Social Systems- Monikers

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Social Systems- Monikers

 

A moniker is a temporary title given to a Garou for her deeds and actions. Monikers can be positive or negative, some indicating reputation earned, while others indicate notoriety carried. Each moniker confers a unique modification to a character’s reputation for a limited duration. Characters attain monikers from those holding sanctioned positions within the Garou Nation or via participation in moots. In some cases, earning a moniker confers a one-time award or penalty of Fleeting Renown. The bearer may spend awarded Renown normally; penalties cause the target to immediately lose the designated number of Renown traits. Should a recipient be unable to hold additional Renown, or not have the appropriate Renown to lose, there are no additional effects. Some monikers can only be removed by special quests, which must be sanctioned by various position-holders within the Garou Nation.

 

Greater Monikers

A greater moniker is permanent, unless removed by the High King, a legend, a tribal councilor, or at a Concolation. Those burdened with a pejorative greater moniker are known throughout the Garou Nation, as their misdeeds spread via Talesingers (see Garou Nation: Council of Auspices: Talesingers, page 253) and spirits; the stories spread equally far for those whose greater monikers convey positive esteem.

 

Branded

A character with the Branded moniker suffers all of the penalties of a lesser moniker, such as Coward, that she received as a punishment, but the moniker is permanent. Both monikers are applied at the same time, using language announcing both monikers at once. For example, a position-holder may announce that such a character is, “Branded a Coward.” This moniker can only be assigned after a formal trial before a Truthcatcher (see Garou Nation: Council of Auspices: Truthcatchers, page 251).

 

Assignment Penalty: Forfeiture of all Fleeting Renown of the type indicated by the associated lesser moniker.

 

Disgraced

A Disgraced Garou has been caught and tried for violating the Litany and punished by a Sept Leader or the High King. Examples of crimes worthy of this moniker include siring or conceiving a Metis, causing a caern to fall, or murdering a fellow Garou outside of a sanctioned duel. This moniker can only be assigned after a formal trial before a Truthcatcher (see Garou Nation: Council of Auspices: Truthcatchers, page 251).

 

Assignment Penalty: -2 Glory, -2 Honor, -2 Wisdom

 

General

During the Age of Apocalypse, the High King bears the responsibility to organize werewolf forces against the agents of the Wyrm. Those he entrusts with command attain the moniker General, a formally sanctioned title. During a time of war, any General present acts as the de facto leader, outranked only by the High King or by a tribal councilor. This moniker can only be granted or removed by the High King, and persists beyond the end of wartime; the bearer may keep her title as a token of her service.

 

Award Bonus: +1 Glory, +1 Honor, +1 Wisdom

 

Hunted

A werewolf who undergoes the Rite of the Hunt receives the Hunted moniker. If a sept performs the rite, the werewolf loses all access to Renown while located within that sept’s protectorate. If the High King, the Tribal Council, or a Concolation hosts the rite, then the target permanently loses all Renown. Killing a Hunted Garou grants the executioner the moniker Hero.

 

Assignment Penalty: Loss of all Fleeting Renown

 

Ronin

Ronin werewolves have been cast out of their tribes and the Garou Nation as a whole for a grievous violation of the Litany or similar savage crime. A Ronin cannot participate in any sept activities, including moots or challenging for Rank. It is impossible for a Ronin to regain Gnosis in any caern or shard caern aligned with the Garou Nation, as the totem spirits overseeing these places will deny their blessings. For more information, see Garou Nation: Ronin: Outcasts of the Garou Nation, page 233.

 

Assignment Penalty: Loss of all Fleeting Renown

 

Lesser Monikers

A lesser moniker are temporary, lasting a set amount of time, unless removed sooner by a Sept Leader or a member of the Auspice Council. The reputations of those carrying a lesser moniker are known by most Garou throughout the local area, as their sept-mates often speak their names. Should they forget, the local Talesinger and spirits will remind them. Benefits and penalties for lesser monikers do not reach beyond the protectorate of the sept that assigned it.

 

Champion

A sept considers a Garou named its Champion to be an avatar of bravery and righteousness in the world. She represents the sept’s totem and honor in all things. If there is no current Champion of the sept, the Sept Leader may proclaim one. The bearer retains this title until she is defeated in a challenge by another within the sept, in which case, the title goes to the victor. Depending on a sept’s specific customs, a Champion may be assigned this distinction for valor, performance, lore or riddle contests, or a hometown tradition, such as basketball or mead drinking.

Award Bonus: +1 Glory

 

Coward

A Coward holds a great deal of contempt within the Garou Nation. Accusations of cowardice frequently precede a challenge. Werewolves consider a Garou so named as weak. While she carries this moniker, a character cannot gain or spend Glory Renown. This moniker lasts 30 days, or two games, whichever is longer.

 

Assignment Penalty: -1 Glory

 

Dishonorable

Honor shields werewolves from the dangers of rage and other dark impulses. A Dishonorable Garou is considered untrustworthy; while carrying this moniker, she cannot gain or spend Honor Renown. At no cost, a Den Parent may assign the moniker Dishonorable to any werewolf who harms a Youngling unnecessarily. This moniker lasts 30 days, or two games, whichever is longer.

 

Assignment Penalty: -1 Honor

 

Gallant

A Garou known as Gallant is bold and brash, with the heart of a warrior poet. She is both hero and knave, living freely and following her passions. This moniker is often a double-edged sword, as it signifies that this Garou’s words can be dangerous, and she is one to be watched. A Gallant automatically recovers any Willpower expended during Staredowns. This moniker lasts 30 days, or two games, whichever is longer.

 

Award Bonus: +1 Glory

 

Hero

The concept of heroism is sacred to the Garou Nation. A werewolf who earns the Hero moniker has demonstrated herself as a leader of the people. She might be a Garou who has proven her mettle in battle time and again, or the first to jump into a dance. Either way, this moniker carries with it a great deal of honor and respect. A Hero is considered to be the ultimate victorious warrior and leader of Gaia, deserving of respect—and some time to recuperate. She cannot be challenged, unless that challenge is issued by one of higher Rank, for the next 30 days or two game sessions, whichever is longer.

 

Award Bonus: +1 Glory

 

Paragon

A Garou named a Paragon is an example of self-restraint, fully in control of her rage. Her sept considers her influence a blessing to the hot-tempered in their midst. For the next 30 days, or two game sessions, a Paragon may expand a trait of Honor Renown to grant a willing recipient an automatic success in test to resist frenzy outside of combat, provided she can speak and be heard.

 

Award Bonus: +1 Honor

 

Reckless

Wisdom provides a light that guides Garou towards proper behavior. A Garou named Reckless is considered foolish. While carrying this moniker, she cannot gain or spend Wisdom Renown. This moniker lasts 30 days, or two games, whichever is longer.

 

Assignment Penalty: -1 Wisdom

 

Worthy

One who is Worthy serves as a paragon of justice and keeper of the Litany. As she is an example for the young, a Den Parent will often call upon a Worthy Garou to teach Cubs the ways of the Nation and help inspire the next generation. Winners of this laurel find themselves granted minor social favors from others as a sign of respect and acknowledgement of the good works they have done for the sept as a whole.

 

Award Bonus: +1 Wisdom

 

Youngling

All Cubs (Garou with 0 dots of the Rank background) bear this moniker. Younglings are free to ask questions at appropriate times, and receive reduced punishments for any infractions committed due to their inexperience. At no cost, a Den Parent may assign the moniker Dishonorable to any werewolf who harms a Youngling unnecessarily. The Youngling moniker persists until the Cub earns her first dot of Rank.

 

Award Bonus: None

Social Systems- Monikers

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