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Werewolf: The Forsaken - Blank It

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198<br />

Chapter III: Special Rules and Systems<br />

traits of auspice and tribe. Over the course of a chronicle,<br />

players may also purchase dots of Renown for their characters<br />

by spending experience points. At no point may a<br />

character purchase more points in a secondary Renown<br />

category than he possesses in one of his primary categories<br />

(determined by auspice and tribe). A Hunter in Darkness<br />

Rahu with two dots of Purity cannot have a third dot in<br />

Glory, Honor, Wisdom or Cunning without first acquiring<br />

a third dot of Purity.<br />

Buying Renown isn’t just a matter of spending the<br />

experience points, though. <strong>The</strong> character must have<br />

accomplished deeds that fulfill the requirements for the<br />

appropriate type of Renown, and must convince the<br />

spirits that she deserves Renown. To do so, the player may<br />

set aside experience points against a future purchase of<br />

Renown in that category. <strong>The</strong> Storyteller may even rule<br />

that a particularly well roleplayed interaction between<br />

a character and the adjudicating Lune is worth an extra<br />

experience point toward a dot of Renown in the appropriate<br />

category.<br />

<strong>The</strong> points aren’t actually spent until the character<br />

can undergo the Rite of the Spirit Brand. <strong>The</strong> player must<br />

spend experience equal to the level of Renown being<br />

purchased x6 to purchase a dot of Renown in a primary<br />

category, x8 to purchase a dot of Renown in a secondary<br />

category.<br />

Also remember that when Renown of any kind is<br />

increased through experience points, your character<br />

gains use of a new Gift at that same level. This Gift must<br />

be chosen from one of the lists for which your character<br />

has a tribe or auspice affinity. For example, if the Honor<br />

Renown of a Hunter in Darkness Cahalith increases<br />

from • to ••, she gets a new two-dot Gift from one of<br />

the following lists: Gibbous Moon, Inspiration, Knowledge<br />

(from her Cahalith affinity), or Elemental, Nature<br />

or Stealth (from her Hunter in Darkness affinity). Or a<br />

two-dot Gift could be chosen from the Father Wolf or<br />

Mother Luna lists since all <strong>Forsaken</strong> have affinity with<br />

them. For full rules, see p. 102.<br />

<strong>The</strong> Pure Tribes also gain the benefits of Renown,<br />

although they have no ties to the Lunes, and must call on<br />

their dangerous and primal totems to recognize their deeds<br />

instead. <strong>The</strong> Pure are treated as having Renown that is<br />

mechanically similar to that of the <strong>Forsaken</strong>, although the<br />

specifics of gaining their Renown are different.<br />

STORYTELLING RENOWN<br />

Much of the responsibility of remembering Renownworthy<br />

deeds is placed on the players, but the Storyteller<br />

should certainly make note of anything the characters do<br />

for future use in adjudicating Renown gains. Players have<br />

the right to spend their experience points as they choose<br />

— within reason. A character who behaves in a cowardly<br />

fashion time and again might not lose a point of Glory<br />

that the player has spent hard-earned experience to gain,<br />

but the Storyteller is certainly justified in ruling that<br />

the character cannot purchase more Glory until she<br />

mends her ways.<br />

RENOWN AND TERRITORY<br />

Having a great deal of Renown doesn’t entitle a<br />

werewolf to territory. After all, no great leader-pack<br />

presides over all the People, doling out hunting grounds<br />

to those who make names for themselves. Renown, however,<br />

does serve as a badge for those who have claimed<br />

territory. A pack of <strong>Forsaken</strong> who’ve collectively accrued<br />

a great deal of Glory and Cunning are clearly renowned<br />

as crafty and vicious warriors. If a visiting werewolf sees<br />

their glyph amidst the graffiti on a city’s walls, he might<br />

well turn back (or at least find a respectful way to announce<br />

his presence).<br />

This phenomenon works the other way, too. A highly<br />

renowned werewolf visiting a younger pack’s territory can<br />

expect hospitality (provided there’s no specific conflict<br />

between visitor and residents). Even the most venerable<br />

visitor can wear out his welcome, however, and imposing<br />

on another’s territory for too long or in too gross a manner<br />

is cause for appropriate treatment.<br />

To represent the manner in which Renown precedes<br />

its owner, when two werewolves meet for the first time, a<br />

roll is made for each with a dice pool equal to his highest<br />

primary Renown. This roll doesn’t represent the ability to<br />

read Renown from the spirit brands in a werewolf’s skin,<br />

but rather whether or not a given werewolf has heard of<br />

the deeds that earned those brands of respect.<br />

If an Irraka Bone Shadow (primary Renown traits<br />

of Cunning and Wisdom) has Cunning 3 and Wisdom<br />

4, four dice are rolled for him. Success indicates that the<br />

other werewolf has heard of him, and roughly knows his<br />

level of standing. An exceptional success indicates that<br />

the other werewolf is in awe, and all Social rolls made to<br />

influence that werewolf are made with a +1 bonus for the<br />

remainder of the scene.<br />

In the case of comparing pack reputations, a roll is<br />

made for the pack member with the highest dots in one<br />

of her primary traits. In the case of a tie within a pack,<br />

compare total dots in primary Renown traits. <strong>The</strong> roll is<br />

made for the character with the highest total. (<strong>The</strong> roll is<br />

still made with a dice pool based on her highest primary<br />

trait alone, though.)<br />

Any such recognition rolls may receive modifiers at<br />

the Storyteller’s discretion. For example, there may be a<br />

–1 or –2 penalty to the roll for a werewolf to convey his<br />

dots in a Renown through a glyph marked on his territory,<br />

while there might be a +1 or +2 bonus if the two werewolves<br />

meeting are of the same tribe, or their packs claim<br />

territories in close proximity.<br />

Failure of a roll means a werewolf’s reputation doesn’t<br />

precede him, so he may be treated like any other intruder<br />

or threat. <strong>The</strong> Storyteller can always overrule the need<br />

for a recognition roll if a werewolf is particularly famous<br />

or infamous. On a failed roll, intercepting Uratha are still

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