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
Section titled “Polarities”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
| Polarity | Description |
|---|---|
| Anger | Directed aggression seeking forceful change |
| Sorrow | Grief that weighs and endures |
| Joy | Expansive positive vitality |
| Surprise | Sudden disruption of expectation |
| Disgust | Instinctive rejection and separation |
| Fear | Anticipation of harm driving caution |
Principles
| Polarity | Description |
|---|---|
| Space | Distance, dimensional positioning |
| Thought | Cognitive processing and reasoning |
| Life | Animating vitality and persistence |
| Death | Finality, cessation, release |
| Severance | Clean separation of what was joined |
| Piercing | Focused penetration through resistance |
| Trajectory | Directed path across space |
| Division | Splitting into distinct parts |
| Ruin | Structural degradation or collapse |
| Growth | Increase in scale or complexity |
| Secrets | Concealed knowledge or truth |
| Conflict | Active opposition producing change |
| Illusion | Distorted or false perception |
| Protection | Prevention or mitigation of harm |
| Order | Structured predictability |
| Randomness | Unpredictable outcome |
Loci
| Polarity | Description |
|---|---|
| Sea | Vast, deep, shifting waters |
| Sky | Open aerial expanse |
| Forest | Dense, interconnected life system |
| Desert | Scarcity and harsh exposure |
| Mountain | Immovable elevated mass |
Mores
| Polarity | Description |
|---|---|
| Truth | Alignment with reality |
| Deceit | Intentional distortion of belief |
| Redemption | Restoration after moral failure |
| Corruption | Twisting decay of integrity |
| Mercy | Compassion overriding punishment |
| Judgement | Assignment of consequence |
| Pride | Elevation of self-worth |
| Humility | Lowering of self in perspective |
Cives
| Polarity | Description |
|---|---|
| Infrastructure | Foundational support frameworks |
| Art | Expressive cultural creation |
| Assembly | Organized construction from parts |
| Mechanisms | Functional engineered motion |
| Computation | Logical processing systems |
| Systems | Interdependent structured networks |
Elements
| Polarity | Description |
|---|---|
| Animals | Instinct-driven living beings |
| Blood | Vital lineage and life-fluid |
| Poison | Toxic internal corruption |
| Sound | Vibrational energy through medium |
| Wind | Moving air force |
| Cloud | Suspended vapor mass |
| Plants | Rooted organic growth |
| Spirit | Non-material animating essence |
| Remains | Ash, bone, physical residue |
Interstitials
| Polarity | Description |
|---|---|
| Bonds | Connections that link entities |
| Names | Identity given form and power |
| Writing | Inscribed persistent meaning |
| Dreams | Subconscious symbolic space |
| Comfort | Felt safety and reassurance |
| Relaxation | Release of tension |
| Agony | Intense acute suffering |
| Suffering | Sustained hardship over time |
Seasons
| Polarity | Description |
|---|---|
| Spring | Renewal and emergence |
| Summer | Peak vitality and intensity |
| Fall | Decline and harvest |
| Winter | Dormancy and preservation |
Forces
| Polarity | Description |
|---|---|
| Gravity | Attraction and weight |
| Heat | Energetic excitation and combustion |
| Light | Illumination and revelation |
| Electromagnetism | Charge-based attraction and repulsion |
| Kinetics | Motion and momentum transfer |
Materials
| Polarity | Description |
|---|---|
| Earth | Natural stone and soil |
| Metal | Refined durable matter |
| Water | Fluid cohesive substance |
| Wood | Organic structural material |
| Glass | Transparent brittle solid |
Inversions
| Polarity | Description |
|---|---|
| Shadow | Absence or obstruction of light |
| Cold | Absence of heat |
| Void | Absence of substance or presence |
States
| Polarity | Description |
|---|---|
| Solid | Fixed structural form |
| Liquid | Flowing cohesive form |
| Gas | Diffuse expansive form |
| Plasma | Energized unstable matter |
Active Abilities
Section titled “Active Abilities”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.
Passive Abilities
Section titled “Passive Abilities”Passives cost 1 XP per level.
See Passive Abilities for the full list.
Starting Silver
Section titled “Starting Silver”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.
You Have a Character
Section titled “You Have a Character”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.