Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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Feats of Wisdom: Solving a great spiritual riddle; developing a new rite; binding a<br />
potent spirit; discovering and exploiting an enemy spirit’s ban; creating or strengthening<br />
a locus; negotiating a suitable compromise; any monumental act of logic, intelligence,<br />
memory or intuition.<br />
GAINING RENOWN<br />
<strong>The</strong> <strong>Forsaken</strong> may snarl boasts to one another about the deeds they<br />
perform and how they’re worthy of attention from Lunes, but it’s Luna’s<br />
servants who fully bestow Renown.<br />
In game terms, Renown is acquired with the expenditure of experience<br />
points. Players may allocate the experience they earn to increase<br />
their characters’ Renown traits. <strong>The</strong> process of increasing Renown<br />
isn’t merely an act of assigning points and filling in dots,<br />
though. A werewolf must behave in a manner that justifies<br />
such an increase and exemplifies the Renown for which a<br />
status increase is sought (or won). <strong>The</strong> “base expectations”<br />
discussed previously address the kinds of behavior for which the<br />
Lunes look. <strong>It</strong> can be performed publicly before other werewolves or<br />
in private where no one else can see. <strong>The</strong> Lunes see, however, and<br />
they know when a character has done something credible toward<br />
a werewolf’s status. In short, the acquisition of Renown dots can be<br />
equated to gaining them in any trait. If a player wants to spend experience<br />
points for his character to gain a dot of Drive, but the character<br />
never got behind the wheel in the last story, the Storyteller may rule<br />
against the increase. So it goes with Renown. If a werewolf hasn’t exhibited<br />
the behavior expected of an increase, a new dot isn’t warranted.<br />
<strong>The</strong>refore, there is a game-mechanic and in-setting requirement<br />
to raising Renown. <strong>The</strong> Storyteller always has final say on whether a<br />
character is eligible for a Renown increase. If a player announces that<br />
he is increasing his character’s Purity, but the werewolf committed<br />
sins against Harmony and broke the Oath in the latest story or game<br />
session, the Storyteller can veto that acquisition. A werewolf must<br />
earn a Renown increase. <strong>It</strong> isn’t just granted without justification,<br />
even if the character’s pack is willing to lie to the spirits to attempt<br />
to gain an unearned boost.<br />
Similarly, repeating the same kinds of feats don’t warrant<br />
successive increases in a type of Renown. Making a mistake in<br />
dealing with spirits and learning from it might justify a dot of<br />
Wisdom once, but demonstrating the lesson learned over and<br />
over doesn’t rationalize subsequent trait increases. New and<br />
increasingly impressive feats must be performed, especially as a<br />
werewolf’s Renown rises. A task performed to earn recognition<br />
from the Lunes and go from Glory • to •• is insufficient<br />
to rise from ••• to ••••.<br />
<strong>The</strong> Lunes formalize a Renown purchase via the<br />
Rite of the Spirit Brand. Once the rite is performed, the<br />
character’s new level of Renown is visible to all spirits,<br />
and even to other werewolves once he enters the Shadow.<br />
Following that confirmation, as an acknowledgement of<br />
the character’s new rank, one of the werewolves in attendance<br />
(usually the most senior <strong>It</strong>haeur) summons a spirit to<br />
reward the newly advanced werewolf with a new Gift.<br />
SYSTEMS<br />
Characters begin with three dots of Renown at character<br />
creation, at least two of which are assigned to the primary Renown<br />
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