House Rules

Explanations

Gifts
Cost:
Rather than the straight listed 3 xp/level for your auspice gifts and 5 xp/level to learn other auspice gifts, I use a 3 for yours and an extra xp for each 'step' away from your auspice. EG: philodox buying a galliard gift would pay 4 xp / level, whereas a ragabash learning the same gift would pay 6xp/ level of the gift.
Persuasion:
Persuasion, as written, is a bit pox. The slightly revised system is that you make the same roll, against difficulty 8 and each sucess lowers the difficulty of any social rolls in the scene by 1.

Rage

Under stress, you may spend Rage for a number of things, not least is the extra actions thing. Spend a point of Rage and you gain your [Dex] worth of extra actions for that turn, which are split evenly over the turn.

Rage is regained when you first see the moon each night - something in your soul surges and you are recharged. You get 0,1,2,3 or 4 rage, depending on the auspice of the moon (ragabash to ahroun). If the moon matches your auspice, you get all of your rage back. There are other ways to get rage back, including botching important rolls...

Renown

Ok.
Ages ago, pacts were made with the spirits(tm) to help prevent constant squabbling about social status amongst the garou, because the constant arguments often turned violent, and so on.

So now there is a form of spirit-status that is awarded to garou based on their behaviour. Garou and spirits can sense this and it tends to auto-set the social status. Spirits also will only teach gifts to those Garou with sufficient renown to be able to learn them (ie: rank1 garou can only get level 1 gifts, because they are taught by spirits).

Because the pacts made for the awarding (or subtracting or renown) were made millenia ago, and spirits do not usually change very much (well, if they change they become a different spirit and forget a lot of what they knew.), the behaviour required for renown gain is somewhat restrictive, and the behaviour that loses renown can sometimes seem strange in the here and now.

Basically you gain wisdom renown for knowing what the right thing is to do (as judged by the spirits), honour renown for doing the right thing, and glory for combat while doing the right thing. Conversely, you lose renown for not doing the wise things, doing the wrong things or behaving badly in combat.

When you gain renown, it is temporary renown. When you have collected 10 points of a type of temporary renown, you can ask for it to be 'recognised' by a senior sept member. It then becomes 1 point of permanent renown.

I'm going to assume that things you have done over the last three (or whatever) years and during the Rite of Passage get you enough renown for rank 1. After that thought, you have to earn it :)

Its kind of experience, but it matters with regard to which gifts you can learn, and also in the whole pecking order of Garou - rank 1's get sent to do the "search the sewers" jobs :)

Yes - if you drop to -10, you lose a permanent. And you can drop ranks :)

alpha: decided by the pack.
If there is a dispute over who should be leader, it can be resolved by a challenge, which could be combat, or gamecraft or some other way of settling the matter (A race around the world! I shall meet you in Leicester square, and the queen herself shall wave the chequered flag!) :)

Gamecraft - games :) The winner of the game is the winner of the challenge. Oh, and the person _being_ challenged gets to pick the type of challenge it is,

Should mention althought its not relevant yet. Each rank you go up, the renown you get for actions decreases by one and the renown you lose for stuffing up goes up by one.