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=Pooling Backgrounds =
<tabs>
<tab name="Info">


''Sources: W20 Core, pg 140''
=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.


Some Backgrounds can relate to the pack/et, rather than the individual. Specifically, the members of a pack may choose to pool their individual Allies, Contacts, Fate, Kinfolk, and Resources. Totem as a Background already applies to the pack rather than the individual character, thus is not a candidate for pooling.<br>
===Monthly Awards===
A character can draw on a pooled Background even if that Background is normally restricted for her type.
*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.


<div class="mw-customtoggle-pooling" style="cursor:pointer; color:cornflowerblue">[+/-] How To Pool Backgrounds</div>
===Mystic/Crafting===
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-pooling">
*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.


==The Anchor==
===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.


The players should choose one Background as the anchor that links their characters' shared assets together. For example, the players of a pack of Glass Walkers might choose Resources, with the money and property placed in joint ownership to the pack explaining how the pack can access skilled people, connect to Kinfolk around the world, and even serve their destiny as a pack of moneyed werewolves. Any of the poolable Backgrounds can serve as an anchor: packs with grand Fates often find their destinies include other people and resources.<br>
</tab>
No pooled Background can have more dots assigned to it than the Anchor Background does at any time. If that Background is damaged by events during play or in downtime, the other assets drift out of the pack's control and it takes effort to win them back.<br>
<tab name="Garou Renown">
Any character contributing to a pool may withdraw his stake at any time, but extracting personal assets from a pack causes some damage and bruises relationships: he gets back one less dot than he put in.<br>


''Example:'' The members of the Irregulars build their shared Background pool around the pack's Allies: a group of ex-squaddies and political agitators in London who can put them in touch with a people in almost every field, and through whom the Irregulars can call on Kinfolk for assistance. They put a total of five dots into the Allies pool. Members of the pack add four points of pooled Contacts and two points of pooled Kinfolk.<br>
=Garou Renown=
A pack of Black Spiral Dancers wants to make life difficult for the pack, and slaughters the people the Garou relied on for help. Their Allies rating drops from 5 to 3. With so many people dead, the Irregulars cant get in touch with many of their old Contacts, so that Background also drops from 4 to 3. Fortunately, the Black Spiral Dancers didn't kill anyone who knew about the Kinfolk, so that pooled rating doesn't change.<br>
*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.  
Sustained effort by the Irregulars to help people out and forge new alliances and friendships in new areas can repair the damage. Who knows who their new friends will be able to introduce them to?


As the Anchor Background rating rises again, so do the ratings of those anchored to it, as a result of storytelling directed towards the goals of improving the lost Backgrounds.<br>
==Combat and Encounters==
Under normal circumstances, a pack cant change its Anchor Background, nor can it acquire a new one. While it may choose to abandon the assets represented by a given Background over the course of a chronicle, and thus free itself from the limitations of the backgrounds pooled to that Anchor, the fact that most Backgrounds can change value only as a result of the story's events means that the pack must acquire new Backgrounds in this manner. The only exception among pooled Backgrounds is Fate, and even then experience points should be used to improve it when discovering more about what the world has in store for the pack.<br>
{| class="wikitable" width="100%"
While some want to pursue their personal goals, the majority pull together and act as a pack against any hardships. It can be hard for a pack to accept pooling their Backgrounds when they don't necessarily know or trust one another, but as time moves on, most packs see the utility in holding assets as a pack rather than an individual. It makes sense on a fundamental level - the pack, not the individual, is the fundamental unit of Garou society.<br>
|-
! 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==
{| 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
|}


==Using Pooled Backgrounds==
==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
|}


Pooled Backgrounds represent the pack's communal property. Anyone who contributes to any aspect of the pool has equal access to the full resources. Even a character who donates only one dot of Contacts still has equal access to all the backgrounds in the pool. Not everyone can use the pool at the same time. A pool of seven Allies represents the same seven people. Who is available to help which members of the pack depends on circumstances and agreements among the pack. Drawing on a pack's Fate has certain limitations that go beuond this; see the Background's description below for more information.
==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
|}


''Example:'' Four Glass Walkers form a pool around their shared Resources - their investments and the property and assets of their wholly-owned corporation. They wish to get dots of Contacts (people in the business world), Allies (specialists each werewolf has met in her travels), and Fate (the pack is prophesied to shake the Garou Nation from a pillar of wealth). Beth contributes three dots of Resources and one of Contacts; Danny adds two dots of Allies and one dot of Resources; Laura can contribute two dots of Resources and three dots of Fate; Chuck is short on dots, but can contribute a dot of Fate and a dot of Contacts. This makes the pool Resources 6, Allies 2, Contacts 2, Fate 4 (with a pack Fate limit of 3 and a personal fate limit of 1). Everyone can tap this pool equally: Chuck can draw on all the pack's Resources if necessary, while Beth and Danny can both ddraw on the pack's Fate for their own ends - despite not having anhy Fate of their own.
==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
|}


Some packs may agree to place an individual access limit on shared Backgrounds, to reflect any agreements between the packmates, at the Storyteller's discretion. These arrangements are more common among packs who do not yet trust one another.
</tab>
<tab name="Fera Renown">


----
=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.


==Upper Limits==
==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
|}


Packs can get Backgrounds that surpass the normal five-dot limit through pooling their points. This is normal, and reflects the many advantages of a pack working together - a pack can keep in touch with more people, or maintain tighter control over a range of investments than one werewolf can. Pooled Backgrounds don't have any absolute upper limit, but things get outright bizarre if you aren't careful - the world's 20 richest people aren't all members of the same pack. It's usually best if the Storyteller sets a 10-dot limit on the Anchor background.<br>
==Fera Ferocity==
Some Backgrounds work best if they scale differently in a pool to the individual scale, especially when they break through the normal five-dot limit. If an average pack of four players each adds one or two dots of Resources to end up with a shared pool of 6, the effect isn't that they're secret billionaires. Instead, they're of modest means but it's damned near impossible to tear the pack's fiscal assets from them. As with all questions of balancing player expectations with elements of the story, the players and Storyteller should talk through the issue and set out some guidelines for what each sharedd background represents before the chronicle begins.
{| 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
|}


----
==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
|}


</div>
==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
|}


----
==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
|}


=General Backgrounds=
==Fera Infamy==
 
{| class="wikitable" width="100%"
<div class="mw-customtoggle-allies" style="cursor:pointer; color:cornflowerblue">[+/-] Allies</div>
|-
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-allies">
! Sample Behavior !! Award
 
|-
==Allies==
| Helping guard a Nest; fooling a human || 1
 
|-
''W20 Core, pg 135''
| Defeating a formidable foe not of the Wyrm or Weaver; getting even || 1
 
|-
Allies are people who help and support you, either out of love or common interest. They can be family, friends, or even organizations that are friendly to you. Some allies have useful skills - doctors, hackers, and soldiers, for example - while others have community inflience, with contacts or resources they can use on your behalf. Although allies aid you willingly, without coaxing or coercion, they are not always available to offer assistance; they can only ignore so many of their own concerns for the sake of your relationship. Except in special circumstances, your allies don't usually know you're a supernatural creature (that knowledge would probably alter the relationship for the worse), but they may know that you have contacts and skills that most people don't, and they will come to you for favors. After all, friends help each other out, right?
| Defeating agents of the Wyrm || 1 to 4
 
|-
You've got a closer relationship with your allies than with contacts - they're your friends, and they'll listen to you. Convincing your fishing buddy that a local refinery is spilling toxins into a major fishery can do wonders for your cause when he's an aide in the govenor's office. Of course, just as your allies are more loyal and directly useful than your contacts, they can also require more in return. But you'd help your buddies out, right?
| Defending a Nest through trickery or negotiation || 1
 
You should work out who your allies are at the beginning of the game, as well as how you know them. Maybe they're old brothers-in-arms or friends from a local environmental socciety. Maybe (if your Allies rating is 5) you're an old hunting buddy of the govenor.
Allies may be pooled among a pack/coterie/etc.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||One ally, of moderate influence and power (doctor or veterinarian, local activist)
| Ending a serious threat without harm to any of your Breed || 1  
|-
|-
|{{gold1dots|2|3}} ||Two allies, both of moderate power (district ranger, deputy sheriff, popular blogger)
| Becoming famous among your Breed w/stories told about you || 1
|-
|-
|{{gold1dots|3|2}} ||Three allies, one of them quite influential (newspaper editor, local philanthropist)
| Creating or discovering a new Gift || 1 to 2
|-
|-
|{{gold1dots|4|1}} ||Four allies, one of them very influential (city countilman, military base commander)
| Being fooled by a human || -1
|-
|-
|{{gold1dots|5}} ||Five allies, one of them extremely influential (mayor, senator's aide)
| Killing a Bone Gnawer || -3
|-
|-
| Falling into the Thrall of the Wyrm || -3
|}
|}


* Ratkin generally don’t have much in the way of Resources or Allies, and don’t have Ancestors or Pure Breed at all.
==Fera Innovation==
 
{| class="wikitable" width="100%"
</div>
|-
 
! Sample Behavior !! Award
<div class="mw-customtoggle-contacts" style="cursor:pointer; color:cornflowerblue">[+/-] Contacts</div>
|-
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-contacts">
| Striving to understand a new situation or item; creating a talen || 1
 
|-
==Contacts==
| Teaching another Rokea; gaining knowledge through bargains w/spirits || 1 to 2
 
''W20 Core, pg 136''
 
Contacts are the people you know from all walks of life. They're acquaintances, drinking buddies, or friends who don't mind letting you know what's going on, but wouldn't take a bullet for you. In addition to a general network of people who you can con or bully information from, you havve a few major contacts - people you trust to feed you accurate information in their area of expertise. You should come up with a name and a field for your major contacts, either at the start of play, or as you use them.<br>
You also have a number of minor contacts around the area. They are not quite as friendly or reliable in a pinch, but they work in a whole range of different areas and you can bribe, intimidate, or manipulate them into telling you what you need to know. To get in touch with a minor contact, make a roll using your Contacts rating (difficulty 7). Each success means that you have located one of your minor contacts. Because major contacts are closer to you (they're usually good friends), they're easier to find.<br>
Contacts may be pooled among a pack/coterie/etc.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||One major contact
| Learning a new Rite; discovering a place unknown to other Rokea || 1 to 2
|-
|-
|{{gold1dots|2|3}} ||Two major contacts
| Learning a new Gift; creating a fetish || 1 to 2
|-
|-
|{{gold1dots|3|2}} ||Three major contacts
| Creating a new Gift; ending threat before it reaches the ocean || 1 to 2
|-
|-
|{{gold1dots|4|1}} ||Four major contacts
| Acting without thinking || -1
|-
|-
|{{gold1dots|5}} ||Five major contacts
| Killing humans when matters could have been solved through cunning || -1 to -2
|-
|-
| Ignoring the counsel of spirits || -1 to -2
|}
|}


</div>
==Fera Obligation==
 
{| class="wikitable" width="100%"
<div class="mw-customtoggle-fame" style="cursor:pointer; color:cornflowerblue">[+/-] Fame</div>
|-
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-fame">
! Sample Behavior !! Award
 
|-
==Fame==
| Teaching another member of your Breed || 1 to 2
 
|-
You enjoy widespread recognition in mortal society, perhaps as an entertainer, writer, or athlete. People may enjoy just being seen with you. This gives you all manner of privileges when moving in mortal society, but can also attract an unwanted amount of attention now that you’re no longer alive. The greatest weapon fame has to offer is the ability to sway public opinion — as modern media constantly proves. Fame isn’t always tied to entertainment: A heinous criminal in a high-profile trial probably has a certain amount of fame, as do a lawmaker and a scientist who has made a popularized discovery.
| Participating in a just challenge || 2
 
|-
This Background is obviously a mixed blessing. You can certainly enjoy the privileges of your prestige — getting the best seats, being invited to events you’d otherwise miss, getting appointments with the elite — but you’re sometimes recognized when you’d rather not be. However, your enemies can’t just make you disappear without causing an undue stir, and you find it much easier to hunt in populated areas as people flock to you (reduce the difficulties of hunting rolls by one for each dot in Fame). Additionally, your Storyteller might permit you to reduce difficulties of certain Social rolls against particularly star-struck or impressionable people.
| Creating something that helps the Nest or clan || 2
 
|-
{| class="wikitable"
| Committing a sophisticated crime (Ratkin) || 1 to 2
! Points !! Description
|-
| Serving as pack’s runt (Ratkin, award once per story) || 1
|-
| Repairing the Veil || 1 to 2
|-
|-
|{{gold1dots|1|4}} || You’re known to a select subculture — local club-goers, industry bloggers, or the Park Avenue set, for instance.
| Earning the respect of another member of your Breed || 1
|-
|-
|{{gold1dots|2|3}} || Random people start to recognize your face; you’re a minor celebrity such as a small-time criminal or a local news anchor.
| Vengeance on someone who has greatly harmed the Nest or clan || 1 to 3
|-
|-
|{{gold1dots|3|2}} || You have greater renown; perhaps you’re a senator or an entertainer who regularly gets hundreds of thousands of YouTube hits.
| Performing a deed that affects all of your Breed || 1 to 3
|-
|-
|{{gold1dots|4|1}} || A full-blown celebrity; your name is often recognized by the average person on the street.
| Giving bad advice that harms the group || -1 to -2
|-
|-
|{{gold1dots|5}} || You’re a household word. People name their children after you.
| Taking the word of an outsider over that of one of your own || -1
|-
|-
| Harming the Veil || -1 to -2
|}
|}


</div>
==Fera Succor==
 
{| class="wikitable" width="100%"
<div class="mw-customtoggle-influence" style="cursor:pointer; color:cornflowerblue">[+/-] Influence</div>
|-
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-influence">
! Sample Behavior !! Award
 
|-
==Influence==
| Healing another Changer unselfishly || 1
 
|-
You have pull in the mortal community, whether through wealth, prestige, political office, blackmail, or supernatural manipulation. Kindred with high Influence can sway, and in rare cases even control, the political and social processes of human society. Influence represents the sum of your opinion- or policy-swaying power in your community, particularly among the police and bureaucracy. In some cases, cultivating Influence is a path to generating Resources. Some rolls may require you to use Influence in place of an Ability, particularly when attempting to sway minor bureaucrats. It’s easier to institute sweeping changes on a local level than a worldwide scale (e.g., having an “abandoned” building demolished is relatively easy, while starting a war is a bit more difficult).
| Performing a Rite of Cleansing || 1
 
|-
Influence can be used with pooled Background points.
| Cleansing a major pollution site || 2
 
|-
{| class="wikitable"
| Giving aid to another Changing Breed || 1
! Points !! Description
|-
| 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
|-
|-
|{{gold1dots|1|4}} || Moderately influential; a factor in city politics
| Reclaiming a lost Glade || 3
|-
|-
|{{gold1dots|2|3}} || Well-connected; a force in state politics
| Losing a Glade to the Wyrm || 3
|-
|-
|{{gold1dots|3|2}} || Position of influence; a factor in regional politics
| Failure to save an animal from pain; polluting || -1
|-
|-
|{{gold1dots|4|1}} || Broad personal power; a force in national politics
| Failure to save a human’s life || -1
|-
|-
|{{gold1dots|5}} || Vastly influential; a factor in global politics
| Losing land to the forces of corruption and pollution || -2 to -3
|-
|-
| Losing an endangered species to extinction on account of carelessness || -2
|}
|}


</div>
==Fera Valor==
 
{| class="wikitable" width="100%"
<div class="mw-customtoggle-resources" style="cursor:pointer; color:cornflowerblue">[+/-] Resources</div>
|-
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-resources">
! Sample Behavior !! Award
 
|-
==Resources==
| Participating in a just challenge || *Refer to Garou equivalent
 
|-
''W20 Core, pg 138''
| Drawing first blood in combat || 1
 
|-
The Resources Background describes your character’s access to and control over a range of valuable assets. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital such as stocks and bonds. A character’s Resources depend upon the standard of living she’s comfortable with — a lupus in the Yukon isn’t likely to get a wire transfer from her broker each month. A character with no dots in Resources can have enough clothing and supplies to get by, or she may be homeless, sleeping in a den in her lupus form.<br>
| Being truthful when facing adversity || 1
You receive a basic allowance each month based on your rating, so make sure to detail where this money comes from. The Storyteller will determine how much this is based on the area your game takes part in and the cultures you’re in contact with. A werewolf’s fortune can run out if she’s fighting in the Amazon rather than managing her stock portfolio. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all. Resources can be pooled among a pack.
|-
 
| Participating in a hunt (event) || 1
{| class="wikitable"
|-
! Points !! Description
| Mating and spawning children || * Refer to Garou Equivalent
|-
| Surviving an incapacitating blow || 1
|-
|-
|{{gold1dots|1|4}} ||Sufficient. You don’t get many spending sprees, but you’ve got a decent place to live, a car that doesn’t crap out every week, and a decent standard of living for the working class.
| Exacting vengeance without seeking it || 1 to 2
|-
|-
|{{gold1dots|2|3}} ||Moderate. You’re thoroughly middle-class in income, and can afford the odd indulgence. You can hire specific help as necessary. You have enough available cash, portable property, and valuables that you can maintain a one-dot standard of living wherever you are for up to six months.
| Destroying a Betweener, Evading destruction by ocean-dwellers || 1 to 3
|-
|-
|{{gold1dots|3|2}} ||Comfortable. You own a house and some land outright, which you may let the sept use or keep for your pack, and you’ve a reputation that gives you easy access to credit at good terms. More of your assets are tied up in property than in cash, and if needs be you can maintain a one-dot standard of living wherever you are for as long as you like.
| Defeating agents of the Wyrm || 1 to 3
|-
|-
|{{gold1dots|4|1}} ||Wealthy. You have serious financial power, and are one of the richest people in your country. You don’t deal much with actual cash, using more valuable and stable assets to pay off debts as they arise. When you can’t focus on maintaining your level of Resources, you can live at the three-dot level for up to a year, or a two-dot life indefinitely.
| Defeating a very powerful Qyrling || 4
|-
|-
|{{gold1dots|5}} ||Extremely Wealthy. You’re one of the richest people on Earth. You have multiple homes, many forms of luxury transport, and frequently show up in glossy magazines and on gossip websites. You have assets everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.
| Actively seeking vengeance || -1
|-
|-
| Lying when it is not needed || -1
|}
|}


* Owing to their rarity, Gurahl rarely amass much in the way of Resources<br>
==Fera Harmony==
* Ratkin generally don’t have much in the way of Resources or Allies, and don’t have Ancestors or Pure Breed at all.<br>
{| class="wikitable" width="100%"
 
|-
</div>
! Sample Behavior !! Award
 
|-
----
| Destroying a minor threat to Sea, prevent minor pollution || 1
 
|-
=Changeling Backgrounds=
| Destroying sizable threat to Sea (average, serious, extremely hard) || 2 to 4
 
|-
----
| Stopping reckless humans causing damage to Sea || 1 to 2
 
=Mage Backgrounds=
 
----
 
=Shifter Backgrounds=
 
<div class="mw-customtoggle-ancestors" style="cursor:pointer; color:cornflowerblue">[+/-] Ancestors</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-ancestors">
 
==Ancestors==
 
''Sosurces: W20 Core, pg 136''
 
Ancestral memory in humans is no more than pseudoscientific nonsense. To the GGarou, who can contact the spirits of their ancestors, it's a fact of life. Many werewolves carry some of the same memories of a distant ancestor; some even allow their forebears to take over their bodies.<br>
Once per game session, the player of a Garou with this Backgroundd may roll his Ancestors Background (difficulty 8, or 10 if he's trying to contact the spirit of a specific ancestor). Each success allows the character to increase any Ability by one for the purposes of a single die roll, even if he has no dots in the Ability - and he doesn't suffer the penalty for not having the Ability. For example, young Emil, a pire flatlander, must scale an immense cliff to come to the aid of his embattled pack. Emil has an Ancestors rating of 4 and Athletics 0. He calls on his forebears to guide him, and Emil's player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great granduncle Cragtamer, who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If the Garou had an Athletics rating of 2, then his effective dice pool wouldd be 5. All effects last for the rest of the scene.<br>
While it is more difficult to contact a specific ancestor, successful contact provides either useful advice or precognitive visions at the discretion of the Storyteller.<br>
Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he's overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller.<br>
 
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||You have brief, hazy visions from the distant past.
| Regulating size of a species to restore balance || 1 to 2
|-
|-
|{{gold1dots|2|3}} ||You remember faces and placces from past lives just as you remember those of your early childhood.
| Stopping threat to Sea before it reaches the Ocean || 1 to 2
|-
|-
|{{gold1dots|3|2}} ||You put names to faces among your ancestors.
| Repairing damage to coral reefs || 1 to 2
|-
|-
|{{gold1dots|4|1}} ||Ancestors converse with you on a regular basis.
| Destroying major threats to Sea other than Individuals || 1 to 4
|-
| Clearing oil spills || 1 to 2
|-
|-
|{{gold1dots|5}} ||Your ancestors watch your adventures with interest, and they often come to counsel you.
| 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
|}
|}


* No Ananasi may have Ancestors or Pure Breed; Ananasa doesn’t want her children dwelling on the past.<br>
</tab>
* Bastet use most of the same Backgrounds as Garou, eschewing only Ancestors (with the exception of Swara).<br>
<tab name="Kinfolk Renown">
* Mokolé do not possess the Ancestors Background, replacing it with Mnesis instead. <br>
* Ratkin generally don’t have much in the way of Resources or Allies, and don’t have Ancestors or Pure Breed at all.<br>
* The timeless Rokea don’t have Ancestors, and don’t concern themselves with Pure Breed.


</div>
=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.


<div class="mw-customtoggle-fate" style="cursor:pointer; color:cornflowerblue">[+/-] Fate</div>
{| class="wikitable" width="100%"
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-fate">
|-
 
! Sample Behavior !! Award
==Fate==
|-
 
| Extreme Valor in the face of death || .25 Glory
''Sources: W20 Core, pg 137''
|-
 
| Surviving an incapacitating wound || .25 Glory
The Fate Background represents a prophecy that accompanied your birth or the creation of your pack. A Fate is always something significant, but it's as likely to be dark and infamous as it is to be full of glory. In these times of Apocalypse, the Garou cannot afford to sacrifice even one warrior, no matter how dark the portents surrounding them are. However, even those with terrible fates often prove to be some of the greatest Garou, perhaps because they try so hard to defy their fate. Some even succeed.<br>
|-
In addition to the fame or infamy these prophecies garner you, once per game session you may use this Background to add successes to any roll that either failed or achieved fewer successes than were required. The player rolls his rating in this Background (difficulty 8) and adds any successes to those that were achieved in the original failed roll. If this means the action succeeds, the player should describe what his fortuitous events caused him to succeed. If the storyteller feels the player's actions run against what he is destined to do, she may choose to disallow the use of the background.<br>
| Exposing Wyrm-tainted kinfolk || .25 Glory
When Fate is pooled among the pack, each member may call on this Background, each member may call on this Background once per game session. If the action failed involves the entire pack in some way, then the player may draw on an amount of Fate up to the highest individual Fate in the pack. If the character is acting on her own, the player can only draw on an amount of Fate up to the lowest individual Fate in the pack (to a minimum of one). In a pack with pooled Fate, any character can raise her personal Fate with experience points, much like the totem background. However, she can only raise it up to the same level as the highest Fate in the pack - if no member of the pack starts with more than three dots of Fate, no pack member can ever buy up to four or five dots.<br>
|-
Packs tend to garner prophecies of greater proportions than individuals. This is not only because of the greater weight a pack can swing compared to a single werewolf, but also because the Garou tend to see a pack's accomplishments as more legitimate than those of just one person. For roleplaying purposes, consider the pack's Fate to be equal to that of the highest Fate rating in the pack.<br>
| Exposing a Garou as Wyrm-tainted || 1 Wisdom
Fate may be pooled among a pack/etc.
|-
 
| Having and following a vision that benefits the Sept || .5 Wisdom
{| class="wikitable"
|-
! Points !! Description
| 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
|-
|-
|{{gold1dots|1|4}} ||Your pack will be involved in an event that will make you known to the entire Garou Nation. For now, though, only those in your sept know of this prophecy.
| Answering a request for sage advice || .25 Wisdom
|-
|-
|{{gold1dots|2|3}} ||Your pack will be the cause of an event that greatly impacts your sept, such as the destruction of a long time enemy or a highly admired Garou. The Garou throughout the city or local geographical area in which you reside might know your fate.
| Protecting Shifter not of your tribe || .25 Honor
|-
|-
|{{gold1dots|3|2}} ||Your pack will be responsible for an event that impacts werewolves across the continent, perhaps singlehandedly saving (or destroying) a caern. Any Garou in your hemisphere might know of the prophecy.
| Rudeness || -25 Honor, -.25 Wisdom
|-
|-
|{{gold1dots|4|1}} ||The actions of your pack will affect the entire Garou Nation, such as the defeat of a great Wyrm enemy or the massacre of dizens of Garou. There might be a cub or two that hasn't heard of your destiny, but don't count on it.
| Speaking Badly of Garou/Shifters of Sept || -.75 Wisdom
|-
|-
|{{gold1dots|5}} ||You, or your pack, will be a direct factor in the fate of the Apocalypse, one way or another. There isn't a cub that hasn't heard of your destiny.
| Acting without Honor || -.25 to -1.25 Honor
|-
|-
|}
|}


</div>
</tab>
 
<tab name="Rank Charts">
<div class="mw-customtoggle-fetish" style="cursor:pointer; color:cornflowerblue">[+/-] Fetish</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-fetish">
 
==Fetish==
 
''Sources: W20 Core, pg 137''


You possess a fetish - a physical object into which a shapeshifter has bound a spirit. The spirit grounds a number of powers to a fetish, so they are very significant to shifters. Such things are valuable, and other garou or other supernatural beings may covet them.
=Rank Charts and Requirements=


{| class="wikitable"
==Ajaba==
! Points !! Description
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | Rank
! style="min-width: 125px" | Any Combination
|-
|-
|{{gold1dots|1|4}} ||You possess one Level One fetish
|1  
|3
|-
|-
|{{gold1dots|2|3}} ||You possess one Level Two fetish, or two Level One fetishes.
|2  
|8
|-
|-
|{{gold1dots|3|2}} ||You possess one or more fetishes with a total of three levels.
|3  
|13
|-
|-
|{{gold1dots|4|1}} ||You possess one or more fetishes with a total of four levels.
|4  
|18
|-
|-
|{{gold1dots|5}} ||You possess one or more fetishes with a total of five levels.
|5  
|23
|-
|-
|}
|}
 
----
</div>
==Ananasi==
 
<center>'''''The Laws of Ananasa'''''<br>
<div class="mw-customtoggle-kinfolk" style="cursor:pointer; color:cornflowerblue">[+/-] Kinfolk</div>
Obey the Mother-Queen in All Things<br>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-kinfolk">
Defend Your Brethren from All Who Would Do Them Harm<br>
 
Follow the Aspect and Faction that Ananasa Chooses for You<br>
==Kinfolk==
Understand the Ways of the Triat, Both as They Were and as They Are. Know the Difference<br>
 
Know Your Enemies<br>
''W20 Core, pg 138''
Know the Great Web for What It Is<br>
 
Know Your Place<br>
Kinfolk are otherwise normal humans and animals who descended from shifters without inheriting their spiritual duty. Through this Background you are in contact with a number of Kinfolk. While Kinfolk are normal members of their species in most respects, they are immune to the Delirium, giving them the dubious advantage of looking upon a Crinos-form werewolf. They know that you are a Garou/Bastet/etc, and they are willing to help you however they can, although most are not in positions of power (such people are considered Allies). Networks of Kinfolk are a valuable way for werecreatures to deal with the human world without rishing frenzy or discovery. Some Kinfolk may be related to you directly while others are contacts you have made through your sept.
Keep Your Mouth Shut<br>
Kinfolk may be pooled among a pack.
Worship None but Ananasa<br>
 
</center>
{| class="wikitable"
{|
! Points !! Description
| 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
|-
|-
|{{gold1dots|1|4}} ||Two Kinfolk
|1  
|0
|3
|0
|-
|-
|{{gold1dots|2|3}} ||Five Kinfolk
|2  
|1
|5
|1
|-
|-
|{{gold1dots|3|2}} ||10 Kinfolk
|3
|3
|7
|4
|-
|-
|{{gold1dots|4|1}} ||20 Kinfolk
|4
|4
|9
|6
|-
|-
|{{gold1dots|5}} ||50 Kinfolk
|5
|6
|10
|7
|-
|-
|}
|}
 
| style="vertical-align: top; width: 10%; padding-right: 25px" |
* Rokea can have at most a single dot of Kinfolk, as their shark Kin are spread so far across the seas, and their human relations are so very few.
<center>
 
===Kumoti===
</div>
</center>
 
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
<div class="mw-customtoggle-mentor" style="cursor:pointer; color:cornflowerblue">[+/-] Mentor</div>
! style="min-width: 100px" | Rank
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-mentor">
! Cunning
 
! Obedience
==Mentor==
! Wisdom
 
''Sources: W20 Core, pg 138''
 
A shifter of higher Rank has taken a keen interest in you, and will look after you - to a point. The rating of your Mentor background quantifies how powerful your mentor is within the tribe and what rank he or she has achieved. A mentor can teach you skills, advise you, or speak on your behalf at a council fire. He has a pack of his own, and his own duties, so he wont be present to save you whenever you bite off more than you can chew. Of course, your mentor will expect something in return for his assistance, he it good company, an occasional gofer, a champion, or perhaps a supporter in sept politics. His demands can make an excellent source of story hooks. In general, however, you will receive more than you give. Other werecreatures may wonder what your mentor sees in you - the two of you deel as individuals, rather than as members of your respective packs.<br>
A powerful mentor doesn't have to be a single person; a pack or council of elders might be considered a collective mentor. The latter would almost certainly have a raging of four or five digs, even if no one on the council is above Rank 5.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||Mentor is Rank 2
|1  
|0
|0
|3
|-
|-
|{{gold1dots|2|3}} ||Mentor is Rank 3
|2  
|1
|1
|5
|-
|-
|{{gold1dots|3|2}} ||Mentor is Rank 4
|3  
|4
|3
|7
|-
|-
|{{gold1dots|4|1}} ||Mentor is Rank 5
|4  
|6
|4
|9
|-
|-
|{{gold1dots|5}} ||Mentor is Rank 6
|5  
|7
|6
|10
|-
|-
|}
|}
 
|}
* Corax rarely stick with any single Mentor for an appreciable length of time, and dismiss Pure Breed as elitist nonsense.
----
 
==Bastet==
</div>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
<div class="mw-customtoggle-purebreed" style="cursor:pointer; color:cornflowerblue">[+/-] Pure Breed</div>
! style="min-width: 125px" | Any Combination
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-purebreed">
 
==Pure Breed==
 
''W20 Core, pg 138''
 
Garou take great stock in ancestry, and the werewolf who is descended from renowned forebears has a definite advantage in Garou society. This Background prepresents your lineage, markings, bearings and other features of birth. Other Garou revere werewolves with high ranks in Pure Breed as heroes of yore come to life - and such werewolves are expected to act the part. The higher your Pure Breed score is, the more likely you are to impress elder councils or receive hospitality from foreign tribes. Each point of Pure Breed adds an extra die to formal challenges (such as Rank challenges) and to Social rolls involving other Garou (even Ronin or Black Spiral Dancers).<br>
Pure breed is a nebulous combination of bloodline and spiritual inheritance. A character with high Pure Breed looks and carries himself like an archetypal member of his tribe - however, if he does not join that tribe, any benefits of Pure Breed are removed by the tribe's totem. Many werewolves with Pure Breed can trace their ancestry directly, while others resemble distant ancestors who cannot be connected without a degree of genealogical exactitude that is lost to the Garou.<br>
Some tribes place more value on good breeding than others, but Pure Breed is almost universally respected. It's a mystical trait, and werewolves can tell instinctively whose blood is particularly pure. Of course, Garou expect those of pure blood to live up to the standards set by their noble ancestors. They frown on those who cant or wont accept the challenge.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||You have your father's eyes.
|1 (Tekhmet)
|3
|-
|-
|{{gold1dots|2|3}} ||Your grandfather made a name for himself at the Battle of Blood Ford, and you carry that name with pride.
|2 (Aka)
|10
|-
|-
|{{gold1dots|3|2}} ||Your pedigree is blessed with pillars of the Garou Nation, and the blood tells.
|3 (Tilau)
|15
|-
|-
|{{gold1dots|4|1}} ||You could be dressed as a beggar and still command respect.
|4 (Hani)
|20
|-
|-
|{{gold1dots|5}} ||The greatest of heroes live on in you.
|5 (Bon Bhat)
|25
|-
|-
|}
|}
 
----
* Ajaba use all of the same Backgrounds as the Garou, although high Pure Breed becomes increasingly rare as the Ajaba scramble to shore up their decimated numbers.<br>
==Corax==
* No Ananasi may have Ancestors or Pure Breed; Ananasa doesn’t want her children dwelling on the past.<br>
<center>'''''Raven's Laws'''''<br>
* Corax rarely stick with any single Mentor for an appreciable length of time, and dismiss Pure Breed as elitist nonsense.<br>
There are no secrets.<br>
* Kitsune use many of the same Backgrounds as the Garou, eschewing only Pure Breed as redundant — werefoxes are all of the purest blood, after all.<br>
Share what you know.<br>
* Ratkin generally don’t have much in the way of Resources or Allies, and don’t have Ancestors or Pure Breed at all.<br>
Teach them what they'll learn.<br>
* The timeless Rokea don’t have Ancestors, and don’t concern themselves with Pure Breed.<br>
Protect the eggs.<br>
 
Remember why you're here.<br>
</div>
Bear witness.<br>
 
The truth matters.<br>
<div class="mw-customtoggle-rites" style="cursor:pointer; color:cornflowerblue">[+/-] Rites</div>
Everything's part of the cycle.<br>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-rites">
Don't play favorites.<br>
 
Fly!<br>
==Rites==
Laugh.
 
</center>
We do not use the Rites background here, so you can spend your points on other things! Instead, if you buy the Rituals Knowledge, it will work the same: One level of rite per point of Rituals.
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
</div>
! Cunning
 
! Obedience
<div class="mw-customtoggle-spiritheritage" style="cursor:pointer; color:cornflowerblue">[+/-] Spirit Heritage</div>
! Wisdom
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-spiritheritage">
 
==Spirit Heritage==
 
''W20 Core, pg 139''
 
The Garou are creatures of duality - torn between man and wolf, and between flesh and spirit. The Garou share a kinsship with inhabitants of the spirit world, but some have a stronger connection than others. For some reason, perhaps an ancestral tie to a household of spirits, certain types of spirits react more positively to you than others. This doesn't need to be a friendly relationship - spirits may be fearful and respectful of you, in awe of you, or feel a sense of duty to you. No matter what the relationship, one group of spirits is more likely to cooperate with you.<br>
When you select this background, choose one type of spirits. Examples of possible groups are animal spirits, plant spirits, elementals, urban spirits, and even Banes. When dealing with spirits of this type, the player may add his Spirit Heritage rating to any Social rolls, or rolls involved in challenges. Spirits whom you are attuned to view you, to some degree, as one of their own - a daunting prospect for those attuned to Banes, when other Garou discover their heritage. If you act against such spirits or ignore their plights, you may be seen as betraying them
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||Spirits can smell their scent on you, though no one else can.
|1 (Oviculum)
|0
|0
|3
|-
|-
|{{gold1dots|2|3}} ||The spirits note your arrival. You bring your chosen spirits to mind in others when they look at you, though few understand why.
|2 (Neocornix)
|0
|0
|8
|-
|-
|{{gold1dots|3|2}} ||In the umbra, you emanate an intangible, though noticeable, sense of your aligned spirit type.
|3 (Ales)
|1
|2
|8
|-
|-
|{{gold1dots|4|1}} ||In the Umbra, you have visible hints of your aligned spirit type. Those attuned to nature spirits may have tiny twigs emerge from their fur, for example.
|4 (Volucris)
|2
|3
|10
|-
|-
|{{gold1dots|5}} ||Some question if you really are only half spirit.
|5 (Corvus)
|3
|5
|10
|-
|-
|}
|}
 
----
</div>
==Gurahl==
 
<center>'''''The Code of Ursa'''''<br>
<div class="mw-customtoggle-totem" style="cursor:pointer; color:cornflowerblue">[+/-] Totem</div>
Cherish the Cubs<br>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-totem">
Protect the Land<br>
 
Heal the Sick<br>
==Totem==
Nurture the Needy<br>
 
Teach the Supplicant<br>
''W20 Core, pg 140, W20 Changing Breeds, pg 212''
Breed Wisely<br>
 
Cleanse the Tainted<br>
Totem is a Background that applies directly to the character’s pack, rather than the individual. Unlike other pooled Backgrounds, the pack spends all of the points that members have invested in this Trait to determine their totem’s power.<br>
Guard the Secrets<br>
Each totem has a Background cost rating; the pack must spend that amount to ally with that totem. Some totems are willing to lend great powers to their adherents; their point costs are correspondingly greater. See Pack Totems (W20 Core, pg 373) for a list of possible totems. In addition to their Totem bonuses, all beginning totems have a base of eight points to divide among Rage, Willpower, and Gnosis. The totem also begins with the Airt Sense and Re-form Charms. Apart from bestowing power, totems start out somewhat aloof from the pack, and they have little influence among spirits, unless the players buy a closer connection with Background points. With time, roleplaying, and experience points, pack totems can grow in power as their pack grows in Rank and influence. Some totems can even become the totems of whole septs or — in legendary circumstances — even tribes.<br>
Rights of the Elder<br>
Most of the powers that totems bestow are available to only one pack member at a time. At the end of each turn, the Garou with the power declares who the power may be given to next turn (assuming that she doesn’t keep it). After spending the initial cost of the totem, the players can spend any remaining Background points to add to the totem’s strength and abilities.<br><br>
Remember Your History<br>
A multi-Fera pack may pool its Background points to buy its Totem in the same fashion as a Garou pack. Owing perhaps to some similarity to the rites used by the hengeyokai, even Corax and Gurahl are able to participate in the rite, giving up Raven or Bear’s favor in exchange for that of the pack totem. The inclusion of a Nuwisha still guarantees that the totem attracted will be a trickster of some variety, however. In the incredible event that an Ananasi or Nagah participates in the rite, they gain only the ability to participate in pack tactics and the totem spirit’s favorable regard; Queen Ananasa will not relinquish her children to another, while the Nagah remain outside of the Pact that facilitates congress between the spirit world and the other Fera.
Punish the Guilty<br>
 
Avenge Wrongful Slaying<br>
{| class="wikitable"
</center>
! Cost !! Power
{|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
|-
|-
|1 ||Per three points to spend on Willpower, Rage, or Gnosis
|3 (Sorna)
|12
|-
|-
|1 ||Totem can speak to the pack without the benefit of the Gift: Spirit Speech.
|4 (Talchwi)
|24
|-
|-
|1 ||Totem can always find the pack members.
|5 (Matae)
|32
|-
|-
|2 ||Totem is nearly always with the pack members.
|}
----
==Kitsune==
<center>'''''The Laws of Heaven'''''<br>
I command you to destroy that which harms Gaia.<br>
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>
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>
I forbid you to make war on your brothers and sisters.<br>
I forbid you to break your word.<br>
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
|-
|-
|2 ||Totem is respected by other spirits.
|1 (Yakan)
|2
|1
|0
|-
|-
|2 ||Per charm possessed
|2 (Kiko)
|4
|3
|0
|-
|-
|3 ||Per extra pack member who can use the totem’s powers in the same turn
|3 (Koryo)
|6
|5
|1
|-
|-
|4 ||Totem is connected mystically to all pack members, allowing communication among them even at great distances.
|4 (Reiko)
|8
|7
|2
|-
|5 (Tenko)
|10
|9
|3
|-
|-
|5 ||Totem is feared by agents of the Wyrm. Either minions of the Wyrm flee from the pack, or they do their best to kill the pack.
|}
|}
 
| style="vertical-align: top; width: 10%; padding-right: 25px" |
The listed cost is in Background points, which can be bought through experience (see Spending Experience Points, p. 244) at the rate of two experience points per Background point. (Therefore, three points of Rage would cost two experience points.) The Storyteller should allow increases in totem powers only when it fits in to the story, such as when pack members gain a higher rank, a new member joins the pack, or when pack members gain new insight into the nature of their totem. When the totem is affiliated with a more powerful spirit, the greater spirit might grant the strengthening of its servant (pack totem) in return for a great service done it by the pack.
<center>
 
===Eji===
* As social creatures, werehyenas are much more likely to have pack totems than personal ones.<br>
</center>
* Queen Ananasa also serves as the totem for all werespiders, granting Occult +3 and Enigmas +2 while the werespider meditates in his Sylie. In return, they must obey her laws.<br>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
* Bastet often use personal rather than pack totems, however (calling such patrons “Jamak”).<br>
! style="min-width: 100px" | Rank
* Corax have no pack or personal Totems, either; Raven claims each Corax for his own, granting them one free dot of Athletics, Enigmas, and Subterfuge. In return he asks only that they whisper each secret they learn into the air, that he might hear it as well.<br>
! Chie
* All Gurahl have an aspect of Bear as their personal Totem.<br>
! Toku
* Those not associated with a sentai or other pack-group may have either a personal totem or no totem at all.<br>
! Kagayaki
* Virtually all Nuwisha have a personal totem, inevitably a trickster spirit of some sort. Rarely, a Nuwisha will bind herself into a pack of other Fera — but only if the pack is united under a trickster totem.<br>
* Some wererats establish themselves under a permanent Totem, while others use a special rite to temporarily assume a Totem for the duration of only a single mission or quest, dissolving their bond to the spirit once their task is done.
 
</div>
 
<div class="mw-customtoggle-denrealm" style="cursor:pointer; color:cornflowerblue">[+/-] Den Realm</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-denrealm">
 
==Den-Realm==
 
''W20 Changing Breeds, pg 210''
 
The Bastet has built or acquired (either by inheritance or duel) her own Den-Realm, a sanctuary where she and the land have become one. In the Umbra, a Den-Realm resembles a Domain, one which other travelers cannot pass through without permission. The appearance of this Domain is up to the Bastet who owns the Den-Realm — a proud Khan’s Den-Realm may resemble a maharaja’s fortress, while a Balam’s might resemble an impenetrable forest.<br>
A difficulty 8 Perception + Occult roll is necessary to recognize a Den-Realm for what it is, and penetrating its walls uninvited requires a roll as though the intruder were stepping sideways (difficulty 9). This automatically alerts the Bastet that an intruder is coming in.<br>
A werecat inside of his Den-Realm enjoys several benefits: He may step sideways at any time within his Den-Realm, against a Gauntlet of 3. A number of times per scene equal to his Gnosis rating, the Bastet may make a Gnosis roll (difficulty 6) to blink between two points in his Den-Realm without crossing the intervening space. Any attack on the Den-Realm (whether by banes in the Umbra or bulldozers in the Gaia Realm) registers as a cold bolt of pain in the werecat’s heart. The Bastet can freely peer through the Gauntlet from either side within her Den-Realm. Finally, the Bastet can lead any others she chooses across the Gauntlet while in her Den-Realm as though they were packmates.<br>
A Den-Realm’s rating determines how big it is. The first rating is for urban Den-Realms, while the second is for the much larger Den-Realms possible in the wilderness.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||The size of a house/one square mile.
|1 (Yakan)
|1
|1
|1
|-
|-
|{{gold1dots|2|3}} ||The size of a mansion/two square miles.
|2 (Kiko)
|3
|2
|2
|-
|-
|{{gold1dots|3|2}} ||A city block/five square miles.
|3 (Koryo)
|4
|4
|4
|-
|-
|{{gold1dots|4|1}} ||Two city blocks/10 square miles.
|4 (Reiko)
|7
|5
|5
|-
|-
|{{gold1dots|5}} ||Five city blocks/20 square miles.
|5 (Tenko)
|8
|8
|6
|-
|-
|}
|}
</div>
<div class="mw-customtoggle-glade" style="cursor:pointer; color:cornflowerblue">[+/-] Umbral Glade</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-glade">
==Umbral Glade==
''W20 Changing Breeds, pg 210''
A Gurahl with this Background possesses a Den which opens into a Glade in the Umbra, serving as a “mini-caern” or wellspring of Gnosis. The size and location of the Umbral Glade determines how much Gnosis is available for the resident Gurahl. If more than one Gurahl remains within the Glade in order to regain Gnosis, the total Gnosis available must be shared among those wishing to partake of it.<br>
In addition to providing Gnosis for the Gurahl, an Umbral Glade gives the werebear an instantaneous doorway into the Umbra without the need for a rite.
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||A 20 x 20 foot area, supplying one Gnosis per day.
| 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
|-
|-
|{{gold1dots|2|3}} ||A 50 x 50 foot area, supplying two Gnosis per day.
|2 (Kiko)
|3
|3
|1
|-
|-
|{{gold1dots|3|2}} ||A 100 x 100 foot area, supplying three Gnosis per day.
|3 (Koryo)
|6
|4
|2
|-
|-
|{{gold1dots|4|1}} ||A 500 x 500 foot area, supplying four Gnosis per day.
|4 (Reiko)
|8
|6
|3
|-
|-
|{{gold1dots|5}} ||A 1,000 x 1,000 foot area, supplying five Gnosis per day.
|5 (Tenko)
|10
|8
|4
|-
|-
|}
|}
 
| style="vertical-align: top; width: 10%; padding-right: 25px" |
</div>
<center>
 
===Kataribe===
<div class="mw-customtoggle-mnesis" style="cursor:pointer; color:cornflowerblue">[+/-] Mnesis</div>
</center>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-mnesis">
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
==Mnesis==
! Chie
 
! Toku
Any Mokolé (even one without this Background) may place himself into a Mnesis quest — a sort of autohypnosis in which the character journeys deep into the halls of ancestral memory, much like the Umbral vision-quests of the Garou. Because a Mnesis quest can easily last for hours and renders the seeker oblivious to the outside world for its duration, most Mokolé will only enter Mnesis while in the safety of their wallows. The rating of the Background determines how far back the Mokolé may remember.
! Kagayaki
 
|-
{| class="wikitable"
|1 (Yakan)
! Points !! Description
|1
|1
|1
|-
|2 (Kiko)
|3
|3
|1
|-
|3 (Koryo)
|5
|5
|2
|-
|4 (Reiko)  
|7
|7
|3
|-
|5 (Tenko)
|9
|9
|4
|-
|-
|None ||Roughly a century.
|}
|}
----
==Mokole==
<center>'''''The Duties'''''<br>
Cull the fallen.<br>
Let no shade accuse you.<br>
Guard the Wallow.<br>
The Veil must not be lifted.<br>
Test the Clutch.<br>
All are of Gaia.<br>
Remember.
</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
|-
|-
|{{gold1dots|1|4}} ||Three to five hundred years.
|1 (Hatchling)
|1
|1
|1
|-
|-
|{{gold1dots|2|3}} ||Roughly a millennium.
|2 (Son/Daughter)
|4
|2
|2
|-
|-
|{{gold1dots|3|2}} ||The Impergium and the beginning of human civilization.
|3 (Brother/Sister)
|6
|3
|3
|-
|-
|{{gold1dots|4|1}} ||The awakening of the mammalian shapeshifters.
|4 (Father/Mother)
|8
|4
|4
|-
|-
|{{gold1dots|5}} ||The time of the Dinosaur Kings.
|5 (Grandfather/Grandmother)
|10
|5
|5
|-
|-
|}
|}
 
| style="vertical-align: top; width: 10%; padding-right: 25px" |
</div>
<center>
 
===Unshading and Crowning===
<div class="mw-customtoggle-wallow" style="cursor:pointer; color:cornflowerblue">[+/-] Wallow</div>
</center>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-wallow">
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
==Wallow==
! Glory
 
! Honor
The Wallow Background means that you have ties to a Mokolé wallow, one with some history and other Mokolé residents. If you are a homid, this may be a village, rural homestead, or isolated island such as Komodo. If you are a suchid, it may be an ancient temple, jungle swamp, zoo, or gator farm. Any Allies, Contacts, or Kinfolk you may have likely live at the wallow. The wallow is a place where you can meditate to regain Gnosis in Sun’s light, hold gathers and perform rites. You may live there all the time; of course, if you don’t have Resources, your home might not be very luxurious.
! Wisdom
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||A poor wallow. One Mokolé lives there or perhaps only Kin.
|1 (Hatchling)
|1
|1
|1
|-
|-
|{{gold1dots|2|3}} ||No palace. A few Mokolé and Kin live there.
|2 (Son/Daughter)
|2
|4
|2
|-
|-
|{{gold1dots|3|2}} ||The wallow has lots of land (maybe a national park) or places to live.
|3 (Brother/Sister)
|3
|6
|3
|-
|-
|{{gold1dots|4|1}} ||A nice place: a village, isolated creek, or lake.
|4 (Father/Mother)
|4
|8
|4
|-
|-
|{{gold1dots|5}} ||A temple, alligator farm, or large village.
|5 (Grandfather/Grandmother)
|5
|10
|5
|-
|-
|}
|}
</div>
<div class="mw-customtoggle-secrets" style="cursor:pointer; color:cornflowerblue">[+/-] Secrets</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-secrets">
==Secrets==
The character possesses information that would be considered desirable — or damaging — by someone else. While such knowledge can sometimes place the character in danger, mostly it gives her leverage and advantages. What the character does with these secrets (bartering them for favors or cash, using them to take down minions of the Wyrm, or something else entirely) is up to her.<br>
The player and Storyteller should work together to determine what sort of secrets the character possesses. The Background’s rating determines the value and number of secrets the character knows. This Background is normally the province of Corax and Bastet, though other Changing Breeds (and even the odd Shadow Lord!) occasionally pick it up as well.
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||A small but noteworthy secret — a secret affair, a hidden sexual orientation, a minor crime.
| 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
|-
|-
|{{gold1dots|2|3}} ||A moderate secret. The human identities of a Garou pack, the whereabouts of a criminal on the run, a significant crime, or evidence of two Garou sleeping together. Alternately, a few minor secrets.
|2 (Son/Daughter)
|2
|2
|4
|-
|-
|{{gold1dots|3|2}} ||A substantial secret, or equivalent amount of lesser secrets. A matter of life and death or utter ruination for someone. The location of a lost fetish that someone needs to stay lost. The identity of a murderer of one or more Fera.
|3 (Brother/Sister)
|3
|3
|6
|-
|-
|{{gold1dots|4|1}} ||A heavy secret, or equivalent amount of lesser secrets. The location of a national fugitive, a vampire’s “little black book” of contacts, the location of a Gurahl.
|4 (Father/Mother)
|4
|4
|8
|-
|-
|{{gold1dots|5}} ||An enormous secret, or equivalent amount of lesser secrets. A high-level Pentex plot. The location of a legendary cursed fetish. The secret weakness of an Incarna.
|5 (Grandfather/Grandmother)
|5
|5
|10
|-
|-
|}
|}
 
| style="vertical-align: top; width: 10%; padding-right: 25px" |
* Bastet and Corax both have access to Secrets.
<center>
 
===Shining===
</div>
</center>
 
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
<div class="mw-customtoggle-umbralmaps" style="cursor:pointer; color:cornflowerblue">[+/-] Umbral Maps</div>
! style="min-width: 100px" | Rank
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-umbralmaps">
! style="min-width: 125px" | Any Combination
 
==Umbral Maps==
 
The character possesses a wealth of experience and received information about Umbral navigation. These “Umbral maps” are not physical objects, but rather the collected lore of symbolic navigation among spirit paths, the entry methods for safe havens and refuges, the cycles of natural spirit paths, and reliable methods to bypass various obstacles along the way.<br>
This Background is normally the province of Corax and Nuwisha, though other Changing Breeds occasionally pick it up as well.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} ||A few safe paths and refuges. The character enjoys –1 difficulty to rolls to navigate the Umbra.
|1 (Hatchling)
|3
|-
|-
|{{gold1dots|2|3}} ||Several routes to common destinations. As Level One, plus once per story the character can re-roll a failed attempt to navigate through the Umbra.
|2 (Son/Daughter)
|9
|-
|-
|{{gold1dots|3|2}} ||Safe zones, routes to virtually any place, and knowledge of where not to go. –2 difficulty to rolls to navigate the Umbra, plus one re-roll per story.
|3 (Brother/Sister)
|14
|-
|-
|{{gold1dots|4|1}} ||Several safe places and refuges, extensive knowledge of Umbral paths and dwellers in those areas. –2 difficulty to rolls to navigate the Umbra, plus two re-rolls per story.
|4 (Father/Mother)
|19
|-
|-
|{{gold1dots|5}} ||No one knows the Near Umbra like the character. –3 difficulty to rolls to navigate the Umbra, plus three re-rolls per story.
|5 (Grandfather/Grandmother)
|24
|-
|-
|}
|}
 
|}
</div>
 
----
----
 
==Nuwisha==
=Vampire Backgrounds=
<center>'''''Coyote's Rules For Life'''''<br>
 
Let a Fool Die a Fool’s Death.<br>
<div class="mw-customtoggle-bhand" style="cursor:pointer; color:cornflowerblue">[+/-] Black Hand Membership</div>
Teach Those Who Need Teaching a Proper Lesson<br>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-bhand">
Always Prank the Wyrm<br>
 
Be Subtle<br>
==Black Hand Membership==
Respect Luna<br>
 
Think, Then act<br>
This Background is for Sabbat characters only. You are a member of the feared Black Hand, the body of soldiers and assassins that serves the Sabbat fervently. Having this Background indicates that you are a full-fledged member of the organization, and you have all the responsibilities and benefits that accompany membership.
</center>
 
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
You may call upon members of the Black Hand to aid you, should you ever need it. Of course, this ability is a two-way street, and other Hand members may call upon you to aid them. Thus, you may find yourself assigned to perform assassinations, lend martial aid, or even further the political ends of the Hand as a diplomat or spy. You may also be required to attend crusades that take you away from your pack. All members of the Black Hand must heed the call of another Hand member, especially the superiors of the faction.
! style="min-width: 100px" | Rank
 
! style="min-width: 125px" | Any Combination
Being a member of the Black Hand is a prestigious matter, and other members of the Sabbat respect the organization. When dealing with other Sabbat, should you choose to reveal your affiliation with the Hand, you may add your rating in this Background to any Social dice pools, even after Status or other Abilities have been taken into account. Most Hand members, however, choose not to reveal their allegiance. The Black Hand is also remarkably adept at hunting down Sabbat who claim membership in the Sect but do not truly belong — liars, beware.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} || You are a grunt; you may call upon one Black Hand member once per story.
|1  
|3
|-
|-
|{{gold1dots|2|3}} || You are known and respected in the Black Hand; you may call upon two Black Hand members once per story.
|2  
|7
|-
|-
|{{gold1dots|3|2}} || You are held in the Black Hand’s regard; you may call upon five Black Hand members once per story.
|3  
|13
|-
|-
|{{gold1dots|4|1}} || You are a hero among members of the Black Hand; you may call upon seven Black Hand members twice per story (but you’d better have just cause — if it seems you’re becoming soft, you may lose points in this Background). You may also lead large numbers of Hand members into action should it ever become necessary.
|4  
|19
|-
|-
|{{gold1dots|5}} || You are part of Black Hand legend; you may call upon 12 Black Hand members twice per story (but see the preceding caution). You may also lead large numbers of Hand members into action should it ever become necessary. The Seraphim may even seek your counsel on matters of import.
|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.
|}
|}


</div>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
<div class="mw-customtoggle-domain" style="cursor:pointer; color:cornflowerblue">[+/-] Domain</div>
! style="min-width: 125px" | Any Combination
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-domain">
 
==Domain==
 
Domain is physical territory (usually within the chronicle’s central city) to which your character controls access for the purpose of feeding. Some Kindred refer to their domain as hunting grounds, and most jealously guard their domains, even invoking the Tradition of the same name to protect their claims. As part of this Background, the character’s claim to the domain is recognized by the Prince or some other Kindred authority in the city where it is located.
 
The Kindred who claims the domain can’t keep the living inhabitants from going about their business, nor does she exercise any direct influence over them, but she can keep watch herself and mind their comings and goings. She can also have Allies or Retainers specifically look for unfamiliar vampires and alert her when they find some.
 
Domain refers specifically to the geography (in most cases a neighborhood or street) and properties on it, as opposed to the people who may dwell there (which is the emphasis of Herd). Domain plays an important part in Kindred society — vampires who lack significant Domain seldom earn respect — but it isn’t an automatic entitlement to status among the Damned.
 
You may designate one or more dots in Domain to increase the security of your character’s territory rather than its size. Each dot so assigned to security provides a +1 difficulty penalty to efforts to intrude into the domain by anyone your character hasn’t specifically allowed in, and a -1 difficulty bonus to efforts by your character to identify and track intruders in the domain. A Domain of one dot’s size and two dots’ security, for instance, is small but quite resistant to intrusion, as opposed to a Domain rating of three dots’ size with no extraordinary security.
 
Each level of Domain reduces the difficulty of hunting checks by one for your character and those whom the character allows in. It also adds to your starting (not maximum) blood pool. If you use the domain security option, each dot of domain security raises the difficulty of hunting checks by one for uninvited vampires. See V20 Core, pg 259 for more information on hunting.
 
Domain (both size and security) can be used with pooled Background points.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} || A single small building, such as a single-family home or a social establishment — enough for a basic haven.
|1 (Rakka)
|3
|-
|-
|{{gold1dots|2|3}} || A church, factory, warehouse, mid-rise, or other large structure — a location with ready but easily controllable access to the outside world.
|2 (Voto)
|7
|-
|-
|{{gold1dots|3|2}} || A high-rise, city block, or an important intersection — a location or area that offers areas for concealment as well as controlled access.
|3 (Tava)
|15
|-
|-
|{{gold1dots|4|1}} || A sewer subsection, a network of service tunnels, the enclave of homes on a hill overlooking the city — a place with inherently protective features, such as an isolated mountain road, bridge-only access, or vigilant private security force.
|4 (Teppen)
|23
|-
|-
|{{gold1dots|5}} || An entire neighborhood, an ethnic subdivision like “Chinatown” or “Little Italy,” or a whole suburb. As noted previously, characters in a coterie can share their domain resources for better results. Six to eight dots secure all of a small town or a distinct city region as a domain. Ten to 15 dots secure an important but not geographically huge city sector, such as “the docks,” or “Highland Park.” A large city itself might be a hundred-plus Domain points, as with Atlanta, Dallas, Geneva, or Baghdad. A city such as New York, London, Paris, Rome, Sao Paolo, or Shanghai would require many hundreds of Domain points.
|5 (Rrrrr't)
|30
|-
|-
|}
|}
 
----
</div>
==Rokea==
 
<center>'''''Rokea Law'''''<br>
<div class="mw-customtoggle-generation" style="cursor:pointer; color:cornflowerblue">[+/-] Generation</div>
Survive.<br>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-generation">
Hunt.<br>
 
Spawn.<br>
==Generation==
Swim.
 
</center>
This Background represents your Generation: the purity of your blood, and your proximity to the First Vampire. A high Generation rating may represent a powerful sire or a decidedly dangerous taste for diablerie. If you don’t take any dots in this Trait, you begin play as a Thirteenth Generation vampire. See V20 Core, pg 270 for further information.
{|
 
| style="vertical-align: top; width: 10%; padding-right: 25px" |
{| class="wikitable"
<center>
! Points !! Description
===Brightwater===
</center>
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
! style="min-width: 100px" | Rank
! Valor
! Harmony
! Innovation
|-
|-
|{{gold1dots|1|4}} || Twelfth Generation: 11 blood pool, can spend 1 blood point per turn
|1  
|2
|(1)
|(1)
|-
|-
|{{gold1dots|2|3}} || Eleventh Generation: 12 blood pool, can spend 1 blood point per turn
|2  
|4
|2
|1
|-
|-
|{{gold1dots|3|2}} || Tenth Generation: 13 blood pool, can spend 1 blood point per turn
|3  
|7
|4
|2
|-
|-
|{{gold1dots|4|1}} || Ninth Generation: 14 blood pool, can spend 2 blood points per turn
|4  
|9
|6
|4
|-
|-
|{{gold1dots|5}} || Eighth Generation: 15 blood pool, can spend 3 blood points per turn
|5
|10
|8
|5
|-
|-
|}
|}


</div>
| style="vertical-align: top; width: 10%; padding-right: 25px" |
 
<center>
<div class="mw-customtoggle-herd" style="cursor:pointer; color:cornflowerblue">[+/-] Herd</div>
===Dimwater===
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-herd">
</center>
 
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
==Herd==
! style="min-width: 100px" | Rank
 
! Valor
You have built a group of mortals from whom you can feed without fear. A herd may take many forms, from circles of kinky clubgoers to actual cults built around you as a god-figure. In addition to providing nourishment, your herd might come in handy for minor tasks, though they are typically not very controllable, closely connected to you, or particularly skilled (for more effective pawns, purchase Allies or Retainers). Your Herd rating adds dice to your rolls for hunting; see p. 259 for further details.
! Harmony
 
! Innovation
Players may purchase pooled Herd with Background points.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} || Three vessels
|1
|(1)
|2
|(1)
|-
|-
|{{gold1dots|2|3}} || Seven vessels
|2  
|3
|5
|0
|-
|-
|{{gold1dots|3|2}} || 15 vessels
|3  
|5
|7
|1
|-
|-
|{{gold1dots|4|1}} || 30 vessels
|4  
|7
|9
|2
|-
|-
|{{gold1dots|5}} || 60 vessels
|5
|8
|10
|3
|-
|-
|}
|}
 
|}
</div>
<center>
 
===Darkwater===
<div class="mw-customtoggle-mentor" style="cursor:pointer; color:cornflowerblue">[+/-] Mentor</div>
</center>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-mentor">
{|class="wikitable" style="text-align: center; margin: auto;" width="25%"
 
! style="min-width: 100px" | Rank
==Mentor==
! Valor
 
! Harmony
This Trait represents a Kindred or group of Kindred who looks out for you, offering guidance or aid once in a while. A mentor may be powerful, but his power need not be direct. Depending on the number of dots in this Background, your mentor might be nothing more than a vampire with a remarkable information network, or might be a centuries-old creature with tremendous influence and supernatural power. He may offer advice, speak to the Prince or Archbishop on your behalf, steer other elders clear of you, or warn you when you’re walking into situations you don’t understand.
! Innovation
 
Most often your mentor is your sire, but it could well be any Cainite with an interest in your wellbeing. A high Mentor rating could even represent a group of like-minded vampires, such as the elders of the city’s Tremere chantry or a Black Hand cell.
 
Bear in mind that this Trait isn’t a “Get out of Jail Free” card. Your mentor won’t necessarily arrive like the cavalry whenever you’re endangered (and if she does, you’re likely to lose a dot or more in this Background after rousing her ire). What’s more, she might occasionally expect something in return for her patronage, which can lead to a number of interesting stories. A mentor typically remains aloof, giving you useful information or advice out of camaraderie, but will abandon you without a thought if you prove an unworthy or troublesome protégé.
 
{| class="wikitable"
! Points !! Description
|-
|-
|{{gold1dots|1|4}} || Mentor is an ancilla of little influence, or a Ductus or Pack Priest.
|1
|(1)
|(1)
|2
|-
|-
|{{gold1dots|2|3}} || Mentor is respected: an elder or highly-decorated veteran, for instance.
|2
|1
|2
|3
|-
|-
|{{gold1dots|3|2}} || Mentor is heavily influential, such as a member of the Primogen or a Bishop.
|3  
|2
|4
|6
|-
|-
|{{gold1dots|4|1}} || Mentor has a great deal of power over the city: a Prince or Archbishop, for example.
|4  
|3
|6
|8
|-
|-
|{{gold1dots|5}} || Mentor is extraordinarily powerful, perhaps even a Justicar or Cardinal.
|5
|4
|8
|10
|-
|-
|}
|}


</div>
*Rank 1 Rokea begin with 2 dots in a set category, and 1 dot to place in either of the other two categories.
 
----
 
=Wraith Backgrounds=


----
</tab>
</tabs>

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.