Renown

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Round, like a circle in a spiral
Like a wheel within a wheel.
Never ending or beginning,
On an ever spinning wheel
Like a snowball down a mountain
Or a carnaval balloon
Like a carousell that's turning
Running rings around the moon

Like a clock whose hands are sweeping
Past the minutes on it's face
And the world is like an apple
Whirling silently in space
Like the circles that you find
In the windmills of your mind

Windmills of your mind
Words and music by Alan Bergman and Michel Jean Legrand

Harlequins use the Werewolf renown chart, though there are many things that do not apply (e.g. they get no extra renown if they defeat people with silver weapons) Storyteller's discretion as to what applies. They also have their own special renown Chart (this is untested, alter as necessary). An apprentice is the person being Mentored (they're your mentor, you're their apprentice). Feel free to add your own as necessary, and send them to me.

Harlequin Renown Awards
Activity Glory Honour Wisdom
Teaching a Gift ---- 1+Gift level 2+Gift level
Teaching a Rite (treat minor Rites as level 0) ---- Rite level 3+Rite level
Teaching an ability (Depends on complexity;
driving could be 1H 2W, cosmology could be
3H 4W, it's up to the storyteller)
---- 1-3 2-4
Regularly performing in a way that
teaches those who watch
---- 3/year 5/year
Someone you have taught does a great thing
using your teaching (e.g. defeats a very
powerful wyrm minion, finds a lost caern, etc.)
3-6 4-7 5-8
Your apprentice does a great thing +1 to above +1 to above +1 to above
When your apprentice leaves to live and learn
on his own (must be on good terms)
---- 2 4
When an old apprentice takes on an
apprentice of his own
1 3 5
Falling out with your mentor/apprentice
(is restored if you make up)
---- -2 -4

Rank



Harlequin rank is worked out quite differently to the rank of Garou and the Bete. They have their Harlequin Rank, which is cased on total renown. They also have four other Ranks; Avatar Rank, Warlock Rank, Mime Rank, and Death Jester Rank. Unlike the Garou the Harlequins easily and often change their roles. It's not a case of getting up one day and saying ‘I think I will be an Avatar today’, there is a ritual that must be gone through, but Harlequins do often change their roles. Harlequins can learn Harlequin gifts based on their Rank at any time, but you can only learn Gifts of a role when you're in that role, e.g. Bob is a Harlequin who is currently a Warlock. He is a Rank 1 Warlock and Rank 3 Avatar, for Role Gifts he only learn level 1 Warlock, despite the fact he has been a rank 3 Avatar. This does not apply to non-Harlequin Gifts, such as those learned from a Corax, unless those gifts are also Harlequin gifts.

A Harlequin cannot join a Role until they are Harlequin Rank 2 and they must have the required Renown, They cannot gain Rank 4 harlequin until they have reached Rank 5 in one of the roles (such individuals are known as High Avatars, High Warlocks, Master Mimes, or Grand Reapers. They cannot reach Rank 5 Harlequin until they are Rank 5 in all the Roles, these rare people are the Solitaires

The Rank charts are as follows (again this is untested, and probably needs a lot of adjustment)



Harlequin
Rank Total Renown
Rank 1 0
Rank 2 5
Rank 3 15
Rank 4 Rank 5 in at least one role
Rabk 5 Rank 5 in all roles


Avatar
Rank Glory Honour Wisdom
Rank 1 1 2 0
Rank 2 3 5 1
Rank 3 5 9 3
Rank 4 8 12 5
Rank 5 11 16 8



Warlock
Rank Glory Honour Wisdom
Rank 1 0 0 3
Rank 2 1 2 6
Rank 3 2 5 10
Rank 4 4 7 14
Rank 5 6 10 19



Death Jester
Rank Glory Honour Wisdom
Rank 1 0 1 2
Rank 2 1 3 5
Rank 3 5 8 12
Rank 4 5 8 12
Rank 5 8 11 16



Mime
Rank Glory Honour Wisdom
Rank 1 2 0 1
Rank 2 5 1 3
Rank 3 9 3 5
Rank 4 12 5 8
Rank 5 16 8 11

Harlequins often change their roles, unlike Garou and the Garou's Auspices, changing is considered a perfectly natural thing to do. To change a Harlequin must be at least rank 2 Harlequin, and they must undergo the Rite of changing role (see appendix). Because it would be possible to be a Rank 5 Warlock then join the Death Jesters and go up to Rank 4 Death Jester without doing any work, you must earn at least half the renown for an upgrade in role rank while within that role, e.g. even if you have 20 in Honour, glory and wisdom, it would still take 2 honour 2 glory and 2 wisdom to go from rank 4 to rank 5 Mime.

Effects of roles

There are both advantages and diadvantages in taking on a role; as well as the effects of Dathedi, the choice of role has a psychological effect on the Harlequin as well. The effects are listed below (they are mostly modeled by flaws, unfortunately I have temporarily mislaid my Werewolf players guide with the flaws in, so I am unable to list the exact effects for all of them, however the names should make it fairly self explanatory, I welcome any corrections). The listed effects are applied to your character while the role is their current role. Solitaires are not affected by any of these effects.

Avatar
Troupe Mentality : -/+ 1 to all difficulties with/without Troupe

Death Jester
Daredevil: -1 difficulty and ignore one 1 when dangerous.
Sensation Junkie: Must roll to resist new sensations (difficulty set by storyteller)

Warlock
Eerie Presence: -2 dice to social interaction
Precognition: You occasionally see vauge glimpses of important things that are going to happen to you, the storyteller decides when you see things and what you see.

Mime
Mute: Can't speak.
Gains a free Mime sign language; All those currently Mimes (and Solitaires) can understand what is being said, complex issues can be discussed. Those who have been Mimes can attempt to understand it with a Intelligence+Mime Ramk roll, the number of successes determining what degree of understanding is gained.
Gains a one free general sign language ('Gesture', which can be increased with experience, it is a Skill) this can be used for communicating with non-mimes. The roll (by the Mime) is Wits+Gesture, difficulty based on the intellegence of the watcher and the complexity of the message. For example; 'Stop' would be very easily understood, so low difficulty. 'The boys are trapped in an abandoned mine shaft which is filling with water' would b a lot harder, so high difficulty.

Onto Chapter 4 - Gifts

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