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<tabs>
<tab name="How to make...">
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</tab>
=Renown House Rules=
Welcome to the Renown page!
===Basic House Rules===
*Renown in W20 Core and W20 Changing Breeds is modified for MUSH play.<br>
The book is written for table-top play. MUSH players are daily contributors.<br>
With 24 hour play available, it's easier to accrue Renown.<br>
Therefore, renown tables have been modified for story pacing value.
*Renown is modified based on Rank Level and story value.
*The Spirits are the ultimate judges for Renown based on deeds.
*Shifter Litanies and Creeds are weighed for rewards vs loss.


<tab name="Fetishes">
===Monthly Awards===
*Monthly participation in a ST event/story is required to earn monthly Sept duties & responsibilities rewards.
*You may submit a monthly renown request for Sept chore and duty participation.
**+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.


=Fetishes=
===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.


Gaia’s Chosen may use the Rite of the Fetish (see p. 213) to bind spirits into appropriately crafted and consecrated vessels. Such wondrous items are known as fetishes. The owner of a fetish can call upon the spirit within to perform specific tasks, depending on the nature of the vessel and the spirit. Given the multitude of spirits within the Tellurian and the ingenuity of the Garou, fetishes of almost any type imaginable may be created.
===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/Ananasi/etc.
*These requirements will be listed alongside each breed's renown charts.


Werewolves hold great reverence toward fetishes, treating them as honored allies rather than mere tools. Such is the nature of the pact that binds spirits into fetishes; they are obligated to serve the Garou only as long as they are respected in return. It is possible to bind a spirit against its will, but these fetishes tend to be rebellious, and most Garou consider them cursed.
</tab>
<tab name="Garou Renown">


Of course, the servants of the Wyrm bind Banes into horrifying fetishes of their own...
=Garou Renown=
*These are samples and suggestions, not a fixed list of exact deeds and awards. Staff will use this as a guide and adjust accordingly to match the involvement of plots at hand and keep the game as balanced as possible.  


The majority of fetishes are crafted from natural materials (wood, hide, bone, clay), although this is more a preference of most spirits than a hard rule — Glass Walkers, in particular, tend to bind spirits that prefer more modern, technological housing. Few fetishes are nondescript; Garou adorn them with carved river stones, feathers, beads, and other markings to honor and appease the spirit within.
==Combat and Encounters==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Besting a Spirit in Riddles (Staff Run) || Glory 0 Honor 0 Wisdom 1
|-
| Defeating a Minor Wyrm Threat || Glory 1 Honor 0 Wisdom 0
|-
| Defeating an Average Wyrm Threat || Glory 2 Honor 0 Wisdom 0
|-
| Defeating a Strong Wyrm Threat || Glory 3 Honor 0 Wisdom 0
|-
| Defeating a Powerful Wyrm Threat || Glory 4 Honor 0 Wisdom 0
|-
| Surviving a Toxic Attack || Glory 1 Honor 0 Wisdom 0
|-
| Drawing First Blood in Combat || Glory 1 Honor 0 Wisdom 0
|-
| Surviving an Incapacitating Wound || Glory 1 Honor 0 Wisdom 0
|-
| Exceptionally Attacking the Wyrm with Heroics || Glory 1 Honor 0 Wisdom 0
|-
| No one in the party being hurt || Glory 1 Honor 0 Wisdom 0
|-
| Surviving Silver Weapons used against you || Glory 1 Honor 0 Wisdom 0
|-
| Attacking a powerful force w/o aide || Glory 0 Honor 0 Wisdom -2
|-
| Deviating from Party & Acting Rogue || Glory 0 Honor -1 Wisdom -2
|}


To use a fetish, the Garou must first attune herself to it by making a Gnosis roll. The difficulty for this roll is the fetish’s Gnosis rating. Attunement establishes a spiritual bond between fetish and user, enabling the Garou to take the fetish anywhere in the Tellurian and providing instinctive understanding of the fetish’s powers. Only a single success is required to attune to the fetish; failure indicates that the fetish has rejected the character. Another roll may not be attempted until the werewolf has somehow reached accord with the resident spirit. Attunement also effectively “dedicates” a fetish to its wielder, as though the Rite of Talisman Dedication had been performed on it. Since fetishes have their own Gnosis, an attuned fetish doesn’t count against the maximum number of objects a werewolf can have dedicated to him.
==Mystical and Spiritual==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Detecting the Wyrm (Person/Place/Thing) || Glory 0 Honor 0 Wisdom 1
|-
| Falsely Accusing of Being Wyrm || Glory 0 Honor -1 Wisdom -2
|-
| Revealing a Gaian Garou is Wyrm || Glory 3 Honor 0 Wisdom 4
|-
| Cleansing an Area, Person, Thing || Glory 0 Honor 0 Wisdom 1
|-
| Summoning an Incarnae Avatar || Glory 0 Honor 0 Wisdom 1
|-
| Going on an Umbral Spirit Quest || Glory 1 Honor 0 Wisdom 1
|-
| Traveling to New Umbral Realm and Surviving || Glory 2 Honor 0 Wisdom 0
|-
| Failing an Umbral Spirit Quest || Glory -1 Honor 0 Wisdom -1
|-
| Having Prophetic Dream to Share/Comes True || Glory 1 Honor 0 Wisdom 2
|-
| Ignoring Omens/Dreams/Visions & Not Sharing || Glory -1 Honor 0 Wisdom -2
|-
| Using Rite of Talisman Dedication Unwisely || Glory 0 Honor 0 Wisdom -1
|-
| Discovering a new talen/fetish/lore/pathstone/ancient caern || Glory 0 Honor 0 Wisdom 1-4
|-
| Performing Rare Rites (Moot Rite) || Glory 0 Honor 1 Wisdom 0
|-
| Receiving Rite of Wounding || Glory 2 Honor 1 Wisdom 0
|-
| Performing Punishment Rite || Glory 0 Honor 2 Wisdom 0
|-
| Refusing to participate in a Rite || Glory 0 Honor -1 Wisdom -1
|-
| Disrespectful in a Rite or Moot || Glory 0 Honor -1 Wisdom -1
|-
| Punishment Rites || * Refer to Book
|-
| Monthly Sept Duties/Responsibilities w/Event Attendance || Glory 0 Honor 2 Wisdom 0
|-
| Teaching/Learning Rites Monthly (2 Max) || Glory 0 Honor 0 Wisdom 1-2
|-
| Creating Talens for PrP's/Max 2 per month || Glory 0 Honor 0 Wisdom 1
|-
| Creating a Fetish for the Good of the Sept || Glory 0 Honor 0 Wisdom 2
|-
| Creating a Fetish for self or others/personal use|| Glory 0 Honor 0 Wisdom 1
|-
| Selfishly using a fetish || Glory 0 Honor 0 Wisdom -1
|-
| Owning a new Klaive (awarded once) || Glory 2 Honor 1 Wisdom 0
|-
| Owning a new Grand Klaive Rank 4/5 only || Glory 3 Honor 2 Wisdom 0
|-
| Sacrificing a Fetish to set Spirit Free || Glory 0 Honor 1 Wisdom 1
|-
| Accidentally Breaking a Fetish/Talen || Glory 0 Honor 0 Wisdom -1 to -5
|-
| Accidentally Breaking or Losing a Klaive || Glory 0 Honor -3 Wisdom 0
|}


Each time the wielder wishes to use one of the fetish’s powers, the player must make a Gnosis roll (difficulty equal to the fetish’s Gnosis rating) to “activate” the power. Alternatively, she may simply spend a Gnosis point to activate the power automatically. Rage may not be spent during the same turn in which a fetish is activated.
==Relations and Society==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Gaining Alpha Pack Leader || Glory 0 Honor 2 Wisdom 0
|-
| Joining a Pack || Glory 0 Honor 1 Wisdom 0
|-
| Disobeying a Sept Officer || Glory 0 Honor -2 Wisdom 0
|-
| Serving a Sept Position/Year || Glory 1 Honor 3 Wisdom 1
|-
| Maintaining loyal service to Sept/Year || Glory 1 Honor 2 Wisdom 1
|-
| Upholding the Litany || Glory 0 Honor 1-2 Wisdom 1-3
|-
| Breaking the Litany || Glory 0 Honor -1 to -3 Wisdom -1 to -3
|-
| Participating in Just Challenge || Glory 1 Honor 2 Wisdom 0
|-
| Participating in Challenge not Sanctioned || Glory 0 Honor -1 Wisdom 0
|-
| Challenging Someone too far above your Rank || Glory 0 Honor -1 Wisdom 0
|-
| Teaching other Garou/Kinfolk (Depends on Depth of Study) || Glory 0 Honor 1 Wisdom 1
|-
| Ignoring Wolf Nature, Metis Hiding Deformity || Glory 0 Honor 0 Wisdom -1
|-
| Lupus using too many human tools/Weaver || Glory 0 Honor 0 Wisdom -1
|}


A list of sample fetishes follows:
==Behavior==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Giving Good Strategic Advice that aides the Group || Glory 0 Honor 0 Wisdom 1
|-
| Giving Poor Advice that hurts the Group || Glory 0 Honor 0 Wisdom -1 to -2
|-
| Mediate a Dispute || Glory 0 Honor 2-3 Wisdom 0
|-
| Speaking Poorly of Elders/Garou/Auspice/Tribe/Pack || Glory 0 Honor -1 Wisdom -1
|-
| Speaking Truthful in Adversity || Glory 0 Honor 1 Wisdom 0
|-
| Act outside your Auspice || Glory 0 Honor -1 Wisdom 0
|-
| Keeping a Promise that Shows Results || Glory 0 Honor 1 Wisdom 0
|-
| Failing to Keep a Promise with Bad Results || Glory 0 Honor -2 Wisdom 0
|-
| Trickery or Lying Backfires || Glory 0 Honor -1 Wisdom 0
|-
| Tell a Good Story at a Moot || Glory 1 Honor 0 Wisdom 1
|-
| Protect a Helpless Garou || Glory 0 Honor 2 Wisdom 0
|-
| Protect a Helpless Human/Creature || Glory 0 Honor 1 Wisdom 0
|-
| Berserk Frenzy || Glory 0 Honor 0 Wisdom -1
|-
| Fox Frenzy || Glory -1 Honor -1 Wisdom -1
|-
| Thrall of the Wyrm || Glory -1 Honor -2 Wisdom -3
|}


----
==Human and Kinfolk Relations==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Maintaining Good Relations with Kin (benefits community) || Glory 0 Honor 1 Wisdom 1
|-
| Protecting the Veil || Glory 0 Honor 1 Wisdom 0
|-
| Harming the Veil || Glory 0 Honor -1 to -3 Wisdom -1
|-
| Repairing the Veil || Glory 0 Honor 1 to 2 Wisdom 1
|-
| Mating and Breeding Awarded Post Childbirth || Glory 0 Honor 1 Wisdom 1
|}


==Gaian Fetishes==
</tab>
<tab name="Fera Renown">


<div class="mw-customtoggle-one" style="cursor:pointer; color:cornflowerblue">[+/-] Level One</div>
=Fera Renown=
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-one">
*These are samples and suggestions, not a fixed list of exact deeds and awards. Staff will use this as a guide and adjust accordingly to match the involvement of plots at hand and keep the game as balanced as possible.
*Fera may use some of the Renown content listed for Garou, within reason.
*Fera lean heavily toward their Litany and Creed tenants when it comes to rewards and losses.
*Fera are allowed to join packs and may participate in Renown awards.


==Apeskin==
==Fera Cunning==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Protecting an important secret from discovery || 1
|-
| Drawing first blood in combat, Talen/Fetish creation || 1
|-
| Discovering a useful secret that benefits all || 1
|-
| Wounding a powerful foe and prudently retreating || 1 to 2
|-
| Performing a sabotage/diversion against the enemy || 1 to 2
|-
| Hatching a complex plot that succeeds, stealing from enemy stronghold || 1 to 3
|-
| Creating a Den Realm, Create new Gift || 3
|-
| Destroying an enemy stronghold || 1 to 4
|-
| Failing an attempt at craftiness; Enemy captures you || -1 to -2
|-
| Caught in a lie; becoming pack's runt (ratkin); letting a secret slip || -1 to -2
|-
| Hurting others of your breed through reckless conniving || -1 to -3
|-
|Getting caught defying an Elder/Sept Officer || -1 to -3
|}


''Level One, Gnosis 6''
==Fera Ferocity==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Proving one’s bravery with danger presented; resisting frenzy || 1
|-
| Ignoring a non-fatal wound in combat; resisting taunts || 1
|-
| Defeating an enemy without being harmed || 1
|-
| Remaining calm in the face of extreme adversity || 1
|-
| Upholding protocol in the face of humiliation || 2
|-
| Performing an outrageous and dangerous deed without being harmed || 2
|-
| Being solo responsible for success in a common goal for your Breed || 2
|-
| Causing your enemy to completely lose face when they taunt you || 1
|-
| Succumbing to fox-frenzy || -1
|-
| Losing to an enemy without even harming him || -2
|-
| Performing a poor deed with getting hurt and needing rescue || -2
|}


This somewhat gruesome fetish is nonetheless highly useful for metis and lupus Garou who need to hide their true nature. When activated, the fetish — which takes the form of a scrap of ape or human skin tattooed with a glyph — makes the werewolf suffer no special damage from silver in Homid form, and also renders the Garou unable to regenerate in that form — just as though they were born homid. One activation lasts for a full day.
==Fera Glory==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Telling a good story at a gathering; participating in a just challenge || 1
|-
| Doing something brave during a dangerous situation || 1
|-
| Surviving an incapacitating wound; defeating a minor threat || 1
|-
| Telling a true epic that is later retold || 1
|-
| Defeating an average threat; travel to an Umbral Realm and returning || 2
|-
| Defeating a strong threat || 3
|-
| Defeating a very powerful threat || 4
|-
| Succumbing to fox-frenzy || -1
|-
| Losing territory to an enemy || -3
|-
| Conscious cowardice that results in the death of another of your Breed || -3
|}


To create an apeskin, a homid ancestor-spirit must be bound into the skin.
==Fera Honor==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Showing restraint in the face of certain death || 1
|-
| Dealing respectfully with other shapeshifters || 1
|-
| Showing devotion to the greater good of the community || 1
|-
| Protecting helpless humans in need || 1
|-
| Participating in a just challenge || 2
|-
| Acting selflessly for the greater good of the Breed || 2
|-
| Mediating a dispute fairly and impartially || 2 to 3
|-
| Ignoring strong feelings of vengeance and hatred || 1 to 2
|-
| Being truthful in the face of adversity || 1 to 2
|-
| Protecting helpless animals related to the Breed || 1
|-
| Enduring torture to protect fellow Breed members || 2 to 3
|-
| Acting selfishly; not protecting helpless humans; being deceptive || -1
|-
| Failing to keep promises; participating in an unjust challenge || -1
|-
| Not protecting a helpless Breed member; ignoring etiquette w/behavior || -1
|-
| Giving false testimony against a Breed member || -2
|}


''Source: W20 Core, pg 221''
==Fera Humor==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Conceiving a new riddle; besting a shapeshifter in a riddle contest || 1
|-
| Losing a riddle-contest to a spirit or other Changer || -1
|-
| Losing a riddle-contest to a Human/Kinfolk || -1
|-
| Crippling a Wyrm-operation through “unfortunate accidents” || 2
|-
| Leading an enemy astray without hurting him || 1
|-
| Leading two enemies against each other || 2
|-
| Persuading other Changers to do tasks for you || 1
|-
| Fooling agents of the Wyrm to perform necessary tasks for you || 2
|-
| Covering over dangerous secrets without arousing suspicion || 1 to 2
|-
| Successfully creating plots to further your ends involving Sept || 2 to 3
|-
| Banishing the Wyrm from an area through indirect or nonviolent means || 2 to 3
|-
| Hurting innocents through your schemes; being manipulated by others || -1 to -2
|-
| Furthering the Wyrm through short-sighted schemes || -2 to -3
|}


----
==Fera Infamy==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Helping guard a Nest; fooling a human || 1
|-
| Defeating a formidable foe not of the Wyrm or Weaver; getting even || 1
|-
| Defeating agents of the Wyrm || 1 to 4
|-
| Defending a Nest through trickery or negotiation || 1
|-
| Ending a serious threat without harm to any of your Breed || 1
|-
| Becoming famous among your Breed w/stories told about you || 1
|-
| Creating or discovering a new Gift ||  1 to 2
|-
| Being fooled by a human || -1
|-
| Killing a Bone Gnawer || -3
|-
| Falling into the Thrall of the Wyrm || -3
|}


==Harmony Flute==
==Fera Innovation==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Striving to understand a new situation or item; creating a talen || 1
|-
| Teaching another Rokea; gaining knowledge through bargains w/spirits || 1 to 2
|-
| Learning a new Rite; discovering a place unknown to other Rokea || 1 to 2
|-
| Learning a new Gift; creating a fetish || 1 to 2
|-
| Creating a new Gift; ending threat before it reaches the ocean || 1 to 2
|-
| Acting without thinking || -1
|-
| Killing humans when matters could have been solved through cunning || -1 to -2
|-
| Ignoring the counsel of spirits || -1 to -2
|}


''Level One, Gnosis 5''
==Fera Obligation==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Teaching another member of your Breed || 1 to 2
|-
| Participating in a just challenge || 2
|-
| Creating something that helps the Nest or clan || 2
|-
| Committing a sophisticated crime (Ratkin) || 1 to 2
|-
| Serving as pack’s runt (Ratkin, award once per story) || 1
|-
| Repairing the Veil || 1 to 2
|-
| Earning the respect of another member of your Breed || 1
|-
| Vengeance on someone who has greatly harmed the Nest or clan || 1 to 3
|-
| Performing a deed that affects all of your Breed || 1 to 3
|-
| Giving bad advice that harms the group || -1 to -2
|-
| Taking the word of an outsider over that of one of your own || -1
|-
| Harming the Veil || -1 to -2
|}


Carved from hickory, this small flute has many small songbird feathers decorating it. When activated and played (which requires a Performance roll), the flute emits an enchanting melody, reawakening ancient memories of peace from ages past, when the world was whole. When an aggressive creature hears the song, it must make a successful Rage roll or cease its struggles. Creatures without Rage may not resist the flute’s music. Any being listening to the sound may still defend itself if attacked. One activation lasts for as long as the werewolf continues to play.
==Fera Succor==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Healing another Changer unselfishly || 1
|-
| Performing a Rite of Cleansing || 1
|-
| Cleansing a major pollution site || 2
|-
| Giving aid to another Changing Breed || 1
|-
| Performing a Rite of Healing Winds || 1
|-
| Nurturing a helpless animal back to health || 1
|-
| Performing a Rite of the Pure Land; Rite of the Freed Spirit || 1
|-
| Reclaiming spoiled or corrupted land || 1 to 3
|-
| Saving an animal of an endangered species, human life || 1 to 2
|-
| Nurturing an endangered species so that its population increases; || 1 to 2
|-
| Reclaiming a lost Glade || 3
|-
| Losing a Glade to the Wyrm || 3
|-
| Failure to save an animal from pain; polluting || -1
|-
| Failure to save a human’s life || -1
|-
| Losing land to the forces of corruption and pollution || -2 to -3
|-
| Losing an endangered species to extinction on account of carelessness || -2
|}


To create a harmony flute, one must bind a bird-spirit or a spirit of peace, calm, or water into the flute.
==Fera Valor==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Participating in a just challenge || *Refer to Garou equivalent
|-
| Drawing first blood in combat || 1
|-
| Being truthful when facing adversity || 1
|-
| Participating in a hunt (event) || 1
|-
| Mating and spawning children || * Refer to Garou Equivalent
|-
| Surviving an incapacitating blow || 1
|-
| Exacting vengeance without seeking it || 1 to 2
|-
| Destroying a Betweener, Evading destruction by ocean-dwellers || 1 to 3
|-
| Defeating agents of the Wyrm || 1 to 3
|-
| Defeating a very powerful Qyrling || 4
|-
| Actively seeking vengeance || -1
|-
| Lying when it is not needed || -1
|}


''Source: W20 Core, pg 221''
==Fera Harmony==
{| class="wikitable" width="100%"
|-
! Sample Behavior !! Award
|-
| Destroying a minor threat to Sea, prevent minor pollution || 1
|-
| Destroying sizable threat to Sea (average, serious, extremely hard) || 2 to 4
|-
| Stopping reckless humans causing damage to Sea || 1 to 2
|-
| Regulating size of a species to restore balance || 1 to 2
|-
| Stopping threat to Sea before it reaches the Ocean || 1 to 2
|-
| Repairing damage to coral reefs || 1 to 2
|-
| Destroying major threats to Sea other than Individuals || 1 to 4
|-
| Clearing oil spills || 1 to 2
|-
| Ignoring pollution to sea || -1
|-
| Killing humans needlessly where humans then kill sharks in retaliation || -1 to -2
|-
| Hunting carelessly and upsetting balance of species || - 1 to -2
|}


----
</tab>
 
<tab name="Kinfolk Renown">
==Magpie’s Swag==
 
''Level One, Gnosis 5''
 
The magpie’s swag can be pretty much any simple closable bag, satchel, sack, or similar container, which can hold thrice the amount of a regular bag the same size. If dedicated, it counts as a single item, even if filled with other fetishes or even non-dedicated items, and it is represented by a stripe of fur in Crinos, Hispo, and Lupus forms. Unfortunately, it cannot contain complex Weaver objects such as guns or laptops, unless these items are broken and useless, or have been independently dedicated.
 
Variations of this fetish include the corporate brief case of the Glass Walkers, the gym bag of the Bone Gnawers and the medicine bag of the Uktena. Also, a level two variation exists — the spider’s satchel — which is capable of carrying Weaver objects.
 
To create a magpie’s swag, one must bind a magpie or marsupial spirit into the container.
 
''Source: W20 Core, pg 221''
 
----
 
==Mirrorshades==
 
''Level One, Gnosis 7''
 
When activated, this pair of mirrored sunglasses produce a mirrored surface on the inside of the glasses, allowing the wearer to step sideways with ease. The Gauntlet is considered 2 lower than it would otherwise be when doing so.
 
To create mirrorshades, one must bind a glass elemental into the shades.
 
''Source: W20 Core, pg 222''
 
----
 
==Nyx’s Bangle==
 
''Level One, Gnosis 6''
 
A favorite of Ragabash, this fetish resembles a silver bracelet with glyphs honoring Luna carved into it. When activated, it allows the wearer to blend with shadows and move around unseen at night. Only the eyes betray the werewolf, shining like twin full moons in the darkness. Unlike the talen: Nightshade (W20 Core, pg 229), the wearer of Nyx’s bangle doesn’t turn into shadow, but merely has her presence masked. She gains four extra dice to Stealth pools at night when the fetish is activated.
 
To create Nyx’s bangle, one must bind a spirit of night or darkness into the bangle.
 
''Source: W20 Core, pg 222''
 
----
 
==Truth Earring==
 
''Level One, Gnosis 6''
 
This small golden earring acts as a fairly reliable lie detector when activated. Should the wearer be lied to, the earring vibrates softly. All rolls made to try and deceive the werewolf through speech or sound are made at +3 difficulty. The earring doesn’t warn against visual deception.
 
To create a truth earring, one must bind a servant of Falcon into the golden earring.
 
''Source: W20 Core, pg 222''
 
----
 
</div>
 
<div class="mw-customtoggle-two" style="cursor:pointer; color:cornflowerblue">[+/-] Level Two</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-two">
 
==Cup of the Alicorn==
 
''Level Two, Gnosis 6''
 
The oldest of these carved and covered cups, handed down in old European septs, are said to be made of unicorn horn, though the truth of this is unknown. Any harmful substance is neutralized when poured into this cup. With a Gnosis roll against the Intelligence + Science of the poisoner, the holder of the cup can even recognize the type of poison by the changes in the cup’s shimmer or color.
 
To create a cup of the alicorn, one must bind a spirit of healing, or a snake- or bear-spirit into the cup.
 
''Source: W20 Core, pg 222''
 
----
 
==Chameleon Skin==
 
''Level Two, Gnosis 7''
 
Garou needing to keep a low profile and stay out of sight commonly use this fetish. Generally a belt or headband, it allows the Garou’s fur to blend in with her surroundings. Chameleon’s skin is most efficient in the wild and other densely overgrown areas, but some Glass Walkers have fetishes that easily harmonize with their urban surroundings of glass, steel and concrete. When activated, this fetish acts as the Wendigo Gift: Camouflage, save that the power may function in whatever environment the fetish is attuned to.
 
A chameleon-spirit, naturally, must be bound into this fetish in order to create it. Chances are that the chameleon-spirit will be easier to sway if the skins are those of a lizard other than chameleons or, indeed, from another type of animal altogether.
 
''Source: W20 Core, pg 223''
 
----
 
==Dagger of Retribution==
 
''Level Two, Gnosis 5''
 
This particular fetish, an ugly iron dagger, was devised as a means of tracking down stolen possessions and the thieves responsible. The werewolf concentrates on the lost item while holding the dagger; the weapon gently tugs in the direction of the item until the Garou reclaims it. If the fetish’s owner knows the face or name of the thief, he may use the dagger to locate the thief as well. The fetish is treated as a knife in combat (Strength damage, difficulty 4); the damage may be lethal or aggravated at the Garou’s discretion.
 
To create a dagger of retribution, a werewolf must bind a vengeance-spirit into the dagger.
 
''Source: W20 Core, pg 223''
 
----
 
==Dream Stealer==
 
''Level Two, Gnosis 5''
 
A Dream Stealer, or Chimera Gem, is a multi-colored gemstone that can extract and project another’s dream. The gem is placed near the target when asleep, and when activated it will allow the user to view the target’s dreams, replayed in the depths of the stone.
 
To create a Chimera Gem, one must bind a spirit of dream or one of Cuckoo’s brood into the stone.
 
''Source: W20 Core, pg 223''
 
----
 
==Spirit Tracer==
 
''Level Two, Gnosis 5''
 
This fetish is a human hair suspended in an iron ingot. When the wielder activates the fetish and concentrates upon a specific spirit, the ingot pulls in that direction. This fetish only works for tracking spirits.
 
To create a spirit tracer, one must bind a predator spirit or a spirit that has the Charm: Tracking into the ingot.
 
''Source: W20 Core, pg 223''
 
----
 
</div>
 
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==Baneskin==
 
''Level Three, Gnosis 7''
 
This tiny piece of a Bane is wrapped carefully in cloth and worn as an amulet. When activated, it causes all malevolent spirits to react to the wearer as if she were a kindred soul — a wolf in Bane’s clothing, as it were. If the wearer takes any action against her “fellow” Banes, the guise is broken immediately. These fetishes cannot fool Incarnae or mightier spirits.
 
To create a Baneskin, one must bind a parrot- or mockingbird-spirit into the skin.
 
''Source: W20 Core, pg 223''
 
----
 
==Beast Mask==
 
''Level Three, Gnosis 8''
 
This fetish takes the form of a carved mask depicting an animal. When donned and activated, the werewolf assumes the form of the animal the mask represents. The character gains all the characteristics of the animal (flight, gills, heightened senses, etc.) but cannot use her regenerative powers nor change into other forms until she removes the mask.
 
To create a beast mask, one must bind an appropriate animal spirit into the mask.
 
''Source: W20 Core, pg 223''
 
----
 
==D’siah==
 
''Level Three, Gnosis 6''


The d’siah, a knife with a flint blade curved like a crescent moon, is the signature weapon of the Silent Striders. Its sharpened outer edge is used for slashing attacks, while the trailing point can be used to thrust and tear on the return stroke. Because this knife takes skill and training to use properly, the difficulty to attack with it is 7. It inflicts Strength damage. The war spirit bound into the blade, usually one of Cobra’s brood, is somewhat more discerning than spirits usually bound to klaives — a d’siah does aggravated damage only to Wyrm-tainted creatures (use the same guidelines as the Gift: Sense Wyrm) and any type of spirit.
=Kinfolk Renown=
*These are samples and suggestions, not a fixed list of exact deeds and awards. Staff will use this as a guide and adjust accordingly to match the involvement of plots at hand and keep the game as balanced as possible.  
*Kinfolk may earn 1 point of Kinfolk renown for every 4 points of Garou renown.  
*Kinfolk renown is recorded on a +note by Staff, rather than added to one's sheet.


In addition, after a successful strike, the Strider can activate the d’siah to drain a point of Gnosis from her opponent (or a point of Essence from spirits). Because this requires a Gnosis roll, the werewolf cannot use this ability of the knife on the same turn she spends Rage for extra actions.
{| class="wikitable" width="100%"
 
|-
The greatest strength of the d’siah is directed against the Striders’ greatest foes: Egypt’s vampires and their snake-like minions. The cobra-spirit in the blade lashes out violently against its tainted reflections, inflicting Strength +3 aggravated damage.
! Sample Behavior !! Award
 
|-
''Source: W20 Core, pg 223''
| Extreme Valor in the face of death || .25 Glory
 
|-
----
| Surviving an incapacitating wound || .25 Glory
 
|-
==Fang Dagger==
| Exposing Wyrm-tainted kinfolk || .25 Glory
 
|-
''Level Three, Gnosis 6''
| Exposing a Garou as Wyrm-tainted || 1 Wisdom
 
|-
These daggers are always carved from the tooth or tusk of a great beast. After striking an opponent, the werewolf can activate the weapon, causing it to “bite” deeper into the wound. This doubles the number of successes on the damage roll, before soak. The damage is aggravated.
| Having and following a vision that benefits the Sept || .5 Wisdom
 
|-
To create a fang dagger, one must bind a snake-spirit or a spirit of war, pain, or death into the blade.
| Discovering Talens, Fetishes, Lost-Lore || .25-.75
 
|-  
''Source: W20 Core, pg 224''
| Being asked to participate in a Moot or Rite || .25 Honor, .5 Wisdom
 
|-
----
| Being asked to help guard a caern || .25 Glory
 
|-
==Partridge Wing==
| Refusing to fight in defense of a caern || -.75 Glory, -.25 Honor
 
|-
''Level Three, Gnosis 7''
| Serving your tribe faithfully monthly Sept Duties || .25 Honor
 
|-
This fetish is made from the wing of a partridge bird, its feathers all completely unbroken and white as snow. The joint of the wing has a golden ring fastened through it, and hangs from a long golden chain. To activate the fetish, a werewolf must concentrate upon a memory that she wishes to remove from her mind, and then swing the partridge wing around herself counter-clockwise three times, letting the tips of the feathers brush in a circle around her on the ground. Memories of another human or Garou can also be swept away in a similar fashion, by dragging the feathers by the chain in a circle around them. This fetish is rarely used on Garou and should never be used without permission, but has come in very handy for restoring Delirious humans to their calmer states.
| Maintaining Relations with other Kin that benefit Sept || .25 Wisdom
 
|-
To create a partridge wing, one must bind a spirit of water or forgetfulness into the wing.
| Bearing Shifter Offspring (After Born) || .25 Honor, .25 Wisdom
 
|-
''Source: W20 Core, pg 224''
| Answering a request for sage advice || .25 Wisdom
 
|-
----
| Protecting Shifter not of your tribe || .25 Honor
 
|-
==Phoebe’s Veil==
| Rudeness || -25 Honor, -.25 Wisdom
 
|-
''Level Three, Gnosis 7''
| Speaking Badly of Garou/Shifters of Sept || -.75 Wisdom
 
|-
This fetish is a small, golden pendant in the shape of a half moon. These fetishes are usually worn around the neck, held by a strong leather thong. At night, when the pendant is activated, the wearer vanishes completely for one minute per success. Neither mundane creatures nor spirits nor technology may sense her in any way except touch. The veil remains drawn until the time expires or the pendant is removed.
| Acting without Honor || -.25 to -1.25 Honor
 
|-
To create this fetish, one must bind a Lune, a chameleon-spirit, a spirit of illusion, or a spirit of shadow into the pendant.
|}
 
''Source: W20 Core, pg 224''
 
----
 
==Sanctuary Chimes==
 
''Level Three, Gnosis 6''
 
When activated, this miniature tubular bell emits chimes into the wind. No spirit may materialize within 100 feet unless invited to do so. This fetish usually protects caerns or the homes of pregnant Kinfolk. One activation lasts for a full day.
 
To create sanctuary chimes, one must bind a spirit of protection or a turtle-spirit into the tubular bell.
 
''Source: W20 Core, pg 224''
 
----
 
==Sun Whip==
 
''Level Three, Gnosis 7''
 
This exotic fetish takes the form of a bullwhip with small nuggets of gold bound into the coil, weighted with a large nugget in the tip. The creator’s tribal glyph (or occasionally family crest) is carved upon the base of the handle. When activated, the weapon glows slightly and erupts into either sunlight or flame upon making contact with a vampire. The whip does Strength + 4 aggravated damage against vampires, and Strength + 1 lethal damage against everything else. The difficulty to strike with it is 7, regardless.
 
To create a sun whip, a spirit of flame or sunlight must be bound into the whip.
 
''Source: W20 Core, pg 224''
 
----
 
==Wind Whistle==
 
''Level Three, Gnosis 5''
 
A single, long blow on this whistle will summon a freezing cold wind, laced with snow. It will cover the tracks of the werewolf using the whistle, and his pack if appropriate, while chilling the bones of any pursuers, costing them one die from every roll while they continue to pursue the owner of the wind whistle. The effects of the whistle last for one hour.
 
To create a wind whistle, a wind elemental must be bound into a whistle carved from the bone of an animal that died of the cold during the winter months.  
 
''Source: W20 Core, pg 224''
 
----
 
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==Feathered Cloak==
 
''Level Four, Gnosis 8''
 
A highly difficult fetish to make, requiring thousands of differently colored feathers, a feathered cloak can take years to create, but the end results are spectacular not only in function but in form. Properly made, the cloak shows a dazzling array of different colors and patterns, and it is said that gazing on one for three days without wavering in one’s attention makes it possible to see the road of life itself in the pattern of feathers. This may or may not be true, but what is certain is the spectacular effect the fetish provides: The wearer can fly.
 
When activated, the wearer can rise above the ground and travel horizontally at speeds equivalent to her running speed indefinitely. The flight is not perfect, however. The wearer cannot travel both horizontally and vertically at the same time, and vertical travel is considerably slower, progressing at walking speed. Finally, the entire experience causes a great deal of stress upon the body. For every ten minutes of flight, the player must roll Stamina + Athletics (difficulty 5). If the roll fails, then the pain from the stress has become too intense and the wearer needs to land and rest.
 
The feathered cloak is a full-length cloak that remains wrapped around the body, even during flight, and is bound with a bird-spirit.
 
''Source: W20 Core, pg 224''
 
----
 
==Ironhammer==
 
''Level Four, Gnosis 5''
 
Lesser versions of the mighty Jarlhammers, these one- handed hammers are potent war fetishes in their own right, and the signature weapons of the Get of Fenris. Forged of silver-laced iron, an ironhammer inflicts Strength +2 aggravated damage; Garou can soak these wounds, as the silver content is overwhelmed by the iron. A werewolf may hurl an Ironhammer up to 10 yards for every point of Strength; the hammer returns to its rightful owner after each toss.
 
To create an ironhammer, a spirit of war must be bound into a mighty hammer forged of silver-laced iron.
 
''Source: W20 Core, pg 225''
 
----
 
==Klaive==
 
''Level Four, Gnosis 6''
 
The signature weapon of the Garou Nation, klaives are fetish daggers of a singular design, made to be used in Homid, Glabro, or Crinos form with equal ease. Klaives are rare weapons made from the purest silver, treasured and passed down from hero to hero. A werewolf who carries a klaive loses one point from his effective Gnosis rating, thanks to the silver. A war-spirit is usually bound into the klaive, allowing it to inflict aggravated damage even to non-Garou foes.
 
Pulling a klaive on another werewolf is considered a grave action, for a klaive duel is almost always to the death. Nonetheless, such duels have always been dangerously common, and this practice shows no sign of abating even in the Final Days. Elders complain that too many of these sacred artifacts are in the ranks of reckless youths quick to use them for mundane tasks or to spill kin-blood; young werewolves argue that too many klaives are kept hidden away for rituals and great quests, when they could be better put to use against Black Spiral Dancers and other foes.
 
The difficulty to attack with a klaive is 6, and it inflicts Strength + 2 aggravated damage. Werewolves cannot soak this damage unless in their breed form.
 
''Source: W20 Core, pg 225''
 
----
 
==Labrys of Isthmene==
 
''Level Four, Gnosis 7''
 
A labrys of Isthmene is a massive, double-headed war-axe dedicated to Isthmene, the Gorgon of battle. A signature weapon of the Black Furies, the weapon is designed to be wielded two-handed, but may be effectively used with one hand by any being with Strength 6 or higher. Attacks made with the labrys are difficulty 7, and do Strength + 4 aggravated damage. Activating the fetish grants access to the Gift: Spirit of the Fray for the rest of the scene. The fetish will not function for a male Garou of any tribe.
 
To create a labrys of Isthmene, one must bind a spirit of war into the labrys.
 
''Source: W20 Core, pg 225''
 
----
 
==Monkey Puzzle==
 
''Level Four, Gnosis 6''
 
This amber talisman contains a single human hair. When activated, it causes all humans viewing the werewolf to believe her to be a normal human… regardless of the form she wears. However, the fetish doesn’t mask her actions — tearing out someone’s throat simply becomes the act of a cannibalistic lunatic rather than a werewolf. This fetish’s effects last for a day.
 
To create a monkey puzzle, one must bind a ghost, a spirit of illusion, or a trickster-spirit into the talisman.
 
''Source: W20 Core, pg 225''
 
----
 
==Spirit Whistle==
 
''Level Four, Gnosis 8''
 
When activated and blown, this ivory whistle emits a wailing scream that causes great pain to all spirits within the werewolf’s line of sight. Any spirits present must roll Gnosis and beat the fetish’s activation roll, or be compelled to flee from the scream. The power of this fetish is directional; spirits behind the werewolf don’t have to roll Gnosis.  
 
To create a spirit whistle, one must bind a screech owl spirit, a spirit of madness, or a spirit of discord into the ivory whistle.
 
''Source: W20 Core, pg 225''
 
----
 
==Personal Umbral Digital Application==
 
''Level Four, Gnosis 8''
 
The Glass Walkers have, on occasion, a compulsion to create devices that could best be described as “cute,” and most would argue the PUDA more or less fits that category. This is because most people have not been subject to the devastating array of forces that the PUDA can bring to bear.
 
Effectively, the PUDA is a digital platform with a bee-spirit bound into it. In the past, this fetish took the form of palmtop digital assistants or powerbooks; modern iterations of the fetish are generally cell phones or digital tablets. This bee spirit creates a hive file structure in an Umbral space around the device, which can store and organize various rites before completion and then “execute” the rite at a later time. The Glass Walker simply has to use the PUDA to “record” the rite in some fashion, such as with a camera application. When finished, the rite does not have any effect, but (if successful) is then stored in the PUDA and can have its effect come to pass with the click of a touch-sensitive pad any time thereafter. Each activation can execute one rite, but if the roll fails, the rite is lost. If the roll for the rite depends upon outside factors, then all rolls are made when the rite is executed rather than when it is first performed to be stored.
 
The following rites work with a PUDA: Rite of Cleansing, Rite of Contrition, Rite of Binding, Rite of the Questing Stone, Rite of Talisman Dedication, Rite of Becoming, Rite of Spirit Awakening, Rite of Summoning, Voice of the Jackal, and Rending of the Veil. At the Storyteller’s option, other more obscure rites may be compatible as well.
 
Each rite stored on the PUDA requires some spiritual energy to be preserved, which is taken from the Glass Walker using it in the form of a single temporary point of Gnosis. This Gnosis does not restore in the usual manner, but is returned the moment that a rite is successfully executed. If the execution fails and the rite is lost, the Gnosis goes with it, but may be regained in the usual fashion.
 
On top of all this, the PUDA also works as a normal digital device.
 
''Source: W20 Core, pg 226''
 
----
 
==Unbroken Cord==
 
''Level Four, Gnosis 6''
 
This appears to be a length of hemp cord knotted and braided into elaborate patterns. Lengths vary, but there will usually be enough to make necklaces, belts, etc., for an entire pack.
 
When the pack leader wishes, she may spend one Gnosis point and share one of her abilities, such as a Gift or skill, with any pack member. She can only share with as many pack members as she has current Gnosis. One use for this is to share skills or abilities; another is to aid pack members by giving them the leader’s Rage or Gnosis. The effects last for one scene.
 
To create an unbroken cord, one must bind a unity spirit (such as the spirit of a flock of birds) into the cord.
 
''Source: W20 Core, pg 226''
 
----
 
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==Grand Klaive==
 
''Level Five, Gnosis 7''
 
These mighty blades are the klaives of the most legendary heroes. Carrying one of these immense silver swords costs a Garou two points from his effective Gnosis rating. A war-spirit is usually bound into the grand klaive, allowing it to inflict aggravated damage to non-Garou.
 
Grand klaives are very rare and usually tied to specific Garou lineages, especially among the Silver Fangs, Fianna, and Shadow Lords. Besides the usual war-spirit, a second spirit — such as a fire-spirit that might add extra soak dice against fire when the klaive is activated or an ancestor-spirit that might provide extra dots in an Ability such as Occult or Survival — is usually also bound into the grand klaive. The secondary spirit rarely minds sharing the fetish with another, as grand klaives represent the pinnacle of honor in the eyes of Gaia’s warriors.
 
The difficulty to attack with a grand klaive is 7, and it inflicts Strength +3 damage. Werewolves cannot soak this damage except in their breed form.
 
Werewolves, especially young ones, who possess a grand klaive attract the attention of the mighty. Elders often question the audacity of a youth who dares to carry such a sacred weapon, while his peers may covet the power and attention.
 
''Source: W20 Core, pg 226''
 
----
 
==Jarlhammer==
 
''Level Five, Gnosis 6''
 
These mighty two-handed hammers are the pinnacle of Get craftsmanship. Like the lesser Ironhammers, they are forged from silver-laced iron and cooled in the blood of freshly slain enemies; however, the Get bind spirits of war and silver alike within. Each hammer inflicts Strength +3 aggravated damage; the damage counts as silver damage, and is thus unsoakable to Garou. Only a werewolf can throw such a weapon accurately, and only to a distance of 5 yards for every dot of Strength.
 
Whenever a blow from a Jarlhammer slays its target, the hammer resounds with a powerful thunderclap, announcing to friend and foe alike that another enemy of the Get of Fenris has fallen.
 
There are seven of these hammers; some are wielded by powerful Jarls, while at least one has been lost. Each one has its own name and secondary power:
 
* Forge-Crusher blazes with fire when activated, and inflicts an additional health level of fire damage with each blow.<br>
* Grinding-Tooth can smash any stone into powder, obliterating a cubic foot of rock or concrete with every strike.<br>
* Spear-Chaser flies three times as far as its siblings when thrown, and the thrower never suffers any penalties for range.<br>
* Troll-Eater pulverizes bone and smashes armor; opponents lose one die from all soak pools to resist its damage.<br>
* Bright-Arm shines with the light of sun and moon alike; opponents who rely on sight to target opponents lose two dice from their dice pools when attacking its wielder.<br>
* Hag-Talon is fortified against the magic of enemies, granting its wielder three additional dice to any Willpower roll made to resist mind manipulating powers.<br>
* Pain-Eagle leaves wounds that throb with agony; those wounded by the hammer suffer double the usual dice pool penalties for their wounds.
 
''Source: W20 Core, pg 226''
 
----
 
==Runestones==
 
''Level Five, Gnosis 7''
 
Soothsay Runes, Tarot cards, crystal balls, divination bones — this fetish has almost as many names as forms. When activated, the runes show the caster a vision of what is to come. The number of successes on the roll should determine the degree of truth in the vision, and the Storyteller, based on how complex the reading is, should set the difficulty. Visions touching on the Apocalypse tend to be extremely complex and difficult to interpret.
 
To create any divinatory fetish one must bind a spirit of time, dream, enigmas, or wisdom into the tools.
 
''Source: W20 Core, pg 227''
 
----
 
</div>
 
----
 
==Weaver Fetishes==
 
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----
 
==Wyrm Fetishes==
 
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----
 
==Kinfolk Fetishes==
 
Kinfolk Fetishes
While most Garou fetishes are not usable by most
Kinfolk (as they require attunement through a Gnosis
roll before being used) a few unusual fetishes are made
just for Kinfolk. This arrangement usually takes more
negotiation on the Theurge’s part, but, if successful, the
spirits within accept a battle of will (a Willpower roll
or spending a Willpower point) instead of Gnosis, for
both attunement and use. The difficulty is still equal
to the Gnosis rating. Any Kinfolk may use these items;
they are specially prized and are often family heirlooms.
 
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==Horn of Distress==
 
''Level 1, Gnosis 3''
 
Only in times of dire need do Kinfolk sound these instruments. Such horns vary in appearance according to culture; most bear tribal markings. This fetish uses Willpower instead of Gnosis. When blown, a horn alerts all werewolves within a 10-mile radius. Whether they choose to come or not is their affair, but they know the sound of the horn means trouble.  
 
Most often, these horns contain peacock-spirits, though a few hold spirits of Air.
 
''Source: W20 Core, pg 384''
 
----
 
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==Amulet of Kinship==
 
''Level 2, Gnosis 5''
 
Garou bestow this fetish upon honored Kinfolk as a symbol of protection and service. All Garou, mages, and spirits that the wearer meets instantly know her to be Kinfolk of note and know the identity (deed name, tribe, breed, auspice, and rank) of the Garou who gave it to her. The Amulet of Kinship must be activated by the werewolf (Gnosis roll) when it is given to the Kinfolk; after that, no roll is necessary. The amulet doesn’t function if worn by anyone other than the intended recipient.
 
To create the fetish, an ancestor-spirit must be bound into the device.
 
''Source: W20 Core, pg 384''
 
----
 
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==Klaive Hammer==
 
''Level 3, Gnosis 5''
 
Werewolves often do not have time to devote to mundane crafts such as blacksmithing, and yet klaives are a vital resource for the Nation. Often times, while a Theurge binds the spirit to the weapon, a skilled Kinfolk with Gnosis forges the klaive itself. A Klaive Hammer allows the Kinfolk to craft a klaive so perfect of form that the summoned spirit may be pleased to accept permanent binding within the fetish. Using a weapon forged with a Klaive Hammer gives the ritesmaster creating a Klaive –4 to the difficulty of performing the Rite of the Fetish on that weapon.
 
To create a Klaive Hammer, one of the following spirits must be bound into a hammer touched by the crafter: Balance, Light, or Fire. Each Klaive Hammer is uniquely attuned to its owner, but if freely given by the old owner and accepted by the new one, the attunement can be transferred. In this case, either the old owner or the new one must spend Gnosis to fuel the attunement. Because of this, these fetishes are often created by Garou, handed off to Kinfolk, and then returned to the Nation when a Kin is no longer able to fulfill the taxing duties of smithing service.
 
''Source: W20 Core, pg 384''
 
----
 
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----


</tab>
</tab>
<tab name="Rank Charts">


<tab name="Talens">
=Rank Charts and Requirements=
 
=Talens=
 
Talens are simpler versions of fetishes, created with the Rite of Binding, which are easier to create but more limited in effect. Like fetishes, talens are objects that contain spirits. They require a Gnosis roll to activate, but not to attune. However, talens can be used only once. After fulfilling the terms of its binding pact, the talen’s spirit departs and the item loses its potency.
 
Where forceful binding into a fetish is a slap in the face of the entire spirit world, werewolves consider aggressive binding into a talen acceptable, as the binding is only temporary.
 
A talen’s Gnosis rating is equal to the bound spirit’s Gnosis. One extra talen of the same type can be made for each additional success on the Rite of Binding roll. For example, three successes create three Bane arrows. Gafflings are commonly bound to make talens; more powerful spirits make the creation of multiple talens easier, adding two or three extra talens to the total number generated. Talens last until used.
 
If Storytellers wish to allow Kinfolk to use standard talens in their game, they may allow the talen to be activated by making a Willpower roll or spending a Willpower point, rather than Gnosis. Additionally, these talens have been created over time to aid Kinfolk in assisting the Garou Nation, and are activated using Willpower roll or expenditure rather than Gnosis.
 
A list of sample talens follows:
 
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==Bane Arrows==
 
''Gnosis 4''
 
These obsidian-headed arrows unerringly seek Banes, whether or not they are visible. They hit Banes automatically and inflict three dice of aggravated damage. The bite of a Bane arrow is so painful that no Bane can resist howling in agony. Wyrm-spirits can sometimes sense the presence of these talens, and may not wait for the archer to fire before acting.
 
To create a Bane arrow, one must bind a spirit of war, air, or pain into the arrow.
 
''Source: W20 Core, pg 228''


==Ajaba==
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | Rank
! style="min-width: 125px" | Any Combination
|-
|1
|3
|-
|2
|8
|-
|3
|13
|-
|4
|18
|-
|5
|23
|-
|}
----
----
 
==Ananasi==
==Chiropteran Spies==
<center>'''''The Laws of Ananasa'''''<br>
 
Obey the Mother-Queen in All Things<br>
''Gnosis 6''
Defend Your Brethren from All Who Would Do Them Harm<br>
 
Follow the Aspect and Faction that Ananasa Chooses for You<br>
These Shadow Lord talens look like wooden bat figurines, which come to life when activated. The Chiropteran Spies can serve as scouts, spies or diversions for up to 12 hours. When their tasks are completed, they turn to sawdust.
Understand the Ways of the Triat, Both as They Were and as They Are. Know the Difference<br>
 
Know Your Enemies<br>
Similar talens exist among other tribes: The Silent Striders have clay scarabs, the Children of Gaia use porcelain doves, and the Glass Walkers have small metal insects.
Know the Great Web for What It Is<br>
 
Know Your Place<br>
To create a chiropteran spy, a bat-spirit must be bound to the carving.
Keep Your Mouth Shut<br>
 
Worship None but Ananasa<br>
''Source: W20 Core, pg 227''
</center>
 
{|
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Tenere===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | Rank
! Cunning
! Obedience
! Wisdom
|-
|1
|0
|3
|0
|-
|2
|1
|5
|1
|-
|3
|3
|7
|4
|-
|4
|4
|9
|6
|-
|5
|6
|10
|7
|-
|}
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Kumoti===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | Rank
! Cunning
! Obedience
! Wisdom
|-
|1
|0
|0
|3
|-
|2
|1
|1
|5
|-
|3
|4
|3
|7
|-
|4
|6
|4
|9
|-
|5
|7
|6
|10
|-
|}
|}
----
----
 
==Bastet==
==Death Dust==
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
''Gnosis 6''
! style="min-width: 125px" | Any Combination
 
|-
When broken open, activated and sprinkled over the dead body of a recently (within a day) deceased creature, this small jar of dust allows the Garou to communicate with the corpse’s spirit.
|1 (Tekhmet)
 
|3
To create death dust, one must bind a spirit of death, communication or divination into the jar.
|-
 
|2 (Aka)
''Source: W20 Core, pg 227''
|10
 
|-
|3 (Tilau)
|15
|-
|4 (Hani)
|20
|-
|5 (Bon Bhat)
|25
|-
|}
----
----
 
==Corax==
==Gaia’s Breath==
<center>'''''Raven's Laws'''''<br>
 
There are no secrets.<br>
''Gnosis 5''
Share what you know.<br>
 
Teach them what they'll learn.<br>
When this small, dried gourd is crushed and the dust sprinkled over an open wound, the talen heals up to four health levels of damage (even aggravated damage).  
Protect the eggs.<br>
 
Remember why you're here.<br>
To create Gaia’s breath, one must bind a spirit of healing into a glyph-decorated gourd.
Bear witness.<br>
 
The truth matters.<br>
''Source: W20 Core, pg 228''
Everything's part of the cycle.<br>
 
Don't play favorites.<br>
Fly!<br>
Laugh.
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | Rank
! Cunning
! Obedience
! Wisdom
|-
|1 (Oviculum)
|0
|0
|3
|-
|2 (Neocornix)
|0
|0
|8
|-
|3 (Ales)
|1
|2
|8
|-
|4 (Volucris)
|2
|3
|10
|-
|5 (Corvus)
|3
|5
|10
|-
|}
----
----
 
==Gurahl==
==Moon Glow==
<center>'''''The Code of Ursa'''''<br>
 
Cherish the Cubs<br>
''Gnosis 8''
Protect the Land<br>
 
Heal the Sick<br>
This talen is a single moonbeam caught within a small crystal. Upon embarking on a journey into the Umbra, the wielder may activate this blessing from Luna. As long as it is carried continually, the journey should be a safe one. The crystal shatters once the Garou reaches his destination. This talen keeps away only incidental danger — it has no power to ward off enemies actively seeking the Garou, ambushes, or the repercussions of foolhardy actions such as insulting powerful spirits in their homes.
Nurture the Needy<br>
 
Teach the Supplicant<br>
Only a Lune can empower a moon glow talen.
Breed Wisely<br>
 
Cleanse the Tainted<br>
''Source: W20 Core, pg 228''
Guard the Secrets<br>
 
Rights of the Elder<br>
Remember Your History<br>
Punish the Guilty<br>
Avenge Wrongful Slaying<br>
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | Rank
! style="min-width: 125px" | Any Combination
|-
|1 (Kovi)
|4
|-
|2 (Verde)
|8
|-
|3 (Sorna)
|12
|-
|4 (Talchwi)
|24
|-
|5 (Matae)
|32
|-
|}
----
----
 
==Kitsune==
==Moon Sign==
<center>'''''The Laws of Heaven'''''<br>
 
I command you to destroy that which harms Gaia.<br>
''Gnosis 5''
I command you to aid your brothers, your sisters, and that which serves Gaia.<br>
 
I command you to revere Your Mother, Myself, your Aunts, your Uncles, and Our Favored Servants.<br>
This small wax seal bears the sign of the full moon. When activated and thrown down before any werewolf, the werewolf’s player must succeed on a Willpower roll (difficulty 7), or the character changes immediately into Lupus form. This talen works on Black Spiral Dancers and other Fera as well, making them shift to their animal form.
I command you to keep your duty first in your heart, and to listen for my teachings.<br>
 
I forbid you to exterminate the humans.<br>
To create a moon sign, one must bind a Lune, Wyld spirit, or wolf-spirit into the seal.
I forbid you to make war on your brothers and sisters.<br>
 
I forbid you to break your word.<br>
''Source: W20 Core, pg 228''
I forbid you to commit suicide for reasons of honor.<br>
 
I free you to do anything else necessary to achieve our goals.<br>
</center>
{|
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Doshi===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | 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
|-
|}
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Eji===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | 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
|-
|}
|-
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Gukutsushi===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | 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
|-
|}
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Kataribe===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | 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
|-
|}
|}
----
----
 
==Mokole==
==Nightshade==
<center>'''''The Duties'''''<br>
 
Cull the fallen.<br>
''Gnosis 5''
Let no shade accuse you.<br>
 
Guard the Wallow.<br>
This talen is distilled from the very essence of night. When quaffed, one fluid ounce of this liquid turns the imbiber’s body into shadow, rendering her virtually invisible in darkness. Only a watcher searching actively for the user can make a roll to spot her. This effect lasts only an hour.
The Veil must not be lifted.<br>
 
Test the Clutch.<br>
To create a nightshade, a spirit of night or darkness must be bound into a vial.
All are of Gaia.<br>
 
Remember.
''Source: W20 Core, pg 228''
</center>
 
{|
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Striking and Warding===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | 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
|-
|}
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Unshading and Crowning===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | 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
|-
|}
|-
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Concealing and Gathering===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | 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
|-
|}
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Shining===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | Rank
! style="min-width: 125px" | Any Combination
|-
|1 (Hatchling)
|3
|-
|2 (Son/Daughter)
|9
|-
|3 (Brother/Sister)
|14
|-
|4 (Father/Mother)
|19
|-
|5 (Grandfather/Grandmother)
|24
|-
|}
|}
----
----
 
==Nuwisha==
==Wind Snorkel==
<center>'''''Coyote's Rules For Life'''''<br>
 
Let a Fool Die a Fool’s Death.<br>
''Gnosis 3''
Teach Those Who Need Teaching a Proper Lesson<br>
 
Always Prank the Wyrm<br>
If a Garou needs to swim underwater, burrow through the earth, or venture anywhere that she ordinarily cannot breathe, she can use this peculiar talen. Fitting the end of the tube into her mouth or muzzle, the werewolf can suck enough air through it to keep herself alive and moving onward on her journey, for as long as necessary. The tube need not protrude into air to function. The spirit departs when the Garou removes the tube from her mouth.
Be Subtle<br>
 
Respect Luna<br>
To create a wind snorkel, an air elemental must be bound into a flexible, hollow reed or bone antler.
Think, Then act<br>
 
</center>
''Source: W20 Core, pg 228''
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
! style="min-width: 125px" | Any Combination
|-
|1
|3
|-
|2
|7
|-
|3
|13
|-
|4
|19
|-
|5
|25
|-
|}
----
----
==Ratkin==
<center>'''''The Litany of Survival'''''<br>
Preserve the Veil, which ensures your survival.<br>
Shred the Wyrm’s tentacles when they constrict you.<br>
Sever the Weaver’s threads wherever they calcify chaos.<br>
Survive so that you may breed.<br>
Respect strength and exploit weakness.<br>
Conflict breeds strength.<br>
Build, steal, and suborn to strengthen your breeding grounds.<br>
Trust your own kind before you trust outsiders.<br>
When someone is responsible for injustice, make sure someone pays.<br>
</center>
{|
| style="vertical-align: top; width: 10%; padding-right: 25px" |
'''''Creed of Infamy'''''<br>
I will defend our breeding grounds against all threats, physical and spiritual.<br>
I shall seek revenge against those who prey upon my kind.<br>
I must shred the tentacles of the Wyrm wherever they constrict us.<br>
I must sever the Weaver’s webs wherever they calcify chaos.
| style="vertical-align: top; width: 10%; padding-right: 25px" |
'''''Creed of Cunning'''''<br>
I will survive so that I may breed.<br>
I must respect strength and exploit weakness.<br>
I shall grow stronger through conflict.<br>
I will learn from the mysteries of the spirit world.<br>
I will revel in the visions the spirits grant me.
| style="vertical-align: top; width: 10%; padding-right: 25px" |
'''''Creed of Obligation'''''<br>
I shall preserve the Veil, which ensures our survival.<br>
I will build, steal, and suborn to strengthen my breeding ground.<br>
I shall nurture, instruct, and aid the young.<br>
I will trust my own kind before I trust outsiders.<br>
When someone is responsible for injustice, I will make sure someone pays.
|}


==Wyrm Scale==
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
''Gnosis 8''
! style="min-width: 125px" | Any Combination
 
|-
This sigil possesses some protection against the power of the Wyrm. Servants of the Wyrm revert to their true forms if the sigil activates in their presence. Some believe that this action alerts the Wyrm to the existence of the sigil, but in any event, the sigil combusts in a greenish fire immediately after use, and is incinerated completely.
|1 (Rakka)
 
|3
To create a Wyrm scale, a Wyrm-spirit must be bound into the sigil.
|-
 
|2 (Voto)
''Source: W20 Core, pg 228''
|7
 
|-
|3 (Tava)
|15
|-
|4 (Teppen)
|23
|-
|5 (Rrrrr't)
|30
|-
|}
----
----
==Rokea==
<center>'''''Rokea Law'''''<br>
Survive.<br>
Hunt.<br>
Spawn.<br>
Swim.
</center>
{|
| style="vertical-align: top; width: 10%; padding-right: 25px" |
<center>
===Brightwater===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | Rank
! Valor
! Harmony
! Innovation
|-
|1
|2
|(1)
|(1)
|-
|2
|4
|2
|1
|-
|3
|7
|4
|2
|-
|4
|9
|6
|4
|-
|5
|10
|8
|5
|-
|}


</div>
| style="vertical-align: top; width: 10%; padding-right: 25px" |
 
<center>
----
===Dimwater===
 
</center>
==Weaver Talens==
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
<div class="mw-customtoggle-weavetal" style="cursor:pointer; color:cornflowerblue">[+/-] Weaver Talens</div>
! Valor
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-weavetal">
! Harmony
 
! Innovation
 
|-
 
|1
</div>
|(1)
 
|2
----
|(1)
 
|-
==Wyrm Talens==
|2
 
|3
<div class="mw-customtoggle-wyrtal" style="cursor:pointer; color:cornflowerblue">[+/-] Wyrm Talens</div>
|5
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-wyrtal">
|0
 
|-
 
|3
 
|5
</div>
|7
 
|1
----
|-
 
|4
==Kinfolk Talens==
|7
 
|9
If Storytellers wish to allow Kinfolk to use standard talens in their game, they may allow the talen to be activated by making a Willpower roll or spending a Willpower point, rather than Gnosis. Additionally, these talens have been created over time to aid Kinfolk in assisting the Garou Nation, and are activated using Willpower roll or expenditure rather than Gnosis.
|2
 
|-
<div class="mw-customtoggle-kintal" style="cursor:pointer; color:cornflowerblue">[+/-] Kinfolk Talens</div>
|5  
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-kintal">
|8
 
|10
==Dire Call==
|3
 
|-
''Gnosis 9''
|}
 
|}
This talen looks like a slender white stick about the size of a drinking straw. When the user snaps the stick in two and spends a point of Willpower, a call goes out which summons the nearest single Garou to the user’s location. If a group of Garou is nearby, this power targets the one that is physically closest to the user’s locale.
<center>
 
===Darkwater===
This talen differs from the Fetish: Horn of Distress, in that the werewolf must come (spending at least 10 turns or an hour, whichever is greater, doing everything in their power to reach the user’s location) once the Dire Call is activated. Using the Dire Call is risky because the talen’s power doesn’t distinguish between friends or enemies, nor does it demand that the Garou aid the Kin once he arrives. A Kinfolk could summon an enraged Red Talon, a Black Spiral Dancer, or just an indifferent werewolf with no vested interest in offering help.
</center>
 
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
A Lune must be bound into a birch stick to make this talen.
! style="min-width: 100px" | Rank
 
! Valor
''Source: W20 Core, pg 385''
! Harmony
 
! Innovation
----
|-
 
|1
==Hero’s Mead==
|(1)
 
|(1)
''Gnosis 5''
|2
 
|-
This talen is a dry, herbal mixture. The user mixes the herbs with liquid, then drinks the mixture while making a Willpower roll or spending a Willpower point. If the roll is successful, she finds her Strength doubled (to a maximum of five dots). The additional Strength lasts for one scene.
|2
 
|1
To make the talen, the creator must mix a recipe of rare herbs in a container, then bind a thunder-spirit to the herbs.
|2
 
|3
''Source: W20 Core, pg 384''
|-
 
|3
----
|2
 
|4
==Long Whispers==
|6
 
|-
''Gnosis 7''
|4
 
|3
No matter where a recipient might be — in the Gaian Realm or the Umbra — he can receive a brief written message (a paragraph, or about five full sentences) via this talen. The talen itself looks like a sheet of smooth, blank vellum. The user writes down the message, addresses the note (by name only), then activates the talen with Willpower (roll or expenditure). The notepaper blows out of her hand as if moved by an unseen wind. After one scene, it comes into the recipient’s possession in much the same way.
|6
 
|8
To create this talen, a dove-spirit or pigeon-spirit must be bound into high quality vellum.
|-
 
|5
''Source: W20 Core, pg 385''
|4
 
|8
----
|10
 
|-
==Test Vial==
|}
 
''Gnosis 3''
 
This talen allows a character to determine whether a person is Garou or Kinfolk, assuming the character can obtain a cell sample: blood, saliva, skin, hair, or the like. It looks like a simple test tube with a stopper. The tester drops her sample into the vial, seals it, shakes it, spends a Willpower point, and within five seconds, she has a thick crimson glop (Garou), a small amount of brownish powder (Kinfolk), or nothing. (No matter what other supernatural associations the person might have, non-Garou or Kinfolk samples simply evaporate.)
 
Ancestor, Divination, or Crow spirits may be bound into a normal test tube to create the fetish.
 
''Source: W20 Core, pg 384''
 
----
 
 
 
</div>
 
 


*Rank 1 Rokea begin with 2 dots in a set category, and 1 dot to place in either of the other two categories.


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Latest revision as of 17:30, 2 October 2025

Renown House Rules

Welcome to the Renown page!

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, renown tables have been modified for story pacing value.

  • Renown is modified based on Rank Level and story value.
  • The Spirits 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.
  • You may submit a monthly renown request for Sept chore and duty participation.
    • +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/Ananasi/etc.
  • These requirements will be listed alongside each breed's renown charts.

Garou Renown

  • These are samples and suggestions, not a fixed list of exact deeds and awards. Staff will use this as a guide and adjust accordingly to match the involvement of plots at hand and keep the game as balanced as possible.

Combat and Encounters

Sample Behavior Award
Besting a Spirit in Riddles (Staff Run) Glory 0 Honor 0 Wisdom 1
Defeating a Minor Wyrm Threat Glory 1 Honor 0 Wisdom 0
Defeating an Average Wyrm Threat Glory 2 Honor 0 Wisdom 0
Defeating a Strong Wyrm Threat Glory 3 Honor 0 Wisdom 0
Defeating a Powerful Wyrm Threat Glory 4 Honor 0 Wisdom 0
Surviving a Toxic Attack Glory 1 Honor 0 Wisdom 0
Drawing First Blood in Combat Glory 1 Honor 0 Wisdom 0
Surviving an Incapacitating Wound Glory 1 Honor 0 Wisdom 0
Exceptionally Attacking the Wyrm with Heroics Glory 1 Honor 0 Wisdom 0
No one in the party being hurt Glory 1 Honor 0 Wisdom 0
Surviving Silver Weapons used against you Glory 1 Honor 0 Wisdom 0
Attacking a powerful force w/o aide Glory 0 Honor 0 Wisdom -2
Deviating from Party & Acting Rogue Glory 0 Honor -1 Wisdom -2

Mystical and Spiritual

Sample Behavior Award
Detecting the Wyrm (Person/Place/Thing) Glory 0 Honor 0 Wisdom 1
Falsely Accusing of Being Wyrm Glory 0 Honor -1 Wisdom -2
Revealing a Gaian Garou is Wyrm Glory 3 Honor 0 Wisdom 4
Cleansing an Area, Person, Thing Glory 0 Honor 0 Wisdom 1
Summoning an Incarnae Avatar Glory 0 Honor 0 Wisdom 1
Going on an Umbral Spirit Quest Glory 1 Honor 0 Wisdom 1
Traveling to New Umbral Realm and Surviving Glory 2 Honor 0 Wisdom 0
Failing an Umbral Spirit Quest Glory -1 Honor 0 Wisdom -1
Having Prophetic Dream to Share/Comes True Glory 1 Honor 0 Wisdom 2
Ignoring Omens/Dreams/Visions & Not Sharing Glory -1 Honor 0 Wisdom -2
Using Rite of Talisman Dedication Unwisely Glory 0 Honor 0 Wisdom -1
Discovering a new talen/fetish/lore/pathstone/ancient caern Glory 0 Honor 0 Wisdom 1-4
Performing Rare Rites (Moot Rite) Glory 0 Honor 1 Wisdom 0
Receiving Rite of Wounding Glory 2 Honor 1 Wisdom 0
Performing Punishment Rite Glory 0 Honor 2 Wisdom 0
Refusing to participate in a Rite Glory 0 Honor -1 Wisdom -1
Disrespectful in a Rite or Moot Glory 0 Honor -1 Wisdom -1
Punishment Rites * Refer to Book
Monthly Sept Duties/Responsibilities w/Event Attendance Glory 0 Honor 2 Wisdom 0
Teaching/Learning Rites Monthly (2 Max) Glory 0 Honor 0 Wisdom 1-2
Creating Talens for PrP's/Max 2 per month Glory 0 Honor 0 Wisdom 1
Creating a Fetish for the Good of the Sept Glory 0 Honor 0 Wisdom 2
Creating a Fetish for self or others/personal use Glory 0 Honor 0 Wisdom 1
Selfishly using a fetish Glory 0 Honor 0 Wisdom -1
Owning a new Klaive (awarded once) Glory 2 Honor 1 Wisdom 0
Owning a new Grand Klaive Rank 4/5 only Glory 3 Honor 2 Wisdom 0
Sacrificing a Fetish to set Spirit Free Glory 0 Honor 1 Wisdom 1
Accidentally Breaking a Fetish/Talen Glory 0 Honor 0 Wisdom -1 to -5
Accidentally Breaking or Losing a Klaive Glory 0 Honor -3 Wisdom 0

Relations and Society

Sample Behavior Award
Gaining Alpha Pack Leader Glory 0 Honor 2 Wisdom 0
Joining a Pack Glory 0 Honor 1 Wisdom 0
Disobeying a Sept Officer Glory 0 Honor -2 Wisdom 0
Serving a Sept Position/Year Glory 1 Honor 3 Wisdom 1
Maintaining loyal service to Sept/Year Glory 1 Honor 2 Wisdom 1
Upholding the Litany Glory 0 Honor 1-2 Wisdom 1-3
Breaking the Litany Glory 0 Honor -1 to -3 Wisdom -1 to -3
Participating in Just Challenge Glory 1 Honor 2 Wisdom 0
Participating in Challenge not Sanctioned Glory 0 Honor -1 Wisdom 0
Challenging Someone too far above your Rank Glory 0 Honor -1 Wisdom 0
Teaching other Garou/Kinfolk (Depends on Depth of Study) Glory 0 Honor 1 Wisdom 1
Ignoring Wolf Nature, Metis Hiding Deformity Glory 0 Honor 0 Wisdom -1
Lupus using too many human tools/Weaver Glory 0 Honor 0 Wisdom -1

Behavior

Sample Behavior Award
Giving Good Strategic Advice that aides the Group Glory 0 Honor 0 Wisdom 1
Giving Poor Advice that hurts the Group Glory 0 Honor 0 Wisdom -1 to -2
Mediate a Dispute Glory 0 Honor 2-3 Wisdom 0
Speaking Poorly of Elders/Garou/Auspice/Tribe/Pack Glory 0 Honor -1 Wisdom -1
Speaking Truthful in Adversity Glory 0 Honor 1 Wisdom 0
Act outside your Auspice Glory 0 Honor -1 Wisdom 0
Keeping a Promise that Shows Results Glory 0 Honor 1 Wisdom 0
Failing to Keep a Promise with Bad Results Glory 0 Honor -2 Wisdom 0
Trickery or Lying Backfires Glory 0 Honor -1 Wisdom 0
Tell a Good Story at a Moot Glory 1 Honor 0 Wisdom 1
Protect a Helpless Garou Glory 0 Honor 2 Wisdom 0
Protect a Helpless Human/Creature Glory 0 Honor 1 Wisdom 0
Berserk Frenzy Glory 0 Honor 0 Wisdom -1
Fox Frenzy Glory -1 Honor -1 Wisdom -1
Thrall of the Wyrm Glory -1 Honor -2 Wisdom -3

Human and Kinfolk Relations

Sample Behavior Award
Maintaining Good Relations with Kin (benefits community) Glory 0 Honor 1 Wisdom 1
Protecting the Veil Glory 0 Honor 1 Wisdom 0
Harming the Veil Glory 0 Honor -1 to -3 Wisdom -1
Repairing the Veil Glory 0 Honor 1 to 2 Wisdom 1
Mating and Breeding Awarded Post Childbirth Glory 0 Honor 1 Wisdom 1

Fera Renown

  • These are samples and suggestions, not a fixed list of exact deeds and awards. Staff will use this as a guide and adjust accordingly to match the involvement of plots at hand and keep the game as balanced as possible.
  • Fera may use some of the Renown content listed for Garou, within reason.
  • Fera lean heavily toward their Litany and Creed tenants when it comes to rewards and losses.
  • Fera are allowed to join packs and may participate in Renown awards.

Fera Cunning

Sample Behavior Award
Protecting an important secret from discovery 1
Drawing first blood in combat, Talen/Fetish creation 1
Discovering a useful secret that benefits all 1
Wounding a powerful foe and prudently retreating 1 to 2
Performing a sabotage/diversion against the enemy 1 to 2
Hatching a complex plot that succeeds, stealing from enemy stronghold 1 to 3
Creating a Den Realm, Create new Gift 3
Destroying an enemy stronghold 1 to 4
Failing an attempt at craftiness; Enemy captures you -1 to -2
Caught in a lie; becoming pack's runt (ratkin); letting a secret slip -1 to -2
Hurting others of your breed through reckless conniving -1 to -3
Getting caught defying an Elder/Sept Officer -1 to -3

Fera Ferocity

Sample Behavior Award
Proving one’s bravery with danger presented; resisting frenzy 1
Ignoring a non-fatal wound in combat; resisting taunts 1
Defeating an enemy without being harmed 1
Remaining calm in the face of extreme adversity 1
Upholding protocol in the face of humiliation 2
Performing an outrageous and dangerous deed without being harmed 2
Being solo responsible for success in a common goal for your Breed 2
Causing your enemy to completely lose face when they taunt you 1
Succumbing to fox-frenzy -1
Losing to an enemy without even harming him -2
Performing a poor deed with getting hurt and needing rescue -2

Fera Glory

Sample Behavior Award
Telling a good story at a gathering; participating in a just challenge 1
Doing something brave during a dangerous situation 1
Surviving an incapacitating wound; defeating a minor threat 1
Telling a true epic that is later retold 1
Defeating an average threat; travel to an Umbral Realm and returning 2
Defeating a strong threat 3
Defeating a very powerful threat 4
Succumbing to fox-frenzy -1
Losing territory to an enemy -3
Conscious cowardice that results in the death of another of your Breed -3

Fera Honor

Sample Behavior Award
Showing restraint in the face of certain death 1
Dealing respectfully with other shapeshifters 1
Showing devotion to the greater good of the community 1
Protecting helpless humans in need 1
Participating in a just challenge 2
Acting selflessly for the greater good of the Breed 2
Mediating a dispute fairly and impartially 2 to 3
Ignoring strong feelings of vengeance and hatred 1 to 2
Being truthful in the face of adversity 1 to 2
Protecting helpless animals related to the Breed 1
Enduring torture to protect fellow Breed members 2 to 3
Acting selfishly; not protecting helpless humans; being deceptive -1
Failing to keep promises; participating in an unjust challenge -1
Not protecting a helpless Breed member; ignoring etiquette w/behavior -1
Giving false testimony against a Breed member -2

Fera Humor

Sample Behavior Award
Conceiving a new riddle; besting a shapeshifter in a riddle contest 1
Losing a riddle-contest to a spirit or other Changer -1
Losing a riddle-contest to a Human/Kinfolk -1
Crippling a Wyrm-operation through “unfortunate accidents” 2
Leading an enemy astray without hurting him 1
Leading two enemies against each other 2
Persuading other Changers to do tasks for you 1
Fooling agents of the Wyrm to perform necessary tasks for you 2
Covering over dangerous secrets without arousing suspicion 1 to 2
Successfully creating plots to further your ends involving Sept 2 to 3
Banishing the Wyrm from an area through indirect or nonviolent means 2 to 3
Hurting innocents through your schemes; being manipulated by others -1 to -2
Furthering the Wyrm through short-sighted schemes -2 to -3

Fera Infamy

Sample Behavior Award
Helping guard a Nest; fooling a human 1
Defeating a formidable foe not of the Wyrm or Weaver; getting even 1
Defeating agents of the Wyrm 1 to 4
Defending a Nest through trickery or negotiation 1
Ending a serious threat without harm to any of your Breed 1
Becoming famous among your Breed w/stories told about you 1
Creating or discovering a new Gift 1 to 2
Being fooled by a human -1
Killing a Bone Gnawer -3
Falling into the Thrall of the Wyrm -3

Fera Innovation

Sample Behavior Award
Striving to understand a new situation or item; creating a talen 1
Teaching another Rokea; gaining knowledge through bargains w/spirits 1 to 2
Learning a new Rite; discovering a place unknown to other Rokea 1 to 2
Learning a new Gift; creating a fetish 1 to 2
Creating a new Gift; ending threat before it reaches the ocean 1 to 2
Acting without thinking -1
Killing humans when matters could have been solved through cunning -1 to -2
Ignoring the counsel of spirits -1 to -2

Fera Obligation

Sample Behavior Award
Teaching another member of your Breed 1 to 2
Participating in a just challenge 2
Creating something that helps the Nest or clan 2
Committing a sophisticated crime (Ratkin) 1 to 2
Serving as pack’s runt (Ratkin, award once per story) 1
Repairing the Veil 1 to 2
Earning the respect of another member of your Breed 1
Vengeance on someone who has greatly harmed the Nest or clan 1 to 3
Performing a deed that affects all of your Breed 1 to 3
Giving bad advice that harms the group -1 to -2
Taking the word of an outsider over that of one of your own -1
Harming the Veil -1 to -2

Fera Succor

Sample Behavior Award
Healing another Changer unselfishly 1
Performing a Rite of Cleansing 1
Cleansing a major pollution site 2
Giving aid to another Changing Breed 1
Performing a Rite of Healing Winds 1
Nurturing a helpless animal back to health 1
Performing a Rite of the Pure Land; Rite of the Freed Spirit 1
Reclaiming spoiled or corrupted land 1 to 3
Saving an animal of an endangered species, human life 1 to 2
Nurturing an endangered species so that its population increases; 1 to 2
Reclaiming a lost Glade 3
Losing a Glade to the Wyrm 3
Failure to save an animal from pain; polluting -1
Failure to save a human’s life -1
Losing land to the forces of corruption and pollution -2 to -3
Losing an endangered species to extinction on account of carelessness -2

Fera Valor

Sample Behavior Award
Participating in a just challenge *Refer to Garou equivalent
Drawing first blood in combat 1
Being truthful when facing adversity 1
Participating in a hunt (event) 1
Mating and spawning children * Refer to Garou Equivalent
Surviving an incapacitating blow 1
Exacting vengeance without seeking it 1 to 2
Destroying a Betweener, Evading destruction by ocean-dwellers 1 to 3
Defeating agents of the Wyrm 1 to 3
Defeating a very powerful Qyrling 4
Actively seeking vengeance -1
Lying when it is not needed -1

Fera Harmony

Sample Behavior Award
Destroying a minor threat to Sea, prevent minor pollution 1
Destroying sizable threat to Sea (average, serious, extremely hard) 2 to 4
Stopping reckless humans causing damage to Sea 1 to 2
Regulating size of a species to restore balance 1 to 2
Stopping threat to Sea before it reaches the Ocean 1 to 2
Repairing damage to coral reefs 1 to 2
Destroying major threats to Sea other than Individuals 1 to 4
Clearing oil spills 1 to 2
Ignoring pollution to sea -1
Killing humans needlessly where humans then kill sharks in retaliation -1 to -2
Hunting carelessly and upsetting balance of species - 1 to -2

Kinfolk Renown

  • These are samples and suggestions, not a fixed list of exact deeds and awards. Staff will use this as a guide and adjust accordingly to match the involvement of plots at hand and keep the game as balanced as possible.
  • Kinfolk may earn 1 point of Kinfolk renown for every 4 points of Garou renown.
  • Kinfolk renown is recorded on a +note by Staff, rather than added to one's sheet.
Sample Behavior Award
Extreme Valor in the face of death .25 Glory
Surviving an incapacitating wound .25 Glory
Exposing Wyrm-tainted kinfolk .25 Glory
Exposing a Garou as Wyrm-tainted 1 Wisdom
Having and following a vision that benefits the Sept .5 Wisdom
Discovering Talens, Fetishes, Lost-Lore .25-.75
Being asked to participate in a Moot or Rite .25 Honor, .5 Wisdom
Being asked to help guard a caern .25 Glory
Refusing to fight in defense of a caern -.75 Glory, -.25 Honor
Serving your tribe faithfully monthly Sept Duties .25 Honor
Maintaining Relations with other Kin that benefit Sept .25 Wisdom
Bearing Shifter Offspring (After Born) .25 Honor, .25 Wisdom
Answering a request for sage advice .25 Wisdom
Protecting Shifter not of your tribe .25 Honor
Rudeness -25 Honor, -.25 Wisdom
Speaking Badly of Garou/Shifters of Sept -.75 Wisdom
Acting without Honor -.25 to -1.25 Honor

Rank Charts and Requirements

Ajaba

Rank Any Combination
1 3
2 8
3 13
4 18
5 23

Ananasi

The Laws of Ananasa

Obey the Mother-Queen in All Things
Defend Your Brethren from All Who Would Do Them Harm
Follow the Aspect and Faction that Ananasa Chooses for You
Understand the Ways of the Triat, Both as They Were and as They Are. Know the Difference
Know Your Enemies
Know the Great Web for What It Is
Know Your Place
Keep Your Mouth Shut
Worship None but Ananasa

Tenere

Rank Cunning Obedience Wisdom
1 0 3 0
2 1 5 1
3 3 7 4
4 4 9 6
5 6 10 7

Kumoti

Rank Cunning Obedience Wisdom
1 0 0 3
2 1 1 5
3 4 3 7
4 6 4 9
5 7 6 10

Bastet

Rank Any Combination
1 (Tekhmet) 3
2 (Aka) 10
3 (Tilau) 15
4 (Hani) 20
5 (Bon Bhat) 25

Corax

Raven's Laws

There are no secrets.
Share what you know.
Teach them what they'll learn.
Protect the eggs.
Remember why you're here.
Bear witness.
The truth matters.
Everything's part of the cycle.
Don't play favorites.
Fly!
Laugh.

Rank Cunning Obedience Wisdom
1 (Oviculum) 0 0 3
2 (Neocornix) 0 0 8
3 (Ales) 1 2 8
4 (Volucris) 2 3 10
5 (Corvus) 3 5 10

Gurahl

The Code of Ursa

Cherish the Cubs
Protect the Land
Heal the Sick
Nurture the Needy
Teach the Supplicant
Breed Wisely
Cleanse the Tainted
Guard the Secrets
Rights of the Elder
Remember Your History
Punish the Guilty
Avenge Wrongful Slaying

Rank Any Combination
1 (Kovi) 4
2 (Verde) 8
3 (Sorna) 12
4 (Talchwi) 24
5 (Matae) 32

Kitsune

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.

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

Mokole

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.

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

Nuwisha

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

Rank Any Combination
1 3
2 7
3 13
4 19
5 25

Ratkin

The Litany of Survival

Preserve the Veil, which ensures your survival.
Shred the Wyrm’s tentacles when they constrict you.
Sever the Weaver’s threads wherever they calcify chaos.
Survive so that you may breed.
Respect strength and exploit weakness.
Conflict breeds strength.
Build, steal, and suborn to strengthen your breeding grounds.
Trust your own kind before you trust outsiders.
When someone is responsible for injustice, make sure someone pays.

Creed of Infamy
I will defend our breeding grounds against all threats, physical and spiritual.
I shall seek revenge against those who prey upon my kind.
I must shred the tentacles of the Wyrm wherever they constrict us.
I must sever the Weaver’s webs wherever they calcify chaos.

Creed of Cunning
I will survive so that I may breed.
I must respect strength and exploit weakness.
I shall grow stronger through conflict.
I will learn from the mysteries of the spirit world.
I will revel in the visions the spirits grant me.

Creed of Obligation
I shall preserve the Veil, which ensures our survival.
I will build, steal, and suborn to strengthen my breeding ground.
I shall nurture, instruct, and aid the young.
I will trust my own kind before I trust outsiders.
When someone is responsible for injustice, I will make sure someone pays.

Rank Any Combination
1 (Rakka) 3
2 (Voto) 7
3 (Tava) 15
4 (Teppen) 23
5 (Rrrrr't) 30

Rokea

Rokea Law

Survive.
Hunt.
Spawn.
Swim.

Brightwater

Rank Valor Harmony Innovation
1 2 (1) (1)
2 4 2 1
3 7 4 2
4 9 6 4
5 10 8 5

Dimwater

Rank Valor Harmony Innovation
1 (1) 2 (1)
2 3 5 0
3 5 7 1
4 7 9 2
5 8 10 3

Darkwater

Rank Valor Harmony Innovation
1 (1) (1) 2
2 1 2 3
3 2 4 6
4 3 6 8
5 4 8 10
  • Rank 1 Rokea begin with 2 dots in a set category, and 1 dot to place in either of the other two categories.