Welcome to the Renown page!
Renown House Rules
Helpful Commands
+renown: Show current renown.
+renown/log: Show a log of renown awards (default last 30 days).
+renown/log <days>: Show renown going back some number of days.
Basic House Rules
- Renown in W20 Core and W20 Changing Breeds is modified for MUSH play.
The book is written for table-top play. MUSH players are daily contributors.
With 24 hour play available, it's easier to accrue Renown.
Therefore, we've removed the book-written renown totals, otherwise people will be ranking up too fast without the xp and stats to match.
- Renown is modified based on Rank Level and story value.
- The Spirits (aka Staff) are the ultimate judges for Renown based on deeds.
- Shifter Litanies and Creeds are weighed for rewards vs loss.
Monthly Awards
- Monthly participation in a ST event/story is required to earn monthly Sept duties & responsibilities rewards, but you're responsible for putting the requests in yourself.
- +0.2 Honor (awarded if criteria is met).
- These awards are open to Fera and Garou alike.
- If you forget to request something right away, that's okay, but we'll only back-date renown by 30 days.
Mystic/Crafting
- You may earn Wisdom for teaching and learning rituals.
- +0.1 Wisdom per ritual taught (max 0.2 per month for teaching)
- +0.1 Wisdom per ritual learned (max 0.2 per month for learning)
- You may earn +0.1 Wisdom for crafting Talens and Fetishes.
- +0.1 Wisdom per batch of Talens made (max +0.2 per month for Talen crafting)
- +0.1 Wisdom per Fetish made (max +0.2 per month for Fetish crafting)
- These awards are open to Fera and Garou alike.
Ranking requirements
- Aside from renown point requirements for a new rank, staff has further stat and activity requirements for rank.
- Gaining rank isn't meant to be solely a means for more power and authority, it's a symbol of leadership and active duty to Gaia/Sea/Ananasa/etc.
Rank Requirements
Ragabash
| Rank
|
Any Combination
|
| 1
|
3
|
| 2
|
7
|
| 3
|
13
|
| 4
|
19
|
| 5
|
25
|
|
Theurge
| Rank
|
Glory
|
Honor
|
Wisdom
|
| 1
|
0
|
0
|
3
|
| 2
|
1
|
0
|
5
|
| 3
|
2
|
1
|
7
|
| 4
|
4
|
2
|
9
|
| 5
|
4
|
9
|
10
|
|
Philodox
| Rank
|
Glory
|
Honor
|
Wisdom
|
| 1
|
0
|
3
|
0
|
| 2
|
1
|
4
|
1
|
| 3
|
2
|
6
|
2
|
| 4
|
3
|
8
|
4
|
| 5
|
4
|
10
|
9
|
|
Galliard
| Rank
|
Glory
|
Honor
|
Wisdom
|
| 1
|
2
|
0
|
1
|
| 2
|
4
|
0
|
2
|
| 3
|
4
|
2
|
4
|
| 4
|
7
|
2
|
6
|
| 5
|
9
|
5
|
9
|
|
Ahroun
| Rank
|
Glory
|
Honor
|
Wisdom
|
| 1
|
2
|
1
|
0
|
| 2
|
4
|
1
|
1
|
| 3
|
6
|
3
|
1
|
| 4
|
9
|
4
|
2
|
| 5
|
10
|
9
|
4
|
|
Gaining Renown
|
Glory Creed
I shall be valorous,
I shall be dependable,
I shall be generous,
I shall protect the weak,
I shall slay the Wyrm.
|
Code of Honor
I shall be respectful,
I shall be loyal,
I shall be just,
I shall live by my word,
I shall accept all fair challenges.
|
Creed of Wisdom
I shall be calm,
I shall be prudent,
I shall be merciful,
I shall think before I act and listen before I think.
|
Glory
Combat and Encounters
Do
| Deed |
Glory |
Notes
|
| For non-combatants, contribute in a fight under pressure |
+5 - Rank |
Under pressure is 3+ non-combat dice rolls in a combat scenario, e.g. running interference, being field medic.
|
| Defeat a Minor Supernatural Threat |
+1 |
See threat levels defined below.
|
| Defeat an Average Supernatural Threat |
+2 |
|
| Defeat a Strong Supernatural Threat |
+3 |
|
| Defeat Powerful Supernatural Threat |
+4 |
|
| ... without a single personal injury |
+1 |
Must be average, strong or powerful threat
|
| ... without any ally getting hurt under your command |
+2 |
Must be average threat or greater, you must have actually given commands
|
| ... and draw first blood |
+1 |
Threat must count as "average" or above. Unavailable at Rank 4, 5.
|
Don't
| Deed |
Glory |
Notes
|
| Flee battle without cause |
-Rank |
"Without cause" means no IC justification would satisfy your auspice/tribe/breed elders.
|
| Make a decision in combat that gets a sept ally killed |
-3x Rank |
-2xRank Wisdom - Double this penalty if the death is a shifter.
|
| Needlessly escalate to combat and then cause lasting consequences |
-Rank |
There was a reasonable non-combat alternative, and now your allies have to deal with a new, preventable enemy or have to cover up for you forensically, etc.
|
| Stray from an agreed-on plan in a way that leads to consequences in combat (or combat itself) |
-Rank |
- -Rank Honor
- -Rank Wisdom
- For instance, the Battle Master gave you orders. You took artistic liberty, rustling up complications.
|
Combat Threat Levels
- Minor Threat: Combat took less than 3 rounds, nobody took more than 3 damage, and/or nobody spent over 3 WP+Rage
- Average Threat: Combat took 3-5 rounds, enemy rolled 5+ damage dicepool at any point, and/or a shifter took at least 3 damage in one hit
- Strong Threat: Combat took 6+ rounds, enemy rolled 8+ damage dicepool at any point (that could kill you!), and/or a shifter took at least 5 damage in one hit.
- Powerful Threat: Combat took 6+ rounds, the enemy rolled 15+ damage dicepool at any point, and either a shifter was incapacitated at any point, or had to exhaust all willpower and rage to win.
|-
| Surviving an Incapacitating Wound || +2 ||
|-
| Surviving Silver Weapons used against you || +2 || Enemy must have actually rolled to attack you, not just brandish it
|-
| Using a Klaive in 3 combats || +2 ||
+1 Honor
Rewarded once (adaptation of "after 3 months of use")
|-
| Using a Grand Klaive in 3 combats || +3 ||
+2 Honor
Rewarded once (adaptation of "after 3 months of use")
|-
| Drawing First Blood in Combat || +1 ||
Unavailable at Rank 4, 5.
Threat must count as "average" or above
|}
Honor
Wisdom
Rank Requirements
Doshi
| Rank
|
Chie
|
Toku
|
Kagayaki
|
| 1 (Yakan)
|
2
|
1
|
0
|
| 2 (Kiko)
|
4
|
3
|
0
|
| 3 (Koryo)
|
6
|
5
|
1
|
| 4 (Reiko)
|
8
|
7
|
2
|
| 5 (Tenko)
|
10
|
9
|
3
|
|
Eji
| Rank
|
Chie
|
Toku
|
Kagayaki
|
| 1 (Yakan)
|
1
|
1
|
1
|
| 2 (Kiko)
|
3
|
2
|
2
|
| 3 (Koryo)
|
4
|
4
|
4
|
| 4 (Reiko)
|
7
|
5
|
5
|
| 5 (Tenko)
|
8
|
8
|
6
|
|
Gukutsushi
| Rank
|
Chie
|
Toku
|
Kagayaki
|
| 1 (Yakan)
|
2
|
1
|
0
|
| 2 (Kiko)
|
3
|
3
|
1
|
| 3 (Koryo)
|
6
|
4
|
2
|
| 4 (Reiko)
|
8
|
6
|
3
|
| 5 (Tenko)
|
10
|
8
|
4
|
|
Kataribe
| Rank
|
Chie
|
Toku
|
Kagayaki
|
| 1 (Yakan)
|
1
|
1
|
1
|
| 2 (Kiko)
|
3
|
3
|
1
|
| 3 (Koryo)
|
5
|
5
|
2
|
| 4 (Reiko)
|
7
|
7
|
3
|
| 5 (Tenko)
|
9
|
9
|
4
|
|
Gaining Renown
The Laws of Heaven
I command you to destroy that which harms Gaia.
I command you to aid your brothers, your sisters, and that which serves Gaia.
I command you to revere Your Mother, Myself, your Aunts, your Uncles, and Our Favored Servants.
I command you to keep your duty first in your heart, and to listen for my teachings.
I forbid you to exterminate the humans.
I forbid you to make war on your brothers and sisters.
I forbid you to break your word.
I forbid you to commit suicide for reasons of honor.
I free you to do anything else necessary to achieve our goals.
Renown Charts
Kagayaki (Glory)
Combat and Encounters
Do
| Deed |
Glory |
Notes
|
| For non-combatants, contribute in a fight under pressure |
+5 - Rank |
Under pressure is 3+ non-combat dice rolls in a combat scenario, e.g. running interference, being field medic.
|
| Defeat a Minor Supernatural Threat |
+1 |
See threat levels defined below.
|
| Defeat an Average Supernatural Threat |
+2 |
|
| Defeat a Strong Supernatural Threat |
+3 |
|
| Defeat Powerful Supernatural Threat |
+4 |
|
| ... without a single personal injury |
+1 |
Must be average, strong or powerful threat
|
| ... without any ally getting hurt under your command |
+2 |
Must be average threat or greater, you must have actually given commands
|
| ... and draw first blood |
+1 |
Threat must count as "average" or above. Unavailable at Rank 4, 5.
|
Don't
| Deed |
Glory |
Notes
|
| Flee battle without cause |
-Rank |
"Without cause" means no IC justification would satisfy your auspice/tribe/breed elders.
|
| Make a decision in combat that gets a sept ally killed |
-3x Rank |
-2xRank Wisdom - Double this penalty if the death is a shifter.
|
| Needlessly escalate to combat and then cause lasting consequences |
-Rank |
There was a reasonable non-combat alternative, and now your allies have to deal with a new, preventable enemy or have to cover up for you forensically, etc.
|
| Stray from an agreed-on plan in a way that leads to consequences in combat (or combat itself) |
-Rank |
- -Rank Honor
- -Rank Wisdom
- For instance, the Battle Master gave you orders. You took artistic liberty, rustling up complications.
|
Combat Threat Levels
- Minor Threat: Combat took less than 3 rounds, nobody took more than 3 damage, and/or nobody spent over 3 WP+Rage
- Average Threat: Combat took 3-5 rounds, enemy rolled 5+ damage dicepool at any point, and/or a shifter took at least 3 damage in one hit
- Strong Threat: Combat took 6+ rounds, enemy rolled 8+ damage dicepool at any point (that could kill you!), and/or a shifter took at least 5 damage in one hit.
- Powerful Threat: Combat took 6+ rounds, the enemy rolled 15+ damage dicepool at any point, and either a shifter was incapacitated at any point, or had to exhaust all willpower and rage to win.
|-
|Tactical retreat when outmatched || +/-0 || Recognizing when you cannot win and withdrawing to fight another day is a Kitsune value. No renown gained (it's expected), but explicitly no renown lost.
|-
| Surviving Silver Weapons used against you || +/-0 || Unlike other vulnerable breeds, Kitsune can soak silver.
|}
Rank Requirements
Striking and Warding
| Rank
|
Glory
|
Honor
|
Wisdom
|
| 1 (Hatchling)
|
1
|
1
|
1
|
| 2 (Son/Daughter)
|
4
|
2
|
2
|
| 3 (Brother/Sister)
|
6
|
3
|
3
|
| 4 (Father/Mother)
|
8
|
4
|
4
|
| 5 (Grandfather/Grandmother)
|
10
|
5
|
5
|
|
Unshading and Crowning
| Rank
|
Glory
|
Honor
|
Wisdom
|
| 1 (Hatchling)
|
1
|
1
|
1
|
| 2 (Son/Daughter)
|
2
|
4
|
2
|
| 3 (Brother/Sister)
|
3
|
6
|
3
|
| 4 (Father/Mother)
|
4
|
8
|
4
|
| 5 (Grandfather/Grandmother)
|
5
|
10
|
5
|
|
Concealing and Gathering
| Rank
|
Glory
|
Honor
|
Wisdom
|
| 1 (Hatchling)
|
1
|
1
|
1
|
| 2 (Son/Daughter)
|
2
|
2
|
4
|
| 3 (Brother/Sister)
|
3
|
3
|
6
|
| 4 (Father/Mother)
|
4
|
4
|
8
|
| 5 (Grandfather/Grandmother)
|
5
|
5
|
10
|
|
Shining
| Rank
|
Any Combination
|
| 1 (Hatchling)
|
3
|
| 2 (Son/Daughter)
|
9
|
| 3 (Brother/Sister)
|
14
|
| 4 (Father/Mother)
|
19
|
| 5 (Grandfather/Grandmother)
|
24
|
|
Renown Charts
The Duties
Cull the fallen.
Let no shade accuse you.
Guard the Wallow.
The Veil must not be lifted.
Test the Clutch.
All are of Gaia.
Remember.
Glory
Combat and Encounters
Do
| Deed |
Glory |
Notes
|
| For non-combatants, contribute in a fight under pressure |
+5 - Rank |
Under pressure is 3+ non-combat dice rolls in a combat scenario, e.g. running interference, being field medic.
|
| Defeat a Minor Supernatural Threat |
+1 |
See threat levels defined below.
|
| Defeat an Average Supernatural Threat |
+2 |
|
| Defeat a Strong Supernatural Threat |
+3 |
|
| Defeat Powerful Supernatural Threat |
+4 |
|
| ... without a single personal injury |
+1 |
Must be average, strong or powerful threat
|
| ... without any ally getting hurt under your command |
+2 |
Must be average threat or greater, you must have actually given commands
|
| ... and draw first blood |
+1 |
Threat must count as "average" or above. Unavailable at Rank 4, 5.
|
Don't
| Deed |
Glory |
Notes
|
| Flee battle without cause |
-Rank |
"Without cause" means no IC justification would satisfy your auspice/tribe/breed elders.
|
| Make a decision in combat that gets a sept ally killed |
-3x Rank |
-2xRank Wisdom - Double this penalty if the death is a shifter.
|
| Needlessly escalate to combat and then cause lasting consequences |
-Rank |
There was a reasonable non-combat alternative, and now your allies have to deal with a new, preventable enemy or have to cover up for you forensically, etc.
|
| Stray from an agreed-on plan in a way that leads to consequences in combat (or combat itself) |
-Rank |
- -Rank Honor
- -Rank Wisdom
- For instance, the Battle Master gave you orders. You took artistic liberty, rustling up complications.
|
Combat Threat Levels
- Minor Threat: Combat took less than 3 rounds, nobody took more than 3 damage, and/or nobody spent over 3 WP+Rage
- Average Threat: Combat took 3-5 rounds, enemy rolled 5+ damage dicepool at any point, and/or a shifter took at least 3 damage in one hit
- Strong Threat: Combat took 6+ rounds, enemy rolled 8+ damage dicepool at any point (that could kill you!), and/or a shifter took at least 5 damage in one hit.
- Powerful Threat: Combat took 6+ rounds, the enemy rolled 15+ damage dicepool at any point, and either a shifter was incapacitated at any point, or had to exhaust all willpower and rage to win.
|-
| Surviving Silver or Gold Weapons used against you || +2 || Enemy must have actually rolled to attack you, not just brandish it
|-
| Killing a Mokole who has irredeemably betrayed the Duties. || +2 || +1 Honor
|-
| Choosing not to kill a Mokole who has iredeemably betrayed the Duties || -3x Rank || -3x Rank Honor
|-
| Failing to act when intervention could prevent death or injury || +/- 0 || "Test the Clutch". Applies if and only if the victim is being tested to prove worthiness and injury/death is price of failure.
|-
| Negligent endangerment resulting in death masquerading as "test" || -5x Rank || Testing must challenge, not execute. If your test kills someone who should have survived (poor design, excessive difficulty), you've failed your duty.
|-
| Unnecessary killing or cruelty. || -Rank ||
-2x Rank Wisdom.
"All are of Gaia". Do not kill, torture, or mutilate beyond what is necessary.
|}
Rank Requirements
Renown Charts
Coyote's Rules For Life
Let a Fool Die a Fool’s Death.
Teach Those Who Need Teaching a Proper Lesson
Always Prank the Wyrm
Be Subtle
Respect Luna
Think, Then act
Glory
Combat and Encounters
Do
| Deed |
Glory |
Notes
|
| For non-combatants, contribute in a fight under pressure |
+5 - Rank |
Under pressure is 3+ non-combat dice rolls in a combat scenario, e.g. running interference, being field medic.
|
| Defeat a Minor Supernatural Threat |
+1 |
See threat levels defined below.
|
| Defeat an Average Supernatural Threat |
+2 |
|
| Defeat a Strong Supernatural Threat |
+3 |
|
| Defeat Powerful Supernatural Threat |
+4 |
|
| ... without a single personal injury |
+1 |
Must be average, strong or powerful threat
|
| ... without any ally getting hurt under your command |
+2 |
Must be average threat or greater, you must have actually given commands
|
| ... and draw first blood |
+1 |
Threat must count as "average" or above. Unavailable at Rank 4, 5.
|
Don't
| Deed |
Glory |
Notes
|
| Flee battle without cause |
-Rank |
"Without cause" means no IC justification would satisfy your auspice/tribe/breed elders.
|
| Make a decision in combat that gets a sept ally killed |
-3x Rank |
-2xRank Wisdom - Double this penalty if the death is a shifter.
|
| Needlessly escalate to combat and then cause lasting consequences |
-Rank |
There was a reasonable non-combat alternative, and now your allies have to deal with a new, preventable enemy or have to cover up for you forensically, etc.
|
| Stray from an agreed-on plan in a way that leads to consequences in combat (or combat itself) |
-Rank |
- -Rank Honor
- -Rank Wisdom
- For instance, the Battle Master gave you orders. You took artistic liberty, rustling up complications.
|
Combat Threat Levels
- Minor Threat: Combat took less than 3 rounds, nobody took more than 3 damage, and/or nobody spent over 3 WP+Rage
- Average Threat: Combat took 3-5 rounds, enemy rolled 5+ damage dicepool at any point, and/or a shifter took at least 3 damage in one hit
- Strong Threat: Combat took 6+ rounds, enemy rolled 8+ damage dicepool at any point (that could kill you!), and/or a shifter took at least 5 damage in one hit.
- Powerful Threat: Combat took 6+ rounds, the enemy rolled 15+ damage dicepool at any point, and either a shifter was incapacitated at any point, or had to exhaust all willpower and rage to win.
|-
| Failing to act when intervention could have prevented injury or death || +/-0 || For Nuwisha, sometimes death IS, in fact, the lesson. When someone ignored warnings, acted recklessly despite teaching, or refused to learn, allowing them to face the results of their foolishness upholds Coyote's wisdom.
|-
| Saving a fool from their own actions without teaching the lesson. || -Rank || If you rescue someone from consequences they need to learn from, you rob them of wisdom and enable continued foolishness.
|}