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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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