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Werewolf House Rules


Requesting Renown:

Characters can only gain 1 full point in each category per month.

Players are responsible for putting in their own renown requests, in the month that the action has happened. You cannot 'save' a renown request from July and put it in August because you're already over the 1 full point cap. 
* If you forget, that renown is lost. Please put those requests in as quickly as possible so you do not miss out.

Challenging for Rank:

Garou wishing to challenge for rank should challenge someone of a higher rank in the appropriate auspice, or they may challenge the Master of Challenge. If this challenge is to a PC, the challenge should be cleared with the STs as appropriate before it is offered IC.

Necessary time active in order to challenge for Rank:
  • Cliath to Fostern: Minimum of 2 month
  • Fostern to Adren: Minimum of 6 months
  • Adren to Athro: Minimum of 12 months
  • Athro to Elder: Minimum of 18 months

Renown and Rank:

We are using the Renown Sample Awards from the book. (If you think you have done something worthy of renown but do not see a matching listing in the book, please feel free to ask the STs. We will happily suggest something for you to put in if it is worthy.)

However as you gain rank, you are expected to do more and as such the amount of renown you earn for your actions is less. 

You will put in your renown requests as normal, using the suggested renown from STs for scenes or building your request from the Sample Awards in the book, then apply the modifier below yourself before actually submitting the request.
  • Fostern will receive 75% of their requested renown award rounded down.
  • Adren will receive 50% of their requested renown award rounded down.
  • Athro will receive 30% of their requested renown award rounded down.
Some renown rewards will still be honored for the full amount! Some of those rewards are not on the sample renown list in the book but will be suggested by the STs at the time it happens.
* Examples of these might be the renown for leading a group of Garou into battle and bringing back everyone alive.


Level 1 & 2 Gifts

You will NOT need a scene for level 1 & 2 gifts that are in tribe, breed, and auspice. However! If you are new to Werewolf, or have never had a gift scene before, and would like to request a scene. You may do so through the Scene Request Channel on Discord.

In order to earn a level 1 or 2 gift IC, you must submit the following to the ST team in your Experience Request.

Gift Name:
Gift Level:
Book the Gift is from:
XP Cost of Gift:

Out of Tribe Gifts

Requires: Rank 1 – Tribal Lore 2; Rank 2 – Tribal Lore 3; Rank 3 – Tribal Lore 4; and an ST run scene.

Out of Auspice Gifts

Allowed, however you will take a renown hit at the time of learning if you're neglecting fulfilling the role of your own Auspice. Requires ST.

Out of Breed Gifts

Allowed; Requires ST


These need to be learned IC. Each rank of Rites takes a week per level to learn it properly and be able to perform it effectively.

Intelligence + Rites (Difficulty 10 - Intelligence) (This CANNOT be lower than difficulty 5)), and Willpower may be spent on learning the rite.

Example: Susan has Intelligence 2. Her difficulty to learn Rites is now 10-2=8

You must post the following to your Experience Request Thread:

Rite Name:
Rite Level:
Book the Rite is from:
(NPC/PC) learned from:
Date learned:
Roll: (Please copy and paste the roll directly from the Discord room)

Fetishes and YOU

So, you're an enterprising theurge and you'd like to make some fetishes right?
These rules can be found in Hammer and Klaive (Werewolf Revised) -- Some of this will involve conferring with your ST on exactly what will be needed for the fetish. These rules are used so that making a fetish is not reduced to a mere dice roll -- fetishes are sacred treasures of the Garou nation and those who make them are looked upon favorably.

An optional first step is Research -- where your PC looks into how other successful fetishes have been made or their effects (i.e. a klaive does agg to all targets because of the war spirits bound within etc.)

Quote:Doing research on a fetish makes later phases of fetish creation easier. Players must firmly present the specifics of the fetish they seek to design to the Storyteller — no one can do research if they don't
know what they're researching. With the Storyteller's permission, players roll Charisma plus either their Mentor or Kinfolk Background against difficulty 8, or roll Charisma plus Allies or Contacts against Difficulty 9. Every success reduces the target difficulty of the actual Rite of the Fetish by 1. A botch indicates misleading research and the first success on the Rite of the Fetish roll is ignored. This also requires roleplaying and time, assume a week of research for each point of Background—Getting together information from a large family will take longer than just asking your siblings to see what
they can dig up. If speed is required, players can elect to roll fewer dice and take less time with their research.

Again, this step is optional, you don't have to spend weeks doing this research but it can help if you have the connections.

Gnosis and Level

Get with your ST regarding what Gnosis and Level your proposed fetish will have (The rules are too lengthy and wordy to put here in full. But follow along with your ST in Hammer and Klaive and you will be fine. Basically, compare what you want the fetish to do with what other fetishes with a similar power level do to determine the most appropriate level and gnosis rating)

Assembling Fetish Meterials

Finding an appropriate object is mostly a matter of shopping around and having an appraiser's eye. Roll Wits + an Ability appropriate to the object being searched for. As an example, looking for a good
sword would come under the Melee ability, while a good flute would fall to Performance. The difficulty of the roll depends on the rarity of the object: Something you can find in an average mall would be 5, something you find in specialty shops would be a 7, and something truly exotic would be a 9. These do not reflect so much the difficulty in finding any such object, all that requires is a lot of hard work and
research. Rather, this reflects the difficulty of finding a good example of the object; the rarer the item, the more likely you'll have to settle for what you find. Finding a good quality item is essential — If the Wits roll gets less successes than the Level of the Fetish, then few spirits will ever bother negotiating to enter it

Finding someone to make an item for you is more a matter of knowing those in the field rather than the field itself. Rolling Allies, Contacts and Kinfolk is the easiest way to do this, with a difficulty depending upon the size of the field. Of course, if the character knows someone in the field directly, success should be automatic. Some Storytellers may also allow players trying to find pre-made fetishes to also make one of these Background rolls to enlist the help of those they know. ("Dear Suzy, how's my favorite little sister? Hey, you wouldn't be able to check out some music shops in Portland and search for a...") Every two successes on this roll reduces the difficulty of the other roll by 1.

Finally, making an object yourself is a straight Wits + Crafts roll, with a difficulty set by the Storyteller depending on the complexity of the object. Storytellers may also give bonuses based upon other
associated Abilities. For example, a Garou with Melee 5 is going to have an easier time crafting a good sword than an untrained klutz — he knows precisely the length and balance that suits his hand, and can
work accordingly.

Preparing the Object

There is not necessarily a system for this specifically, as traditions vary among tribes and breeds but essentially you purify the object by exposing it to the elements in a way that the garou feels prepares it to accept the spirit.

Preparing yourself

This phase of creating a fetish can be handled entirely within the rules for the Rite of Cleansing. Storytellers may choose to give a bonus for particularly successful Cleansing Rites, reducing the difficulty on
the Rite of the Fetish by 1 for every success rolled over the level of the fetish being created. Creative variations on this Rite should also be rewarded by dropping the difficulty on the Rite of Cleansing by 1. Whoever performs this rite (and it need not be the fetish creator in most cases) must know the Rite of Cleansing, this part is not contained within the Rite of the Fetish.

Contacting the spirit

There is no bonus for a good success on the rite of summoning however rolling one success will increase the rite of the fetish difficulty by 2 and rolling two successes will increase the rite of the fetish difficulty by 1. This is because you start out having already offended the spirit.

Finally we come to 

The Rite of the Fetish

There are a few final modifiers for the final contested roll

You can:
  • Persuade, praise or cajole the spirit (With a difficulty equal to the spirit's willpower. You must achieve a number of successes equal to the Fetish Level for this to be effective)
  • Give the spirit a permanent point of Gnosis to lower the difficulty by 2
  • Offer a taboo (i.e. "this blade shall never be held except by an ahroun") - this gives a difficulty reduction of 1 to 3 depending on the taboo.
  • Direct threats (This can be difficult, and failure ends the rite immediately)

The final rite goes as follows:

The ritualist rolls Wits + Rituals, but this time with a difficulty of the spirit's Willpower. (Any modifiers based upon the quality of the object or any other preparation are counted for this extended roll.) 

In return, the spirit rolls Gnosis with a
difficulty of the ritualist's Charisma + the level of the fetish. (It's much harder for a spirit to turn down a chance to be in a grand, incredible fetish than in a standard run-of-the-mill one.)

The ritualist needs to gain a number of successes more than the spirit equal to the Level of the fetish being made. (So a Level 4 fetish will require the ritualist to roll four more successes than the spirit.) The spirit needs to get a number of successes more than the ritualist equal to the ritualist's Charisma. (At which point, the spirit presumably gets bored with the proceedings.)

What makes this more complicated is that every roll beyond the first in the extended test must be earned by the ritualist by trying another tactic in the negotiation. Any of the tactics discussed above (such
as Gnosis bribes, taboos, threats, and so forth) are legitimate, as are any clever tricks the player might think of.

Finally, the ritualist can choose to 'double up' on tactics in order to reduce the difficulty. Instead of just employing a taboo, they could offer two taboos. The first taboo earns the ritualist another roll, the second one drops the difficulty of that and all future rolls. This continues until either the ritualist gains the needed advantage of successes (whereupon the fetish is created) the spirit does the same (in which case the spirit becomes bored and leaves) or the negotiations stall, with the ritualist unable to think of a way to continue. (In which case, again, the spirit leaves.)

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