the chart and receives a ruling from wizard, noting that their character 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.
We will not require that characters who drop below the Renown requirements for their rank immediately lose that rank. They may, however, be treated as if they have lost that rank until they somehow manage to redeem themselves. Further, being satired (and thus actually losing rank) is a very possible consequence for those who lose too much Renown or consistently screw up.
Note: Yes, you should keep track of all your renown bonuses and penalties.
Rank Among the Garou
In mechanics terms, rank is determined by a Garou's renown in the categories of Glory, Wisdom, and Honor. Different Auspices require different amounts in each to progress in rank, as detailed below. Renown is gained through IC actions and events, such as hunting down a Wyrm-beast, or teaching an important Rite. Nearly anything a Garou does in their daily life can have an effect on their renown (for good or ill). A list of possible renown rewards and demerits can be found here: tomcat.spitfire.com.au/~phw/camarilla/5_1%20Garou%20Renown%20Chart.htm
Ragabash
Theurge
Philodox
Galliard
Ahroun
Renown
Renown amongst the Garou is a marker of cultural esteem, measuring how well a Garou lives up to what is expected of him in Garou culture. Renown is awarded in three specific areas:
Auspice heavily colors Renown, for a Garou's Auspice is largely determines his role in society and Renown is an indicator of how well the Garou is living up to that role. How far a Garou rises in society depends to some degree on how well she respects and fulfills the demand of that role. Therefore, different auspices will seek to earn different forms of renown.
As a Garou gains Renown, he will rise in Rank. More than any other trait, Rank measures the status and respect accorded to Garou by their peers. The greatest secrets of the tribes are only taught to those Garou who have proven themselves, and the best way to do this is by gaining Rank, though few are able to survive long enough to achieve the higher Ranks. There are seven Ranks amongst the Garou.
Those Garou with a lower Rank than other Garou are expected to treat them with respect and reverence, while those Garou of higher Rank should also respect in turn those beneath them. Garou who do not pay attention to such niceties will find themselves losing Honor and even Wisdom on a regular basis.
www.arsimagica.net/~eccles/roleplaying/werewolf/renown.html
(The above links is an excellent Renown Chart to be used in reference to tracking your characters Renown)
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.
Challenging: 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.
- Cub: -
- Rank 1/Cliath: -
- Rank 2/Fostern: -
- Rank 3/Adren: +1 to frenzy difficulties
- Rank 4/Athro: +2 to frenzy difficulties
- Rank 5/Elder: +2 to frenzy difficulties, 5+ successes needed to frenzy
- Rank 6/Legend: +2 to frenzy difficulties, 6+ successes needed to frenzy
Temporary and Permanent Renown
Note: Renown should always be secondary to role play. Such opportunities as converting temporary Renown into Permanent Renown should be performed on-screen for fun rather than a quick means of getting closer to rank.
Renown occurs in two forms: Temporary points and Permanent points. To rank up, a certain number of permanent points are required, usually based on auspice. Permanent points, however, are never simply awarded; temporary points are what can be earned through action and deed. A character's pool of temporary renown points has no limit, but 10 points of temporary renown must be acquired to earn 1 permanent renown point in the appropriate category.
There are two methods of transforming these temporary points into permanent points. The first is to convince another (of equal or higher Rank to the character, and not of the character's pack) to perform the Rite of Accomplishment. The second, and more dangerous, is to challenge an elder when the character 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, he loses all temporary Renown in that category.
Finally, losing temporary renown can have serious consequences. If a character doesn't have sufficient temporary Renown to make up for a 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 player of Fire-Licker checks the chart and receives a ruling from wizard, noting that their character 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.
We will not require that characters who drop below the Renown requirements for their rank immediately lose that rank. They may, however, be treated as if they have lost that rank until they somehow manage to redeem themselves. Further, being satired (and thus actually losing rank) is a very possible consequence for those who lose too much Renown or consistently screw up.
Note: Yes, you should keep track of all your renown bonuses and penalties.
Rank Among the Garou
In mechanics terms, rank is determined by a Garou's renown in the categories of Glory, Wisdom, and Honor. Different Auspices require different amounts in each to progress in rank, as detailed below. Renown is gained through IC actions and events, such as hunting down a Wyrm-beast, or teaching an important Rite. Nearly anything a Garou does in their daily life can have an effect on their renown (for good or ill). A list of possible renown rewards and demerits can be found here: tomcat.spitfire.com.au/~phw/camarilla/5_1%20Garou%20Renown%20Chart.htm
Ragabash
- Cliath: Any combination of 3
- Fostern: Any combination of 7
- Adren: Any combination of 13
- Athro: Any combination of 19
- Elder: Any combination of 25
- Legend: Umm yeah...
Theurge
- Cliath: Glory 0, Honor 0, Wisdom 3
- Fostern: Glory 1, Honor 0, Wisdom 5
- Adren: Glory 2, Honor 1, Wisdom 7
- Athro: Glory 4, Honor 2, Wisdom 9
- Elder: Glory 4, Honor 9, Wisdom 10
- Legend: Ummm sure.
Philodox
- Cliath: Glory 0, Honor 3, Wisdom 0
- Fostern: Glory 1, Honor 4, Wisdom 1
- Adren: Glory 2, Honor 6, Wisdom 2
- Athro: Glory 3, Honor 8, Wisdom 4
- Elder: Glory 5, Honor 10, Wisdom 9
- Legend: Click your heels three times
Galliard
- Cliath: Glory 2, Honor 0, Wisdom 1
- Fostern: Glory 4, Honor 0, Wisdom 2
- Adren: Glory 4, Honor 2, Wisdom 4
- Athro: Glory 7, Honor 2, Wisdom 6
- Elder: Glory 9, Honor 5, Wisdom 9
- Legend: Bribes may work.
Ahroun
- Cliath: Glory 2, Honor 1, Wisdom 0
- Fostern: Glory 4, Honor 1, Wisdom 1
- Adren: Glory 6, Honor 3, Wisdom 1
- Athro: Glory 9, Honor 5, Wisdom 2
- Elder: Glory 10, Honor 9, Wisdom 4
- Legend: In your dreams buddy...
Renown
Renown amongst the Garou is a marker of cultural esteem, measuring how well a Garou lives up to what is expected of him in Garou culture. Renown is awarded in three specific areas:
- Glory - Physical prowess, dangerous risk-taking, and combat victories
- Honor - Sense of duty, ethics and morals, and personal honor
- Wisdom - Erudition, patience, cunning, insight and spiritual connection
Auspice heavily colors Renown, for a Garou's Auspice is largely determines his role in society and Renown is an indicator of how well the Garou is living up to that role. How far a Garou rises in society depends to some degree on how well she respects and fulfills the demand of that role. Therefore, different auspices will seek to earn different forms of renown.
- Ragabash - The tricksters will find Renown where they can. The lack of respect many Garou have for the Ragabash makes it difficult for them to earn Renown.
- Theurges - The wise ones of course seek wisdom, secondarily glory as their knowledge leads to victory in action.
- Philodox - The judges have a hard road to climb as they seek honor and wisdom.
- Galliards - The moon dancers seek glory and wisdom through their deeds and tales. As they become known, honor becomes important as a sign of respect.
- Ahrouns - Glory and honor are important to the warriors, although as they rise wisdom is valued as well.
As a Garou gains Renown, he will rise in Rank. More than any other trait, Rank measures the status and respect accorded to Garou by their peers. The greatest secrets of the tribes are only taught to those Garou who have proven themselves, and the best way to do this is by gaining Rank, though few are able to survive long enough to achieve the higher Ranks. There are seven Ranks amongst the Garou.
- Cub - The lowest Rank, cubs have not passed their Rite of Passage and are considered to be children. Cubs are typically from 13 to 18 years of age, perhaps as high as 20 for a late bloomer or Lost Cub.
- Cliath - Teenagers amongst the Garou, Cliaths are full-fledged citizens of the Garou Nation but are not given much responsibility and are typically 15 to 25 years of age.
- Fostern - The most common Rank of Garou, these Garou are considered to be adults, ranging from 20 to 35 years old.
- Adren - The most difficult time for a Garou is when he is an Adren. He is not given the latitude that the lower Ranks are while he is expected to be striving for greater things. Adren are typically 25 to 40 years old.
- Athro - The greatest opportunities for Renown exist at this rank, though great danger as well as the Garou must perform ever-greater tasks. Athro are typically from 30 to 45 years old.
- Legend - At this time, the Garou's responsibilities to the Sept are at their greatest. The few Garou who achieve enough to become a Regio are powerful indeed, and often from 40 to 60 years old. In Garou history, only a few have ever done so much to become legends in their own lifetime. Their lives are not their own, they live for the Garou Nation.
Those Garou with a lower Rank than other Garou are expected to treat them with respect and reverence, while those Garou of higher Rank should also respect in turn those beneath them. Garou who do not pay attention to such niceties will find themselves losing Honor and even Wisdom on a regular basis.