Werewolf

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Player Resources

The role and status of the sphere in Portland.
(see Main tab)
Current and former characters in the sphere.
(see Main tab)
Application Guidelines
General and all specific application guidelines to get you started in the Werewolf sphere.
(see CG tab)
House Rules
All House Rules unique to the Werewolf sphere.
(see House Rules tab)
Custom Content
Custom Content created for the Werewolf sphere.
(see Custom tab)
Helpful off-wiki sphere resources online.
(see Main tab)
The moons under which the Uratha are born.
Additional Blood and Bone options available for Forsaken characters.
The process for creating Fetishes on Echoes.
Gifts in Play on Echoes in the Mist.
Additional Kuruth triggers available for use.
Lodges in play on Echoes in the Mists.
Official guidelines for raising Renown on Echoes in the Mist.
The rankings that denote status among the Uratha.
Rites in play on Echoes in the Mist.
Spirit powers in play.
Wolf-Blooded Tells in play.
Guidelines on Totem creation for Forsaken packs.
The tribes of the Uratha.
Werewolf-only merits in play.
Wolf-Blooded-only merits in play.


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Sphere NPCs

No sphere NPCs found.

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The sphere is currently open, and is accepting applications at this time.

Back when Portland was still simply known as 'The Clearing' among traders, trappers and settlers of the 1830s and early 1840s, the Uratha were a presence in the Pacific Northwest. Speculation exists that William Overton himself, one of the two men who filed claim on the land that would ultimately become Portland, was in fact one of the People. That he quickly grew bored with clearing trees and building roads and sold his half of the claim to a merchant from Maine only fuels the rumor, though the possibility of ever proving it one way or the other has long since been lost to time's passage.

Even as far back as Portland's founding, the phenomenon that ultimately came to be known as 'the Mists' were a factor. No one knows for certain where they came from, what they are, or what their purpose is. Countless theories exist, with varying degrees of support and precious little backing evidence or basis in fact. Some say, however, that their presence has been a draw for the Uratha; greater numbers of the People have laid down roots in the area, owing to the fact that the Gauntlet is unusually thin for such a densely-populated center of human activity.

Read on...

Despite this obvious boon, numerous tribulations have arisen over the years to offset and test the Uratha of Portland. Beshilu, drawn by the existing weak points in the Gauntlet, gleefully gnaw in an effort to break down the barrier further. Azlu skitter through the Shadow, weaving webs to trap the unwary. Shoals spring into existence within the Hisil, some rupturing into Wounds that taint and twist the spirit world and its denizens. Recent years have seen an upswing in the number of Ridden as spirits flock across the Gauntlet to seek refuge or sow havoc.

The Mists themselves, too, provide myriad oddities and challenges. No one can predict when or where they might manifest, or what effects they may bring with them; members of the Lodge of the Chronicle diligently record incidents as tales reach their ears, but it's rare that commonalities can be found. At times, the results of an occurrence can be harmless, or even amusing; an early settler's memoir revealed that the vegetables in his garden, after exposure to a patch of the Mist, began to produce effects when consumed that can only be described as psychotropic. Other accounts take on a more disturbing slant, such as the dead rising from their graves at the Multnomah Park Cemetery after the Mist rolled through, or accounts of encounters with creatures not of this world.

The worst documented example, and the one that has had the most profound and devastating impact on the Uratha of Portland to date, occurred only recently. Following a concerted effort with the city's Kindred contingent to drive the Pure from the site of a particularly strong locus, droves of the People began to exhibit symptoms of serious illness. Obviously supernatural and unknown in origin, it spread quickly among Uratha and Uragarum (Wolf-Blooded) alike and brought death within days. Many pointed to the Anshega, but they, too, were falling to the sickness. Others snarled suspicion at the vampires, despite their previous aid and the neutral meeting ground that had sprung up at the site of the battle.

In the end, only a scant third of the Uratha and Blooded who had inhabited the city prior to the unnatural sickness remained alive and breathing. With the Kindred ultimately exonerated, that left only one possible cause for the plague that had wiped out so many: the Mist, which had blanketed the battle that fateful night. This grim realization drove even more of the People to withdraw from Portland, leaving behind only a small and shaken community to keep up the fight.

The Uratha of Portland are in rebuilding mode. Opportunities abound for the formation of new packs, the establishment of businesses and organizations. Endless possibilities exist for investigation, for growth both as individuals and as a community. Prey is plentiful.

But so is the risk.

Useful External Links

Onyx Path First Tongue Dictionary

 

This is a shared resource for all Onyx Path players. It is not associated with Echoes in the Mist, and should not be edited for MUX purposes under any circumstances. It includes various crowdsourced terminology based on the structure designed around the Sumerian language to represent First Tongue in Werewolf: the Forsaken.

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Player Resources

The role and status of the sphere in Portland.
(see Main tab)
Current and former characters in the sphere.
(see Main tab)
Application Guidelines
General and all specific application guidelines to get you started in the Werewolf sphere.
(see CG tab)
House Rules
All House Rules unique to the Werewolf sphere.
(see House Rules tab)
Custom Content
Custom Content created for the Werewolf sphere.
(see Custom tab)
Helpful off-wiki sphere resources online.
(see Main tab)
The moons under which the Uratha are born.
Additional Blood and Bone options available for Forsaken characters.
The process for creating Fetishes on Echoes.
Gifts in Play on Echoes in the Mist.
Additional Kuruth triggers available for use.
Lodges in play on Echoes in the Mists.
Official guidelines for raising Renown on Echoes in the Mist.
The rankings that denote status among the Uratha.
Rites in play on Echoes in the Mist.
Spirit powers in play.
Wolf-Blooded Tells in play.
Guidelines on Totem creation for Forsaken packs.
The tribes of the Uratha.
Werewolf-only merits in play.
Wolf-Blooded-only merits in play.


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Sphere NPCs

No sphere NPCs found.

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Active Cast

LouMain.jpg
Alouette Lux
Left of the Law, Wolfblood.
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Carter Cooke
Shitkicking Amazon
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Colton
Wandering Exorcist
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Danny Jericho
Enforcer
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Dax
Crew Boss - Oregon Forestry Wildland Fire Service.
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Jae
Paladin Wolf
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Jessa
Gitana Drabarni
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Kynaston
Walking Dichotomy
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Lani
Ninau 'Uhane
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Mihai
Displaced Romani
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Nuri Kantarai
Runaway Romani
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Rian Goode
Occult Expert
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Stan
PBR Lord
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Thomas Daggett
Wolf Crafter
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William
Wild Child Heir - Mischievous Dane

The Fallen

No dead cast found.

Potential Characters

No potential cast found.

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Player Resources

The role and status of the sphere in Portland.
(see Main tab)
Current and former characters in the sphere.
(see Main tab)
Application Guidelines
General and all specific application guidelines to get you started in the Werewolf sphere.
(see CG tab)
House Rules
All House Rules unique to the Werewolf sphere.
(see House Rules tab)
Custom Content
Custom Content created for the Werewolf sphere.
(see Custom tab)
Helpful off-wiki sphere resources online.
(see Main tab)
The moons under which the Uratha are born.
Additional Blood and Bone options available for Forsaken characters.
The process for creating Fetishes on Echoes.
Gifts in Play on Echoes in the Mist.
Additional Kuruth triggers available for use.
Lodges in play on Echoes in the Mists.
Official guidelines for raising Renown on Echoes in the Mist.
The rankings that denote status among the Uratha.
Rites in play on Echoes in the Mist.
Spirit powers in play.
Wolf-Blooded Tells in play.
Guidelines on Totem creation for Forsaken packs.
The tribes of the Uratha.
Werewolf-only merits in play.
Wolf-Blooded-only merits in play.


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Sphere NPCs

No sphere NPCs found.

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Application Requirements

General Application Requirements

Shared World

When creating a character on Echoes in the Mist, please keep in mind that this is a persistent game shared by other players. Concepts that may work fine in a standard tabletop setting may not work as well in an online environment. That said, here are the steps you need to follow to create a character on Echoes in the Mist!

Starting Experience

All characters on Echoes in the Mist start play with 20 Experience points. An additional 5 Experience points can be earned through the completion of a Background for your character.

Template Selection

Mortal: The brave folk of Portland, the backbone of the city.
Mortal+: Psychics, Atariya, Lost Boys and Psychic Vampires.
Ghoul: Those who cannot stop, the ones claimed by the night.
Vampire: The Damned, immortals who consume the living.
Wolf-Blooded: The adopted children of Moon and Wolf.
Werewolf: The Forsaken, primordial half-spirit half-flesh predators.

Background

Not only a way to earn an extra 5 Experience points, writing a background is a great way to give staff an idea of who your character is. Some things, we can generally puzzle together by looking at your stat choices, notes, etc. In a background, though, you can tell us about that criminal 'employer' you stole a hundred grand from before faking your death, or the fact that the vast majority of your family are Anshega, and furious with you for embracing Luna and joining the Forsaken. These types of things give us ideas. Plotty ideas. Fun, exciting, possibly terrible and twisted ideas. Muhahaha.

Each sphere has its own set of general background questions; these give a solid basis to work from. Backgrounds can be narrative in nature, or simple question/answer format. Help on the commands to set this up is found in-game, by typing +help bg.

Aspirations

Choose one Long Term aspiration, and two Short Term aspirations for your character. Long Term Aspirations are things you will not be expected to accomplish fast or easily. Short Term Aspirations are things a character could accomplish even within the span of a single scene!

Important:: We have a coded Aspirations system in the game. All actions pertaining to aspirations are to go through this system, from pitching them to fulfilling them. These do NOT go into your character approval job. Help on the commands is available in-game, by typing +help asp.

Breaking Points

Mortal characters with Integrity (Humans, Mortal+, Ghouls and Wolf-Blooded) all follow the same, basic Breaking Points. Those details should go into a +note on yourself that you set. Help on the commands for setting notes is available in-game, by typing +help notes.

Bio Details

All characters, regardless of template, have certain basic details that need filling in. These are your Bio Settings, and include things like Full Name, Birthdate, Gender and Concept.

For Humans, Mortal+, Ghouls and Wolf-Blooded, this is now the time to choose your Virtue and Vice. For Vampires, fields like Clan, Covenant, Mask and Dirge are available. For Werewolves, Auspice, Tribe, Deed Name and the like.

Help on the commands for setting these is available in-game, by typing +help bio settings.

Touchstones

Vampires and Werewolves have Touchstones. Vampires pick one (see Vampire: the Requiem, p. 87) while Werewolves pick two -- one for Flesh and another for Spirit (see Werewolf: the Forsaken 2nd Edition, p. 87). Please tell us about your Touchstone(s) and how they connect your character to the mortal world in a +note on yourself.

Finishing Touches

Don't forget to spend your Experience! You may submit your desired Experience spends with your character approval job. While staff reviews everything, it's a great time to go over your character and fill in any 'blanks' you missed along the way. Set a description, fill out your +finger info, or even get to work on a wiki!

Wiki Page

To request a Wiki account send a +request to staff with the desired Username and a valid email address. It's that simple!

Create Character Page

The instructions below are important. FOLLOW THEM.
  • Enter your character's first and last name in the box after Character:
  • Just use first and last name. No middle names, no nicknames in quotes. Just first and last name. If you have a very long name with multiple parts, nicknames, or aliases, there is optional space on the form later where you can add all of this. Exceptionally long names will break our listings, and nobody's got patience for that.
  • If the name includes any special punctuation, such as apostrophes, dashes, or accented characters do not include it in the page name. Only use A through Z, in upper and lower case, and spaces. There's a place on the form where you can safely include these elements, and they will display properly across the wiki without breaking things.
  • Do not include underscores. The wiki will insert them for you as needed.

 


Werewolf Sphere Application Requirements

Werewolves
Background Questionnaire
  • Did you suspect you were different before you knew your blood/Changed?
  • What was your First Change, or first encounter with Werewolves, like?
  • Have you ever Death Raged? (Wolf-Blooded, did you ever Dalu?
  • How and why did you join your Tribe?
  • How did you join your Pack?
  • How did you join your Lodge? (If applicable.)
Requirements
Touchstones
Werewolves must have two, one for Flesh and another for Spirit. Information on them should be contained within a +note on the character.
Blood and Bone
Werewolf characters must have a Blood and a Bone (see Werewolf: the Forsaken 2nd Edition, p. 85). Additional Bloods and Bones can be found here.
Kuruth Triggers
Werewolves need to set a +note with their Kuruth Triggers. Each character has one Passive, one Common and one Specific trigger (see Werewolf: the Forsaken 2nd Edition, p. 103). Additional Kuruth triggers can be found here.
Merits Requiring +Notes
A number of Merits in the system need +notes set on them, detailing information that isn't immediately obvious by looking at one's +sheet. This list may or may not be complete -- if anything's been forgotten, staff will notify you during your approval process. (✵ - Werewolves Only)
Renown
Werewolves need to set a +note talking about how they got their levels of Renown. Dots gained from the First Change and from Tribal Initiation can just be mentioned as such. Additional dots need a story to go with them. See our Raising Renown page to see what sorts of things work at these levels.
House Rules
Starting Gifts
Every Werewolf receives the following Gift facets to start out:
  • 1 level of your Moon Gift per dot in Auspice Renown.
  • 2 Shadow Gift facets (Ghost Wolves get one, as they don't have a dot of Tribal Renown).
  • 1 Wolf Gift facet.
The facets need to line up with the character's starting Renown dots. Facets are, in essence, a 'reward' for gaining Renown. Gain a dot of Glory Renown, get a Glory facet. You don't get a Cunning facet for raising your Wisdom.
Lodges
Any Lodges not already updated for 2nd Edition require conversion to the 2E rules set using the guidelines from The Pack, page 80. Starting play already having joined a Lodge is allowed, but information on how the character joined must be contained either in the character's background, or in a +note if the player opted out of writing a background.
First Tongue
Known automatically by all Uratha. Because of that, we do not add it to your +sheet.
Totem
All Werewolves receive 1 free dot of the Totem Merit at character generation.
Restrictions
  • Primal Urge above 3.
  • Any single Renown above 4.
  • Any mundane Status above 3.
  • Mystery Cult Initiation above 2.
Wolf-Blooded
Background Questionnaire
  • Do your Tells make day to day life difficult?
  • How were you treated by local Werewolves?
  • How were you treated by Mortal society?
  • What makes being a Wolf Blooded bearable for you?
  • How did you join your Pack?
Requirements
Virtue and Vice
All Wolf-Blooded characters must have both a Virtue and a Vice.
Breaking Points
Wolf-Blooded follow the basic Breaking Points. Additional, personalized Breaking Points may be detailed in a +note on the character.
Tells
Wolf-Blooded begin play with two free Tells, and are required to have at least one. Additional Tells may be purchased with starting Merit points, or Experience points.
Merits Requiring +Notes
A number of Merits in the system need +notes set on them, detailing information that isn't immediately obvious by looking at one's +sheet. Refer to the list in the Werewolf section above; if you have any of the Merits not marked with a star (✵), the necessary information will need to be +noted on your character. Additionally, some Wolf-Blooded Tells that require +notes are listed below.
House Rules
First Tongue
Cannot be learned as a language by Wolf-Blooded PCs. If a Wolf-Blooded wishes to speak or understand First Tongue, they must take the Tongues Tell.
Totem
Wolf-Blooded characters with the Pack Bond Merit may purchase Totem; one dot at Pack Bond
 Echoes-Dot.png
, and up to five dots at
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.
Restrictions
  • No Mortal+ Supernatural Merits.
  • No more than one Moon Birth Merit.
  • No more than one Tribal Affiliate Merit.
  • No mundane Status above 3.
  • No Mystery Cult Initiation above 3.
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Player Resources

The role and status of the sphere in Portland.
(see Main tab)
Current and former characters in the sphere.
(see Main tab)
Application Guidelines
General and all specific application guidelines to get you started in the Werewolf sphere.
(see CG tab)
House Rules
All House Rules unique to the Werewolf sphere.
(see House Rules tab)
Custom Content
Custom Content created for the Werewolf sphere.
(see Custom tab)
Helpful off-wiki sphere resources online.
(see Main tab)
The moons under which the Uratha are born.
Additional Blood and Bone options available for Forsaken characters.
The process for creating Fetishes on Echoes.
Gifts in Play on Echoes in the Mist.
Additional Kuruth triggers available for use.
Lodges in play on Echoes in the Mists.
Official guidelines for raising Renown on Echoes in the Mist.
The rankings that denote status among the Uratha.
Rites in play on Echoes in the Mist.
Spirit powers in play.
Wolf-Blooded Tells in play.
Guidelines on Totem creation for Forsaken packs.
The tribes of the Uratha.
Werewolf-only merits in play.
Wolf-Blooded-only merits in play.


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Sphere NPCs

No sphere NPCs found.

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House Rules

Pack Bond vs Vinculum

For a character belonging to a Pack, who has forged a relationship with the Pack's Totem (via the Pack Bond Merit), any attempt to create a Vinculum must be rolled as a Clash of Wills against the Pack Totem's Resistance + Rank. If the Totem wins then the Vinculum does not activate. This does not offer any extra protection against vitae addiction or being fed on with/against the pack members' consent.

In addition the Totem and vampire are fully aware that such a contest occurred. This does not notify the Pack as a whole that the contest has occurred unless the Totem notifies them, however, if the Pack is inside range when it happens, Pack Awareness may flag the exact moment it happens.

If a Dead Wolf is a member of a Pack already, they may take a Thrall with no contest, as the vampire is already accepted by the Pack. Should the Thrall be abandoned by his or her Regnant for whatever reason, the Totem may elect to break the Vinculum.

Ghouling a member of the Pack (Wolf-Blooded, as Wolves can be bound but not Ghouled), will also result in such a contest of rolls between the vampire doing the deed and the Pack Totem, as it is taking the character out of the Pack dynamic (template change, loss of Werewolf powers).

Wolf-Blooded and Talens

Only werewolves may use fetishes, as is written in the Second Edition book and confirmed by Onyx Path.

Just as they are able to serve as ritemasters for Pack Rites, Wolf-Blooded characters with the Horse, Spirit Double or Waystone Tells are more attuned to the spirit and are thus able to use talens up to a rating of 3 dots.

Despite their temporary nature in comparison to fetishes, talens must still go through Equipment staff for approval before being allowed in play. Staff will work with the ritemaster to ensure balance and viability for the Wolf-Blooded the item is being crafted for.

As this is still more difficult for Wolf-Blooded than it would be for an Uratha, activating the talen requires the expenditure of a Willpower point.

A talen containing a Facet of a Gift will be treated as though the Wolf-Blooded had a single dot of the appropriate Renown, for determining the Facet's effects. If the Facet in question has an Essence cost to activate it, the Wolf-Blooded will not be able to use the talen, as they have no Essence pool to draw from.

A talen containing an Influence allows the Wolf-Blooded to use that Influence for a single scene as if it had a rating equal to the talen's rating minus 1.

Lunacy

Wolf-Blooded characters are immune to the effects of Lunacy. With certain Tells, however, they can inflict it on others.

A character can become a Wolf-Blooded if they are subjected to the effects of Lunacy and dramatically fail their breaking point roll. Players who wish for their characters to become Wolf-Blooded may, as with other rolls, opt to turn a failure into a dramatic failure.

At no point can turning Wolf-Blooded be forced on another PC. Even on a dramatic failure, if the player of the affected character does not wish to change templates, they may speak with staff and another solution can be worked out.

Totem Merit

Totems have several house rules applied to them, detailed on the Totem Creation page.

Werewolves

All Uratha gain 1 free dot in the Totem merit. This is granted during character creation, and is not counted against the 10 starting merit points.

Wolf-Blooded

Wolf-Blooded must have the Pack Bond merit to purchase Totem dots and be connected to it. They do not, like their Uratha cousins, receive a free dot.

Wolf-Blooded retainers are considered "supporting" (p.91) and may only contribute one dot to the totem.

Vampires and Humans

While you may consider them a part of your pack (with your totem's approval), they are not bonded with the totem - the exception to this being Dead Wolves with the Pack Bond merit. All packmates still receive a totem's blessings, however, so long as they meet the prerequisites.

Fetishes and Talens

Fetishes are handled as Merits, with an Experience cost equal to the number of dots.

Talens will be handled on a case by case basis, and do not carry an Experience cost due to their disposable nature.

Rite Customization

Players may may choose to interpret the way their characters perform a Rite as they see fit, so long as they include all of the Symbols listed in the description of the Rite. Mechanically, this means that the dice pool for a Rite is always an Attribute + Skill chosen by the ritemaster.

While this option is in place, it is not a requirement by any means. If you do not have a +note set under the Rites category with your dice pool for a Rite, it will be assumed you have chosen to use the example dice pool from the Rite description in the book. Also note, when roleplaying and designing a Rite: failure to incorporate all of a Rite's Symbols results in an automatic Dramatic Failure.

Sometimes, the +note itself can be the trickiest part. We've decided to simplify it some, by setting up a form that generates the necessary +note code for you. It is located here.

Pack Awareness

Werewolves in a pack cannot hide their presence from their pack members. The spiritual bonds of a pack are too strong to simply dismiss or conceal at will; the only way to do so is to separate from the pack in question.

Den

This merit is purchased and functions in the same fashion as the Vampire merit "Haven" (Vampire: the Requiem 2nd Edition, p. 112). It requires a preexisting Safe Place to be applied to, and the merit can be shared among members of the Pack. Members of the pack who wish to receive its benefits must have a dot in both Safe Place and in Den.

Hunter's Aspects

The prey contests the roll with Composure + Primal Urge. If the hunter succeeds, she gives her prey the hunter’s aspect Condition appropriate to her auspice for the rest of the scene. With an exceptional success, it ends after one day per dot of your character’s Primal Urge. This 'time out' resolution does not afford a Beat. A character can only suffer from one hunter’s aspect Condition at once; should she be affected by one, other attempts to inflict a hunter’s aspect fail. Each auspice inflicts a specific hunter’s aspect Condition.

As a reminder, the conditions and corresponding moon phases are as follows:

  • Gibbous: Resigned
  • Half: Isolated
  • New: Unaware
  • Crescent: Mystified
  • Full: Swaggering

Harmony Breaking Points

If you encounter a Breaking Point in game, you must submit a +request to staff with the basic details of what led to the Breaking Point. They will determine any modifiers, and instruct you as to how to roll to the job.

If your character is a participant in a pre-approved Plot in which a Breaking Point occurs, and the log is posted for Staff review, you may be allowed to waive the roll if desired. Staff will, as always, have final say.

We're allowing the following to be used as justification for a Breaking Point toward Spirit for werewolves, owing to the fact that at least one of the breaks listed in the book is simply unfeasible in a MU* setting. To even things out, and because this actually comes into play from time to time, a custom Breaking Point towards Flesh has also been included.

Custom Break to Spirit

Causing significant harm to a packmate (lethal damage in the last three health boxes, Lunacy that results in a failed Breaking Point roll, betrayal of a sort that causes notable social, emotional or physical harm, et cetera).

Note: This breaking point roll may or may not have a modifier depending on severity, at Staff discretion.

Custom Break to Flesh

Abandoning a Sacred Hunt without justifiable cause, or reasonable effort invested into taking down the prey (-1).

Unlocking Shadow Gifts

Shadow Gifts are learned from appropriate spirits through coaxing, coercion, or bargaining. A rare few manage to trick or dupe spirits into granting gifts. "Once the spirit agrees to bestow a Gift, it physically tears the symbol into the recipient."

  • Unlocking a non-affinity Gift through these methods requires a PrP run for this purpose specifically.

Others force a spirit to comply with the Rite of the Sacred Hunt.

  • Unlocking a non-affinity Gift through the Siskur-Dah can be done in a PrP specifically for this purpose, or added onto a Hunt's PrP (must be logged) with the ST's permission.

If a player participates in a plot that offers a Gift unlock, but does not have the Experience points necessary to purchase the unlock immediately, we allow 'banking' of the unlock for a period of up to one month from the date of the PrP. A +request for this must be submitted, so that staff can properly document the credited unlock. If one month passes before the player applies Experience toward the Gift unlock, they will need to participate in a 'fresh' PrP in order to open the Gift.

Armor and Silver

Armor works for Werewolves as described on page 94 of Chronicles of Darkness, with the following change for silver bullets:

  • Each point of ballistic armor downgrades one point of damage from aggravated to bashing.
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Raising Renown


Renown is one of the few stats on Echoes that requires some additional legwork to raise. Renown is branded onto a character by the spirits in recognition for their deeds; by its very definition, it's the fame you've earned both among the spirits and other Uratha, and the brands glow in the Hisil and can be sensed instinctively by other werewolves, to ensure it. It doesn't simply spring out of nowhere because you've got a few extra Experience points laying around, your character had to do something in order to obtain it.

As far as 'bang for your buck' stats, Renown is also one of the most valuable that exists in the system. It grants a free Facet in one of your Gifts. It determines your Honorary Rank, which determines how the spirits behave toward you -- and in Portland, there are many. It also has status implications among the People: "The Low Honor the High, the High Respect the Low." Where fetishes come into play, per Echoes' rules, a character's Honorary Rank even determines whether or not a ritualist can create one without the need for a Staff- or player-run plot. And, perhaps most critically, a character's dots in Renown are often added to rolls, as additional dice. A huge advantage, there.

What does this all mean? On Echoes, Renown cannot be simply bought outright like other Experience spends, but must be supported by a character's IC deeds. We are well aware that requiring justification for stat advancements is, traditionally, an unpopular policy to enact. However, in this particular case, we don't see much of a way around it -- at the very least, a player should know what their character did to earn their Renown brands, and staff should as well. It helps us plot. It helps us determine how spirit NPCs behave toward that character. It's vital information.

So, after careful deliberation and intense discussion, the following policy has been put into place.

Official Policy

When raising Renown on Echoes in the Mist, a player may choose one of two justification methods - Thorough, or Minimal.

Thorough Justification
This method entails work. Deeds performed in one or more Staff- or player-run plots and/or 'off-screen' actions handled through +requests, as well as a lengthy narrative write-up of your Renown and how it was achieved in a +note on your character.
  • Wait time is waived.
Minimal Justification
A brief +note on your character with basic information (a sentence or two) on how you achieved this level of recognition.
  • Wait time is <Current Level> in Months.

Rough Guideline to Levels

To assist in determining what kinds of deeds qualify a character for each level of Renown, we've borrowed a page from the Mind's Eye Society's guidelines on the subject.

1st Dot
Keeping Your Nose Clean
Barring sheer stupidity or recalcitrance, the first dot of any Renown should be almost trivial for a character to achieve after a few months. Service to a pack, not treading on the wrong toes, doing your Auspice's job, not breaking the Oath of the Moon, and so forth. Look at the Base Expectations under each category, and be sure to abide by those rules.
2nd Dot
In the Line of Duty
A character should be able to pick up the second level of Renown for putting significant effort in, or service over time. It doesn't need to have taken a spectacular amount of risk, but it does need the Uratha to have gone out of their way.
3rd Dot
Tales of Note
This level of recognition is for Uratha who've put their neck on the block, or put in work that's taken months to complete. If the second level of Renown counts as an Uratha "Employee of the Month," then this is "Employee of the Year."
4th Dot
Big Damn Heroics
Risky and potentially suicidal stuff starts here; you could get Rank 3 Renown with sheer courage or commitment, but if it took ability and smarts, it belongs here.
5th Dot
LEGEN...wait for it...DARY
If you tell newbies about this and their jaw drops or they don't believe you, it might well qualify for this. This is the stuff that heroes get to pull off maybe once in their lives.

Guidelines by Renown Category

Each of the following expandable sections contains examples of the kinds of deeds a character can perform to gain Renown, separated by Renown type.

Cunning

Base Expectations

Keep the People hidden from the Herd. Don't blunder into danger. Be flexible; don't be a slave to the rules when the rules don't work. Don't be gullible; stay sceptical of your enemies' words.

In Lieu of Honor

Any act that qualifies for Honor, but which was performed without the knowledge of anyone but your accomplices (and the Lunes) may be claimed as Cunning, at one point less than the original Honor award.
  • Planting false leads that lead two feuding packs to unite in the face of a greater threat.
  • Tricking a traitor into revealing themselves, without tipping your hand.
  • Quietly eliminating a threat to the People without anyone noticing that the threat existed.

Human Identity

1 Cunning Renown
Maintaining a human identity for a month without alerting the Herd.
2 Cunning Renown
Maintaining a human identity for a year without alerting the Herd.
3 Cunning Renown
Maintaining a high-profile human identity (for example, with hefty amounts of Allies, Status, Contacts or even Fame) for a year without alerting the Herd.

Concealment

1 Cunning Renown
Deflecting the investigations of well-prepared human 'hunters' from your Pack.
2 Cunning Renown
Hiding a Locus in plain sight of the Herd for three moons without incident.
2 Cunning Renown
Permanently deflecting the investigations of well-prepared human 'hunters' from local Uratha.
3 Cunning Renown
Permanently deflecting the investigations of well-prepared human 'hunters' from the People, generally.

Reconnaissance and Stealth

1 Cunning Renown
Sneaking through territory held by antagonistic Uratha on foot without being discovered.
1 Cunning Renown
Sneaking through territory held by very dangerous Spirits in the Hisil without being discovered.
2 Cunning Renown
Sneaking through territory held by the Pure or Bale Hounds on foot without being discovered.
Possible Modifiers
+1 Cunning Renown
The territory is vast (An entire city, county, region).
+1 Cunning Renown
You weren't just passing through, you lived there for over a month.
+1 Cunning Renown
You did it by masquerading as one of their own.
+1 Cunning Renown
...and they checked you for credentials, but were still fooled.
+1 Cunning Renown
...and you brought back strategic information to the Uratha.

Theft

Stealing an item or evidence important to the Uratha:

0 Cunning Renown
From an unsuspecting human.
0 Cunning Renown
From other Forsaken.
1 Cunning Renown
From the Pure.
2 Cunning Renown
From the other supernatural creatures (the Hosts, Mages, powerful spirits).
Possible Modifiers
+1 Cunning Renown
Theft is from a well-guarded location (e.g. museum, bank vault, fortress).
+1 Cunning Renown
Theft is from a supernaturally-guarded location (e.g. Locus held by the Pure, Azlu nest, Mage's Sanctum).
+1 Cunning Renown
Theft by entirely social or verbal means (e.g. confidence trickery, impersonation).
+1 Cunning Renown
The object stolen is a living person, or large and immobile.
+1 Cunning Renown
Apart from you and your accomplices (and the Lunes, obviously), nobody has a clue who to blame, or how it happened.
+1 Cunning Renown
They knew you were coming for it.
-2 Cunning Renown
Theft is entirely for personal gain or amusement.
-1 Cunning Renown
Theft helps the local Uratha, but not directly (such as stealing money to improve your Territory).

Assassination

Renown is as per Theft above, but the +1 modifier for the subject being a living being never applies.

Glory

Base Expectations

Fear not death. Remember the past's glories, and learn from them. Fight the battles that need to be fought, not the ones that don't matter.

In Lieu of Other Renown

Any act that qualifies for another category of Renown, but which clearly put you in harm's way may be claimed as Glory, at one point less than the original award in the other category.
  • Assassinating someone who puts up a good fight.
  • Participating in a challenge that involves a chance of injury or death.
  • Evicting well-matched Pure or Spirits from their territories by force.
  • Surviving a potentially lethal curse whilst in the pursuit of knowledge.

Survival

1 Glory Renown
Surviving incapacitation by Lethal wounds.
2 Glory Renown
Surviving incapacitation by Aggravated wounds.

Vanquishing Your Foes

Defeating the following as part of your pack:

0 Glory Renown
A Spirit-Urged, Shartha-possessed or Ridden human, a reasonably combative human.
1 Glory Renown
A Hursih, a Spirit-Claimed human, a fully transformed hybrid Shartha.
2 Glory Renown
A Hursah
3 Glory Renown
An Ensih
4 Glory Renown
An Ensah, a pack of the Pure.
5 Glory Renown
A Dihir, Idigam, multiple packs of Pure.
Possible Modifiers
+1 Glory Renown
...and it was an unusually nasty one, at that.
+1 Glory Renown
...and it was using its (comparably nasty) minions as protection.
+1 Glory Renown
...and you were outnumbered by at least three to one.
+1 Glory Renown
...and they were armed with silver.
+1 Glory Renown
...and you took time to dedicate this fight to your Pack, Tribe, Totem or some other worthy example.
+1 Glory Renown
...but actually, you were by yourself at the time.
-1 Glory Renown
...come to think of it, there were hordes of you.

Honor

Base Expectations

Say what you mean, and mean what you say. Do as you said you would. Face up to your mistakes and admit your guilt. Honor your pacts and bans. Make sure the guilty are punished fairly. Negotiate with spirits rather than binding, compelling or destroying them.

In Lieu of Glory

An act which qualifies for Glory Renown which doesn't benefit you directly, and for which you ask for no recompense or favour may be claimed as Honor Renown, at one point less than the equivalent Glory award.
  • Helping another pack from well beyond your territory vanquish a particularly nasty foe.
  • Selflessly taking a sniper's bullet for another Uratha.

Mediation

1 Honor Renown
Finding a peaceful resolution to a dispute that has either come to blows between Uratha, or inevitably would if someone hadn't stepped in.
2 Honor Renown
...between packs.
3 Honor Renown
...involving an entire Lodge.
4 Honor Renown
...between entire Tribes.
4 Honor Renown
...between the Pure and the Forsaken.
4 Honor Renown
...between the Forsaken and a spirit of Dihir rank or above.
Possible Modifiers
+1 Honor Renown
...and your faction clearly comes out well ahead in the deal.

Challenges

1 Honor Renown
Setting and/or adjudicating a formal challenge between two Uratha.
1 Honor Renown
Participating in a just and non-trivial challenge, win or lose.
Possible Modifiers
Cancels any Honor Renown
...in a self-serving manner.
+1 Honor Renown
...with a devotion to tradition and formality that goes far beyond lip service.
+1 Honor Renown
...and the stakes of the challenge involve the Territory of at least three packs (e.g. an entire Grid District).
+2 Honor Renown
...and the stakes of the challenge involve vast swathes of Territory (e.g. an entire Grid Region).

Diplomacy

You've been greeted as a friend in the territories of at least...

1 Honor Renown
...three other existing packs (which must consist of players' characters).
2 Honor Renown
...actually, make that five packs.
3 Honor Renown
...actually, make that every pack in the city.
4 Honor Renown
...actually, make that every pack in the city, and the local vampire leaders.
Possible Modifiers
+1 Honor Renown
...and you've been given the right to pass unchallenged by them.

Duty

1 Honor Renown
Carrying out a month's sentry duty for a superior pack or Uratha.
2 Honor Renown
...and had to fight.

Investigation

2 Honor Renown
Finding a serious, insidious threat to the Forsaken.
3 Honor Renown
Finding a deadly traitor in the midst of the Forsaken, such as a spy for the Pure or Bale Hounds.
Possible Modifiers
+1 Honor Renown
...and this leads you to an even more dangerous threat, or better information about enemies of the People.

Territory

0 Honor Renown
Your pack holds a reasonable amount of territory, constantly, for a year.
1 Honor Renown
...and there's at least one Locus in it.
Possible Modifiers
+1 Honor Renown
...and your territory is on the front line of a war with enemies of the People.
+1 Honor Renown
...although actually you don't have a pack - you did it single-handedly.
-1 Honor Renown
...but you've had to briefly retreat before reclaiming it.
-1 Honor Renown
...but you needed the help of other packs to keep it.

Purity

Base Expectations

You have a savage nature, but you should be expected to keep a lid on your Rage until it's needed. Abide by the precepts of Harmony and the Oath of the Moon.

In Lieu of Honor

An act which qualifies for Honor Renown, but has an outcome which in no way affects you or your pack may be claimed as Purity Renown, at one point less than the equivalent Honor award.
  • Mediating between two packs that don't live near or otherwise concern you.
  • Adjudicating a challenge between two Uratha who you normally wouldn't interact with, and claim no further favors from.

Conquest

2 Purity Renown
Your pack claims significant territory from hostile spirits.
3 Purity Renown
Your pack routs an entire pack of the Pure from their territory.
Possible Modifiers
+1 Purity Renown
...and you give it to another pack of Forsaken who are capable of holding it.

Ecology

1 Purity Renown
Attempts were made to despoil your pack's territory, but you stopped them.
Possible Modifiers
+1 Purity Renown
...and your pack's territory is unusually vast.
+1 Purity Renown
...and you needed no other pack's assistance.

Hunts

1 Purity Renown
Participating in the hunt for a sworn enemy of the Forsaken.
2 Purity Renown
...that was composed of at least three packs.
Possible Modifiers
+1 Purity Renown
...and you led it.
+1 Purity Renown
...and the hunt continued for at least three days without rest.
+1 Purity Renown
...and the hunt continued for at least a week (although you did stop to rest occasionally).
+1 Purity Renown
...and ended over a hundred miles from where it started (on foot, all the way).

Pack

1 Purity Renown
Being part of a pack for at least three months.
2 Purity Renown
...for at least a year.

Self-Restraint

1 Purity Renown
Resisting Death Rage due to wounds.
2 Purity Renown
Resisting Death Rage due to betrayal.
3 Purity Renown
Resisting Death Rage due to betrayal of a packmate.

Tur

2 Purity Renown
Guarding and maintaining a Tur for a year.
3 Purity Renown
Assisting in the creation of a new Tur that lasts for at least a year.
Possible Modifiers
+1 Purity Renown
...which is used as neutral ground by several mutually hostile packs during that time.
+1 Purity Renown
...without its peace ever being violated by hostile packs.
+1 Purity Renown
...single-handedly (i.e. by one Uratha, without the help of a pack).

Wisdom

Base Expectations

Expect to keep learning, but don't take what you see for granted. Learn from your mistakes.

Using Rites

Wisdom Renown equal to the rank of the spirit bound.
Binding a dangerous or hostile spirit.
1 Wisdom Renown
Lead a Siskur Dah rite.
2 Wisdom Renown
Perform the Great Hunt rite.

Research

Wisdom Renown equal to the rank of the spirit researched.
Uncovering the (previously unknown) Ban of a spirit, and making good use of that knowledge.
Staff's Call.
Uncovering important ancient lore of the People.

Sacred Places

2 Wisdom Renown
Securing a Locus or Glade that was once lost or abandoned.
2 Wisdom Renown
Discovering a previously unknown Locus or Glade.
Wisdom Renown equal to the Locus' new level, minus one.
Holding and maintaining a Locus such that it permanently increases in power.
2 Wisdom Renown
Finding an undiscovered Glade, Wound or other similarly important place in the Hisil.
3 Wisdom Renown
...and spreading that knowledge widely amongst the People.
Possible Modifiers
+1 Wisdom Renown
...and the Locus you found is significantly powerful (level 4 or above).

Tuition

2 Wisdom Renown
Passing vital strategic or historical knowledge to other packs for no reward.
Wisdom Renown equal to the highest rite's level, minus one.
Teaching rites to at least three other people.
Wisdom Renown equal to the level of the highest rite passed on, or 3 Wisdom Renown if no rites were taught.
Doing nothing for three moons besides tutoring other Uratha.

Sacred Hunt and Lodge Benefits

Lodges are not like Tribes. Tribes, being collective organizations of Uratha that follow the ideologies of the Firstborn, are expansive, encompassing organizations that strive to bring the People together. Lodges, on the other hand, are very different. Lodges are small, tight-knit, often secretive groups of Uratha who have sworn to serve another entity in exchange for power. These Lodges are selective about their membership, and their Totems often do not look kindly on outsiders prying into their affairs, especially as most Totems demand behaviors and beliefs that deviate from the doctrines of Luna in odd ways that sometimes border on blasphemy (e.g., the Lodge of Garm believes that 'The People do not Murder the People' is a false doctrine spread by a wayward faction of Lunes to deceive the People).

As such, when a member of the Lodge serves as the Ritemaster for the Sacred Hunt, his Tribal benefits extend to the group, but not any Lodge-specific benefits of the Hunt. The Totem does not recognize the other hunters in the same way that Pack and Tribal totems do -- it only recognizes those it has taken under its wing, and refuses to extend its power to those not initiated under its doctrine.

Example: A Blood Talon of the Lodge of Garm uses the Sacred Hunt rite on a group of werewolves. This group would receive the Blood Talon benefits of Siskur Dah (the ability to perceive Renown Brands), but would not receive the ability to detect a Primal Urge higher than 6 or the ability to retain defense using the all-out attack maneuver. These benefits are reserved for Lodge members only.


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Player Resources

The role and status of the sphere in Portland.
(see Main tab)
Current and former characters in the sphere.
(see Main tab)
Application Guidelines
General and all specific application guidelines to get you started in the Werewolf sphere.
(see CG tab)
House Rules
All House Rules unique to the Werewolf sphere.
(see House Rules tab)
Custom Content
Custom Content created for the Werewolf sphere.
(see Custom tab)
Helpful off-wiki sphere resources online.
(see Main tab)
The moons under which the Uratha are born.
Additional Blood and Bone options available for Forsaken characters.
The process for creating Fetishes on Echoes.
Gifts in Play on Echoes in the Mist.
Additional Kuruth triggers available for use.
Lodges in play on Echoes in the Mists.
Official guidelines for raising Renown on Echoes in the Mist.
The rankings that denote status among the Uratha.
Rites in play on Echoes in the Mist.
Spirit powers in play.
Wolf-Blooded Tells in play.
Guidelines on Totem creation for Forsaken packs.
The tribes of the Uratha.
Werewolf-only merits in play.
Wolf-Blooded-only merits in play.


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