Renown Guide

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Although the final decision should always lie with the relevant ST, I'm proposing the following rules and guidelines to make life a little easier, and with any luck avoid future arguments (possibly by starting them now before anyone's character gets involved)

- Phil Hyde

Contents

Renown in Camarilla Play

One facet of role-playing in the Camarilla is the "level playing field" for gaining experience points. As all characters gain experience points according to the same set of rules wherever they are, we have a level of trust that allows characters to travel from one game to another.

However, despite some very detailed descriptions regarding Renown (see W:tF p194) we don't have any benchmarks between STs for what constitutes Renown "in the eyes of the Lunes" - it's left entirely up to the ST. Left to their own devices, players may find themselves with glaring inconsistencies in the deeds they've performed, and STs might end up glossing over what could be an important part of Forsaken.

Storytelling the Rite of the Spirit Brand

Restrictions

The Rite of the Spirit Brand (W:tF p151-2) is more than just a rubber-stamp to grant a character a nifty scar, a dot of Renown and a free Gift; it's an appraisal of a Forsaken's conduct and deeds by a Choir of Lunes, and as such should take a number of factors into account.

Sufficient Experience Points are not enough
The Uratha must have performed some deed that makes them worthy of that extra dot.
You can't bullshit the Lunes
Between them, they know everything worth knowing about an Uratha's conduct. Every time a Forsaken does well, and every time a Forsaken screws up, the Lunes know. They won't necessarily be willing (or able) to pass any of this information on, but they know as much as any ST does.
The Lunes can still refuse a perfectly performed rite
The Lunes (i.e. the ST) have every right to make a Rite of the Spirit Brand fail, even if the ritualist's player passes every test to perform it. The Lunes are, in effect, acting as the STs "impartial" judgement of whether the Forsaken's deeds are worth it.
The Lunes have standards
Uratha who've recently gone against the base expectations of a Lunar Choir should find their requests refused; a Forsaken claiming Glory for deeds in the past will still be refused if she's acted like a coward in the last week. A well-performed Rite of Contrition (W:tF p155) might mitigate or cancel this.
The Lunes are fickle
Or, to put it another way, "If the ST has doubts, fail the rite."
One last point on Camarilla bureaucracy
Remember that the Rite involves the expenditure of experience points; your character's local VST always has veto on it.

Storyteller Logistics

As Renown has an experience point cost, some STs may require that Renown claims are submitted as part of a downtime so that they can be approved before the Rite of the Spirit Brand can be performed; other STs may prefer to keep the rite as in-character as possible.

The "Free" Gift

One of the attractions of Renown is the "free" Affinity Gift that comes with it; however, that Gift is frequently taught by a Spirit other than the Lune brought forth by the Rite of the Spirit Brand. Usually the Rite: Summon Gaffling is required for this, but even that's not a free ride; it must still be given appropriate Chiminage for it to teach the Gift.

So what happens if nobody present can perform the appropriate summoning? Well, in that case the Uratha (and probably their pack) will have to hunt down an appropriate Spirit and haggle with it. Until they've managed that, the character has the Renown brand, but no extra Gift.

General Rules of Renown

Characters don't spring out of nowhere; neither does Renown

Of course, most players aren't like this, but everybody knows at least a couple:

When a Forsaken character's initially created, it's inevitable that some players will pour buckets of experience points into Renown at the expense of fleshing out the character that earned them. As an ST it's your duty to keep characters in some way plausible to the setting; keep your eyes peeled for "Wise" Ithaeur that only know three first-rank Rites, or Glory-drenched Cahalith with skills and attributes that suggest they couldn't talk or fight their way out of a cardboard box.

Players should keep a Renown log

It is desirable for a player to keep a log of when their character gained Renown, and what they did to earn it. It doesn't have to be much more than a sentence of description. They don't need to note down how they acquired their first three gratis dots of Renown (or two, for Ghost Wolves). It just has to be enough for the character to answer questions like "So why do you have that much Glory?"

One tale, one dot

An Uratha character may only claim one dot of Renown for any one given act. For instance, if a pack saves a group of Wolf-blooded by beating the hell out of a pack of Pure, each individual Forsaken may choose to increase either their Purity or Glory for this act, but not both.

Even if this particular rule isn't accepted, I'd still like to propose that the same act can't be claimed for a Renown dot twice for the same kind of Renown. For example, a very young character participates in a raid that qualifies them for the fourth point of Glory; they cannot claim both dots three and four based on this act.
- Phil

Prepare Renown in advance, and let players know they've qualified

Although it's inevitable that some players will chase up their Forsaken VST with excuses to chalk up Renown, it's good form to let them know they've achieved something. If you're writing up some plots in advance, this means you, the ST, can pre-emptively dodge players trying to wheedle more Renown out of you. You won't be able to keep track of everything, but it'll help.

Examples

  • Having defeated a particularly vicious and well-prepared nest of Beshilu, the ST mentions to the players that this qualifies them for up to their third dot of Glory.
  • After successfully brokering a peace between two small feuding packs, the ST mentions to the player involved that this qualifies them for their second dot of Honour.

Don't get wound up about overlap

Notable deeds don't have to be conveniently pigeon-holed into one category of Renown. Expect deeds to bleed over into multiple categories. One category will likely suit it best, but there's no need to be too fussy over claims for the first couple of dots that aren't in their "ideal" Renown.

These guidelines are merely guidelines

If you think a player's pulled off something a little too easily or cockily - like an effortless Gift/Rite combo - feel free to cut back on its Renown level. Conversely, don't be shy about cranking it up a notch if the character's taken an unusual amount of risk, resources or time over the task. And remember, the list that follows is far from complete. If your players don't come up with stuff that's not on here, something's not right.

Rough Guidelines To Levels

1st Dot: Keeping your nose clean

Barring sheer stupidity or recalcitrance, the first dot of any Renown should be almost trivial for a character to achieve after a few months. Service to a pack, not treading on the wrong toes, doing your Auspice's job, not breaking the Oath of the Moon, and so forth. Look at the Base Expectations under each category, and be sure to abide by those rules.

2nd Dot: In the line of duty

A character should be able to pick up the second level of Renown for putting a serious effort in, or service over time. It doesn't need to have taken a spectacular amount of risk, but it does need the Uratha to have seriously gone out of their way.

3rd Dot: Tales of note

This level of recognition is for Uratha who've put their neck on the block, or put in work that's taken months to complete. If the second level of Renown counts as an Uratha "Employee of the Month," then this is "Employee of the Year."

4th Dot: Heroics

Risky and potentially suicidal stuff starts here; you could get Rank 3 Renown with sheer courage or commitment, but if it took ability and smarts, it belongs here.

5th Dot: The stuff of legend

If you tell newbies about this and their jaw drops or they don't believe you, it might well qualify for this. This is the stuff that heroes get to pull off maybe once in their lives.

Guidelines By Renown Category

Cunning

Base Expectations

Keep the People hidden from the Herd. Don't blunder into danger. Be flexible; don't be a slave to the rules when the rules don't work. Don't be gullible; stay sceptical of your enemies' words.

Sins Against Cunning

  • Blundering into an easily-avoided trap.
  • Accidentally letting the Herd know about the Uratha, or leaving blatant clues for them to find.
  • Falling for a ruse when you really should know better.
  • Dogmatically sticking to a strategy or technique that's obviously not working.

In Lieu of Honour

Any act that qualifies for Honour, but which was performed without the knowledge of anyone but your accomplices (and the Lunes) may be claimed as Cunning, at one point less than the original Honour award.

For example:

  • Planting false leads that lead two feuding packs to unite in the face of a greater threat.
  • Tricking a traitor into revealing themselves, without tipping your hand.
  • Quietly eliminating a threat to the People without anyone noticing that the threat existed.

Human Identity

Note: Having a human identity involves being known by the usual agencies of the Herd - social security, driver's licence, bank accounts, a stable address and even a regular job. A character doesn't qualify for this type of Cunning if they live in a rural or wilderness area, if they deliberately ignore the human world, or treat the Herd as an annoyance.

Maintaining a human identity for a month without alerting the Herd
1 Cunning Renown.
Maintaining a human identity for a year without alerting the Herd
2 Cunning Renown.
Maintaining a high-profile human identity (for example, with hefty amounts of Allies, Status, Contacts or even Fame) for a year without alerting the Herd
3 Cunning Renown.

Concealment

Hiding a Locus in plain sight of the Herd for three moons without incident
2 Cunning Renown.
Deflecting the investigations of well-prepared human 'hunters' from your Pack
1 Cunning Renown.
Permanently deflecting the investigations of well-prepared human 'hunters' from local Uratha
2 Cunning Renown.
Permanently deflecting the investigations of well-prepared human 'hunters' from the People, generally
3 Cunning Renown.

Reconnaissance & Stealth

Sneaking through territory held by antagonistic Uratha on foot without being discovered
1 Cunning Renown.
Sneaking through territory held by very dangerous Spirits in the Hisil without being discovered
1 Cunning Renown.
Sneaking through territory held by the Pure or Bale Hounds on foot without being discovered
2 Cunning Renown.
Modifiers
The territory is vast (An entire city, county, the Peak District)
+1 Cunning Renown.
You weren't just passing through, you lived there for over a month
+1 Cunning Renown.
You did it by masquerading as one of their own
+1 Cunning Renown.
...and they checked you for credentials, but were still fooled
+1 Cunning Renown.
...and you brought back strategic information to the Uratha
+1 Cunning Renown.

Theft

Stealing an item or evidence important to the Uratha:

From an unsuspecting human
0 Cunning Renown.
From other Forsaken
0 Cunning Renown.
From the Pure
1 Cunning Renown.
From the other supernatural creatures (the Hosts, Mages, powerful spirits)
2 Cunning Renown.
Modifiers
Theft is from a well-guarded location (e.g. museum, bank vault, fortress)
+1 Cunning Renown.
Theft is from a supernaturally-guarded location (e.g. Locus held by the Pure, Azlu nest, Mage's Sanctum)
+1 Cunning Renown.
Theft by entirely social or verbal means (e.g. confidence trickery, impersonation)
+1 Cunning Renown.
The object stolen is a living person, or large and immobile
+1 Cunning Renown.
Apart from you and your accomplices (and the Lunes, obviously), nobody has a clue who to blame, or how it happened
+1 Cunning Renown.
They knew you were coming for it
+1 Cunning Renown.
Theft is entirely for personal gain or amusement
-2 Cunning Renown.
Theft helps the local Uratha, but not directly (such as stealing money to improve your Territory)
-1 Cunning Renown.

Assassination

Renown is as per Theft above, except:

  • The +1 modifier for the subject being a living being never applies.
  • The assassin(s) may not claim Cunning Renown if they're rumbled (although they may still claim Glory for a sufficiently worthy foe).
  • Instead of the above, a successfully stealthy assassin may claim Cunning Renown equal to the Glory Renown they would have otherwise received for their quarry.

Glory

Base Expectations

Fear not death. Remember the past's glories, and learn from them. Fight the battles that need to be fought, not the ones that don't matter.

Sins Against Glory

  • Cowardice in the face of the Enemy.
  • Disrespect for and ignorance of the glorious deeds of your predecessors.
  • Picking fights with those far weaker than yourself.
  • Claiming the deeds of others as your own.

In Lieu of Other Renown

Any act that qualifies for another category of Renown, but which clearly put you in harm's way may be claimed as Glory, at one point less than the original award in the other category.

For example:

  • Assassinating someone who puts up a good fight.
  • Participating in a challenge that involves a chance of injury or death.
  • Evicting well-matched Pure or Spirits from their territories by force.
  • Surviving a potentially lethal curse whilst in the pursuit of knowledge.

Survival

Surviving incapacitation by Lethal wounds
1 Glory Renown.
Surviving incapacitation by Aggravated wounds
2 Glory Renown.

Vanquishing Your Foes

Defeating the following as part of your pack:

A Spirit-Urged, Shartha-possessed or Ridden human; a reasonably combative human
0 Glory Renown.
Lesser Gaffling; a Spirit-Claimed human; a fully transformed hybrid Shartha
1 Glory Renown.
Greater Gaffling
2 Glory Renown.
Lesser Jaggling
3 Glory Renown.
Greater Jaggling; Ghost Child; a pack of the Pure
4 Glory Renown.
Idigam; several packs of the Pure
5 Glory Renown.
Modifiers
...and it was an unusually nasty one, at that
+1 Glory Renown.
...and it was using its (comparably nasty) minions as protection
+1 Glory Renown.
...and you were outnumbered by at least three to one
+1 Glory Renown.
...and they were armed with silver
+1 Glory Renown.
...and you took time to dedicate this fight to your Pack, Tribe, Totem or some other worthy
+1 Glory Renown.
...but actually, you were by yourself at the time
+1 Glory Renown.
...come to think of it, there were hordes of you
-1 Glory Renown.

Honour

Base Expectations

Say what you mean, and mean what you say. Do as you said you would. Face up to your mistakes and admit your guilt. Honour your pacts and bans. Make sure the guilty are punished fairly. Negotiate with spirits rather than binding, compelling or destroying them.

Sins Against Honour

  • Outright lies to the People.
  • Breaking your word or violating your Ban.
  • Betraying those in your trust.
  • Abuse of responsibility.

In Lieu of Glory

An act which qualifies for Glory Renown which doesn't benefit you directly, and for which you ask for no recompense or favour may be claimed as Honour Renown, at one point less than the equivalent Glory award.

For example:

  • Helping another pack from well beyond your territory vanquish a particularly nasty foe.
  • Selflessly taking a sniper's bullet for another Uratha.

Mediation

Finding a peaceful resolution to a dispute that has either come to blows between Uratha, or inevitably would if someone hadn't stepped in
1 Honour Renown.
...between packs
2 Honour Renown.
...involving an entire Lodge
3 Honour Renown.
...between entire Tribes
4 Honour Renown.
...between the Pure and the Forsaken
4 Honour Renown.
...between the Forsaken and a spirit of Incarna rank or above
4 Honour Renown.
Modifiers
...and your faction clearly comes out well ahead in the deal
+1 Honour Renown.

Challenges

Setting and/or adjudicating a formal challenge between two Uratha
1 Honour Renown.
Participating in a just and non-trivial challenge, win or lose
1 Honour Renown.
Modifiers
...in a self-serving manner
Cancels any Honour Renown.
...with a devotion to tradition and formality that goes far beyond lip service
+1 Honour Renown.
...and the stakes of the challenge involve the Territory of at least three packs (e.g. the lands of an entire Camarilla Domain)
+1 Honour Renown.
...and the stakes of the challenge involve vast swathes of Territory (e.g. an entire Camarilla Region)
+2 Honour Renown.

Diplomacy

You have been greeted as a friend in the territories of at least three other existing packs (which must consist of players' characters, and at least two of which must be in a different Domain to your home)
2 Honour Renown.
...actually, make that seven packs
3 Honour Renown.
...actually, make that your entire Region
4 Honour Renown.
...actually, make that every single Pack in your National Chronicle
5 Honour Renown.
Modifiers
...and being given the right to pass unchallenged by those packs
+1 Honour Renown.

Duty

Carrying out a month's sentry duty for a superior pack or Uratha
1 Honour Renown.
...and had to fight
2 Honour Renown.

Investigation

Finding a serious, but insidious threat to the Forsaken
2 Honour Renown.
Finding a deadly traitor in the midst of the Forsaken, such as a spy for the Pure or Bale Hounds
3 Honour Renown.
Modifiers
...and this leads you to an even more dangerous threat, or better information about enemies of the People
+1 Honour Renown.
...but nobody exacts punishment or retribution upon them
-1 Honour Renown.

Territory

Your pack holds a reasonable amount of territory, constantly, for a year
0 Honour Renown.
...and there's at least one Locus in it
1 Honour Renown.
...and it has at least two more Loci after the first
2 Honour Renown.
Modifiers
...and at least one Locus is of regional significance (i.e. level 4 or above)
+1 Honour Renown.
...and your territory is on the front line of a war with enemies of the People
+1 Honour Renown.
...although actually you don't have a pack - you did it single-handed
+1 Honour Renown.
...but you've had to briefly retreat before reclaiming it
-1 Honour Renown.
...and you needed the help of other packs to keep it
-1 Honour Renown.

Purity

Base Expectations

You have a savage nature, but you should be expected to keep a lid on your Rage until it's needed. Abide by the precepts of Harmony and the Oath of the Moon.

Sins Against Purity

  • Killing another werewolf.
  • Blatantly denying your Uratha nature.
  • Disregarding the Oath of the Moon.

In Lieu of Honour

An act which qualifies for Honour Renown, but has an outcome which in no way affects you or your pack may be claimed as Purity Renown, at one point less than the equivalent Honour award.

For example:

  • Mediating between two packs that don't live near or otherwise concern you.
  • Adjudicating a challenge between two Uratha who you normally wouldn't interact with, and claim no further favours from.

Conquest

Your pack claims significant Territory from hostile Spirits
2 Purity Renown.
Your pack routs an entire pack of the Pure from their Territory
3 Purity Renown.
Modifiers
...and you give it to another pack who are capable of holding it
+1 Purity Renown.

Ecology

Your pack's territory remains unspoilt countryside for a year
2 Purity Renown.
...actually it's unspoilt, almost uninhabited wilderness
3 Purity Renown.
Modifiers
Attempts were made to despoil it, but you stopped them
+1 Purity Renown.
...and your pack's territory is unusually vast
+1 Purity Renown.
...and you needed no other pack's assistance
+1 Purity Renown.

Harmony

Maintaining a Harmony of 7 for more than six months
1 Purity Renown.
Maintaining a Harmony of 8 for more than six months
2 Purity Renown.
Maintaining a Harmony of 9 for more than six months
3 Purity Renown.
Maintaining a Harmony of 10 for more than six months
4 Purity Renown.
Maintaining a Harmony of 10 for more than two years
5 Purity Renown.

Hunts

Participating in the hunt for a sworn enemy of the Forsaken
1 Purity Renown.
...that was composed of at least three packs
2 Purity Renown.
Modifiers
...and you led it
+1 Purity Renown.
...and the hunt continued for at least three days without rest
+1 Purity Renown.
...and the hunt continued for at least a week (although you did stop to rest occasionally)
+1 Purity Renown.
...and ended over a hundred miles from where it started (on foot, all the way)
+1 Purity Renown.
...and ended over a thousand miles from where it started (on foot, all the way)
+1 Purity Renown.

The People

You personally performed the Rite of Initiation for three currently active players' characters Uratha
2 Purity Renown.
...ten
3 Purity Renown.
...twenty
4 Purity Renown.
...thirty
5 Purity Renown.

Self-Restraint

Resisting Death Rage due to wounds
1 Purity Renown.
Resisting Death Rage due to betrayal
2 Purity Renown.
Resisting Death Rage due to betrayal of a packmate
3 Purity Renown.

Tur

Assisting in the creation of a new Tur that lasts for at least a year
3 Purity Renown.
Guarding and maintaining a Tur for a year
2 Purity Renown.
Modifiers
...which is used as neutral ground by several mutually hostile packs during that time
+1 Purity Renown.
...without its peace ever being violated by hostile packs
+1 Purity Renown.
...single-handed (i.e. by one Uratha, without the help of a pack)
+1 Purity Renown.

Your Pack

Being part of a Pack for at least three months
1 Purity Renown.
...for at least a year
2 Purity Renown.

Wisdom

Base Expectations

Expect to keep learning, but don't take what you see for granted. Learn from your mistakes.

Sins Against Wisdom

  • Blatantly failing to learn an obvious lesson.
  • The wilful destruction of Uratha lore.
  • Harmfully misinforming others of the People.


Using Rites

Binding a dangerous or hostile Spirit
Rank of the Spirit bound.
Successfully performing the Rite of Drawing Down the Shadow
4 Wisdom Renown.
...and creating a Locus of significant power (level 4 or above)
5 Wisdom Renown.

Research

Uncovering the (previously unknown) Ban of a Spirit, and making good of that knowledge
Rank of the Spirit researched.
Uncovering important ancient lore of the People
ST's call.

Sacred Places

Securing a Locus or Glade that was once lost or abandoned
2 Wisdom Renown.
Discovering a previously unknown Locus or Glade
2 Wisdom Renown.
Holding and maintaining a Locus such that it permanently increases in power
Renown equal to the new level of the Locus, minus one.
Finding an undiscovered Glade, Wound or other similarly important place in the Hisil
2 Wisdom Renown.
...and spreading that knowledge widely amongst the People
3 Wisdom Renown.
Modifiers
...and the Locus you found is significantly powerful (level 4 or above)
+1 Wisdom Renown.

Tuition

Passing vital strategic or historical knowledge to other packs for no reward
2 Wisdom Renown.
Teaching Rites to others
Wisdom Renown equal to the Rite's Rank, minus one.
Doing nothing for three moons besides tutoring other Uratha
Wisdom Renown equal to the Rank of the highest Rite passed on, or 3 Wisdom Renown if no Rites were taught.

Deeds Worthy of The Fifth Renown

Just for point of comparison, these are examples from the above that would qualify a character for the fifth dot of Renown.

Cunning

  • A large nearby wilderness area is held by the Pure. You needed to know their movements and locations, so you snuck into their lands and spied on them for a month. When they noticed you, you managed to pass yourself off as one of them. You brought back good, reliable information.
  • A nest of Azlu captured your Wolf-Blooded brother, and used him as the lure for a trap. Somehow you walked in, dropped a decoy, and got out before they knew anything had happened.
  • A large and well-organised human network was stalking and killing werewolves. You pulled off a scheme that destroyed, disbanded and discredited the organisation without them being aware that werewolves were involved, and salted their records with enough misinformation to render further research worthless.

Glory

  • Your pack took down a Ghost Child with a penchant for throwing silver weaponry.
  • Your pack routed one of the Idigam with no help from others.
  • You took down a Lesser Jaggling single-handed, despite it throwing its Gaffling minions at you.
  • You surfed a tsunami.
  • You're over 120 years old.

Honour

  • You brokered a truce with the Pure of a very large area, and the Forsaken came out better off than before the events that led to it.
  • A Pack of Pure had been captured by Forsaken and were about to be tortured or executed, but you had a previous agreement with them; you stuck by your word and arranged for their release, even though they may still treat you as enemies.

Purity

  • Your pack claims an immense area of wilderness. You've managed to keep a lid on any additional pollution or development for a year, on your own. And there have been some attempts, too.
  • You've got a Harmony of 10, and you've held it for two years of play.
  • You led a coalition of five packs to chase an Idigam off your lands; it took a week of constant harrying and barely any sleep to drive the creature over a hundred miles to the sea.

Wisdom

  • Learning a great deal of Rituals and Rites.
  • Binding an Incarna.
  • Discovering the (unknown) Ban of an Incarna and making good use of it.
  • Creating a Locus of significant power level (4+).

Other Information

Renown Beads