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Guided Walkthrough: Abilities & Gear

You know who your character is. Now you decide what they can do. Abilities and equipment are extensions of the same idea: tools built to solve the problems this character will face.


Polarities are the specific types of Ren your character has developed an affinity with. They are tied to your values: assign at least one polarity to each value, chosen to make conceptual sense with who the character is.

Your lineage grants one polarity regardless of values. That one is biological. Everything else is shaped by belief and experience.

Think: My polarity for Flame is tied to my value of Faith. It’s an all-consuming fire of conviction.

Polarities are organized into categories. Choose from any of the following:

Emotions

PolarityDescription
AngerDirected aggression seeking forceful change
SorrowGrief that weighs and endures
JoyExpansive positive vitality
SurpriseSudden disruption of expectation
DisgustInstinctive rejection and separation
FearAnticipation of harm driving caution

Principles

PolarityDescription
SpaceDistance, dimensional positioning
ThoughtCognitive processing and reasoning
LifeAnimating vitality and persistence
DeathFinality, cessation, release
SeveranceClean separation of what was joined
PiercingFocused penetration through resistance
TrajectoryDirected path across space
DivisionSplitting into distinct parts
RuinStructural degradation or collapse
GrowthIncrease in scale or complexity
SecretsConcealed knowledge or truth
ConflictActive opposition producing change
IllusionDistorted or false perception
ProtectionPrevention or mitigation of harm
OrderStructured predictability
RandomnessUnpredictable outcome

Loci

PolarityDescription
SeaVast, deep, shifting waters
SkyOpen aerial expanse
ForestDense, interconnected life system
DesertScarcity and harsh exposure
MountainImmovable elevated mass

Mores

PolarityDescription
TruthAlignment with reality
DeceitIntentional distortion of belief
RedemptionRestoration after moral failure
CorruptionTwisting decay of integrity
MercyCompassion overriding punishment
JudgementAssignment of consequence
PrideElevation of self-worth
HumilityLowering of self in perspective

Cives

PolarityDescription
InfrastructureFoundational support frameworks
ArtExpressive cultural creation
AssemblyOrganized construction from parts
MechanismsFunctional engineered motion
ComputationLogical processing systems
SystemsInterdependent structured networks

Elements

PolarityDescription
AnimalsInstinct-driven living beings
BloodVital lineage and life-fluid
PoisonToxic internal corruption
SoundVibrational energy through medium
WindMoving air force
CloudSuspended vapor mass
PlantsRooted organic growth
SpiritNon-material animating essence
RemainsAsh, bone, physical residue

Interstitials

PolarityDescription
BondsConnections that link entities
NamesIdentity given form and power
WritingInscribed persistent meaning
DreamsSubconscious symbolic space
ComfortFelt safety and reassurance
RelaxationRelease of tension
AgonyIntense acute suffering
SufferingSustained hardship over time

Seasons

PolarityDescription
SpringRenewal and emergence
SummerPeak vitality and intensity
FallDecline and harvest
WinterDormancy and preservation

Forces

PolarityDescription
GravityAttraction and weight
HeatEnergetic excitation and combustion
LightIllumination and revelation
ElectromagnetismCharge-based attraction and repulsion
KineticsMotion and momentum transfer

Materials

PolarityDescription
EarthNatural stone and soil
MetalRefined durable matter
WaterFluid cohesive substance
WoodOrganic structural material
GlassTransparent brittle solid

Inversions

PolarityDescription
ShadowAbsence or obstruction of light
ColdAbsence of heat
VoidAbsence of substance or presence

States

PolarityDescription
SolidFixed structural form
LiquidFlowing cohesive form
GasDiffuse expansive form
PlasmaEnergized unstable matter

Active abilities are constructed freely. 5–8 are recommended. You can have at most 20.

Think about what problems your character needs to solve based on who they are and what adventures they’ve been through. Focus on one thing they do well and find ways to support that, rather than covering every possible scenario.

See Active Abilities for the full construction rules.


Passives cost 1 XP per level.

See Passive Abilities for the full list.


Starting silver = 50 x (Realm x 4). At Realm 2, that’s 400 Silver.

Most equipment available in stores is Realm 1. Higher Realm equipment costs significantly more and grants additional successes on relevant actions until the challenge reaches or exceeds its Realm.

See Equipment and Currency for the full item lists.


At this point you should have:

  • Lineage(s) and lineage polarity
  • Realm, XP spent, and remaining XP
  • Values (ranked 1–4) and associated polarities and Experiences
  • Strain maximum calculated
  • Stride
  • Active abilities
  • Passive abilities and XP costs
  • Starting gear and remaining silver
  • Favor assigned across relationships
  • Backstory, fears, and goals

Bring it all to the table. The deeper the starting character, the more the game has to work with.