Renown (Garou)



(Source: Werewolf: The Apocolypse (Revised) p182)

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.

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