Guided Walkthrough: Who You Are Now
You have a lineage, an upbringing, and a Ren journey. Now you fill in the life between those points and land on who your character actually is at the moment play begins.
Record on Your Sheet
Section titled “Record on Your Sheet”- Experiences
- Adventures
- Fears and Goals
- Polarities
- Relationship Statuses
- Points of Favor
- Values
Experiences
Section titled “Experiences”Experiences are the formative moments that shaped your character’s psychology. Roll 1 + (Realm x 3) times on the table below. At Realm 2, that’s 7 rolls.
Don’t just list them. Think about what each one meant, and how multiple results might connect. A character who rolled “betrayed someone,” “held a grudge,” and “joined a cause” has a compelling throughline.
Experiences also have a mechanical role during play. Each experience is assigned to one of your four values during the Values step below: it is the formative moment that led you to hold that belief. When an experience is relevant to the current scenario and you are using a polarity from that experience’s value in the resolution, you gain an experience boon. Only one experience can apply per resolution. See Boons & Complications for details.
| d100 | Experience | What It Actually Meant |
|---|---|---|
| 1 | First Betrayal | A close friend chose someone else over you. |
| 2 | First Love | You fell hard. It changed you. |
| 3 | Public Failure | You embarrassed yourself in front of people who mattered. |
| 4 | Public Recognition | You were praised or celebrated publicly. |
| 5 | Family Conflict | Major fight at home. You took a side or walked away. |
| 6 | Loss | Someone close died or disappeared. |
| 7 | Financial Hardship | You had to work to support yourself or your household. |
| 8 | Responsibility | You cared for someone who depended on you. |
| 9 | Exile | You were pushed out of a social group or place. |
| 10 | Belonging | You found a group that truly accepted you. |
| 11 | Moral Dilemma | You chose between two people or two principles. |
| 12 | Breaking a Rule | You knowingly crossed a serious line. |
| 13 | Being Wrong | Something you believed deeply collapsed. |
| 14 | Mentorship | Someone older shaped your worldview. |
| 15 | Rivalry | A peer constantly pushed you to improve. |
| 16 | Injury | You were seriously hurt and had to recover. |
| 17 | Isolation | Extended period cut off from others. |
| 18 | Relocation | You moved and rebuilt your social identity. |
| 19 | Witnessed Injustice | You saw something wrong and acted — or didn’t. |
| 20 | Personal Choice | You rejected a path others expected of you. |
| 21 | Heartbreak | A relationship ended painfully. |
| 22 | Secret Relationship | You hid love from authority or family. |
| 23 | Unrequited Love | You wanted someone who didn’t want you back. |
| 24 | Jealousy | You envied someone close to you. |
| 25 | Betrayed Someone | You broke trust to protect yourself. |
| 26 | Public Humiliation | Mocked or shamed in front of others. |
| 27 | Took the Blame | You shielded someone else from consequences. |
| 28 | Framed | You were punished for something you didn’t do. |
| 29 | Bullying | You were targeted repeatedly. |
| 30 | Aggressor | You hurt someone socially or physically. |
| 31 | First Job | You earned money on your own. |
| 32 | Fired | You failed at something with real stakes. |
| 33 | Poverty | You experienced scarcity long-term. |
| 34 | Sudden Wealth | You briefly had more than you knew how to handle. |
| 35 | Authority Clash | You openly defied someone in power. |
| 36 | Obedience | You followed authority and later regretted it. |
| 37 | Caretaking | Long-term care of sick or vulnerable person. |
| 38 | Protected Someone | You stepped in when no one else did. |
| 39 | Abandoned | Someone left you unexpectedly. |
| 40 | Reconciliation | You repaired a broken relationship. |
| 41 | Joined a Cause | You believed in something bigger than yourself. |
| 42 | Left a Cause | You became disillusioned. |
| 43 | Spiritual Awakening | You felt something beyond yourself. |
| 44 | Lost Faith | Something sacred to you shattered. |
| 45 | Addiction (Yours or Theirs) | You watched control slip away. |
| 46 | First Fight | Physical confrontation changed how you see violence. |
| 47 | Near Death | You genuinely thought you wouldn’t survive. |
| 48 | Major Illness | Recovery changed your limits. |
| 49 | Academic Success | You discovered you were capable. |
| 50 | Academic Failure | You realized effort isn’t always enough. |
| 51 | Creative Breakthrough | You made something that mattered. |
| 52 | Creative Rejection | Something personal was dismissed. |
| 53 | Identity Crisis | You questioned who you really are. |
| 54 | Kept a Secret | You carried something heavy alone. |
| 55 | Secret Exposed | Something private became public. |
| 56 | Peer Pressure | You went along with something you shouldn’t have. |
| 57 | Said No | You resisted pressure and stood alone. |
| 58 | Sibling Rivalry | Comparison shaped you. |
| 59 | Sibling Bond | Loyalty stronger than conflict. |
| 60 | Found Community | You discovered shared identity. |
| 61 | Cultural Displacement | You didn’t fit where you were. |
| 62 | Discrimination | You were treated unfairly for who you are. |
| 63 | Stole Something | Out of need or impulse. |
| 64 | Got Caught | You faced the consequences. |
| 65 | Ran Away | Even briefly, you chose escape. |
| 66 | Returned Home | And it wasn’t the same. |
| 67 | Took a Risk | Social, romantic, physical — and it mattered. |
| 68 | Failed Someone | You let someone down. |
| 69 | Forgiven | Someone showed you mercy. |
| 70 | Held a Grudge | You chose not to forgive. |
| 71 | Competitive Victory | You proved yourself. |
| 72 | Crushing Defeat | You were clearly outmatched. |
| 73 | Social Outcast | You lived outside the circle. |
| 74 | Social Leader | Others followed you. |
| 75 | Protected by a Stranger | Someone unexpected stepped in. |
| 76 | Saved a Stranger | You helped someone you didn’t know. |
| 77 | Witnessed Violence | And it changed your tolerance. |
| 78 | Covered Something Up | You chose silence over truth. |
| 79 | Told the Truth | Even when it cost you. |
| 80 | Took Responsibility | You owned your mistake publicly. |
| 81 | Learned a Hard Skill | Discipline shaped you. |
| 82 | Quit Something | You walked away from commitment. |
| 83 | Public Speaking | You faced fear directly. |
| 84 | Panic | You froze when you needed to act. |
| 85 | Trusted Instinct | And it paid off. |
| 86 | Ignored Instinct | And regretted it. |
| 87 | First Independence | Lived on your own. |
| 88 | Dependent on Others | You needed help to survive. |
| 89 | Lost a Pet | First encounter with death. |
| 90 | Found Purpose | Something clicked into place. |
| 91 | Lost Direction | You drifted without aim. |
| 92 | Changed Belief | You publicly shifted belief |
| 93 | Defended Belief | You stood firm under pressure. |
| 94 | Inspired Someone | Someone said you changed them. |
| 95 | Disappointed Someone | You failed expectations. |
| 96 | Protected a Secret Identity | Hid who you truly were. |
| 97 | Confession | You admitted something difficult. |
| 98 | Broke a Promise | And it still lingers. |
| 99 | Kept a Promise | Even when it hurt. |
| 100 | Defining Moment | A single event you still replay in your head. |
Adventures
Section titled “Adventures”Adventures are missions, jobs, or ordeals your character has already survived before play begins. Roll Realm + 1 times. At Realm 2, that’s 3 rolls.
Adventures are a great place to build connections with other players’ characters. If someone else rolled “protect a person,” maybe your character was that person.
| d20 | Adventure | Details |
|---|---|---|
| 1 | Travel | You left your home |
| 2 | Attain | Looked for a Treasure / Artifact because you want to get rich |
| 3 | Delivery | Had to deliver some object or material |
| 4 | Delivery | Had to deliver a person somewhere - escort them |
| 5 | Destroy | Group of Monsters |
| 6 | Destroy | Individual Monster |
| 7 | Destroy | Group of People |
| 8 | Destroy | Individual Person |
| 9 | Destroy | An Artifact or location |
| 10 | Fetch | Had to kidnap someone |
| 11 | Fetch | Had to retrieve an artifact/item from someplace |
| 12 | Fetch | Had to rescue someone |
| 13 | Fetch | Had to find some dossier or records somewhere |
| 14 | Investigate | Solve a Crime |
| 15 | Investigate | Scout an area/ territory |
| 16 | Investigate | Infiltrate a group |
| 17 | Negotiate | Convince someone to do something - Diplomacy |
| 18 | Protect | Location |
| 19 | Protect | Person or Group of People (Security team) - either for an event or expedition |
| 20 | Survival | Something bad happened and you had to claw your way through it. |
Relationship Status
Section titled “Relationship Status”For each relationship generated across the whole lifepath (upbringing, Ren learning, faction, experiences, adventures), roll d20 to find out where they stand now.
| d20 | Status | Detail |
|---|---|---|
| 1-4 | Good terms and good health | They live normally and can be contacted |
| 5-7 | They Hate you but in good health | Something you did in the past |
| 8-9 | Far away by choice | Joined a faction and difficult to contact |
| 10 | Addiction | Substance, obsession, or destructive fixation |
| 11 | Crippled | Permanent injury or severe illness |
| 12 | Taken or Disappeared | Kidnapped, missing, or vanished |
| 13 | Ruined or Debt bound | Bankruptcy or social disgrace they caused OR Indentured or trapped paying off obligation |
| 14 | Broken mind | Insane or mentally shattered |
| 15 | Imprisoned | Long-term incarceration |
| 16 | Killed in war | Casualty of conflict |
| 17 | Fatal accident or disease | Sudden or Slow loss |
| 18 | Murdered: killer unknown | Ongoing mystery |
| 19 | Murdered: you know who | Revenge hook |
| 20 | You caused their death | Direct or indirect responsibility |
Assigning Favor
Section titled “Assigning Favor”You have 2 + Realm Favor points to assign across your relationships. Favor represents standing, leverage, and goodwill earned through shared history.
Taking -1 on a relationship gains you +1 to spend elsewhere.
Favor spent must be justified in fiction. If you have Favor with a merchant guild, it doesn’t help you with a temple unless there’s a clear narrative bridge. See Favor for the full rules.
Backstory
Section titled “Backstory”Now that you have all the pieces, write a coherent backstory. Order the events, reconcile the tensions, and trace the decisions that brought your character to where play begins.
Focus on choices, not just events. What did they do, and what did that cost them?
Fears and Goals
Section titled “Fears and Goals”Fears in this context are not phobias. They are the bad endings your character is trying to avoid: a sibling dying, being forgotten, losing control of their power, watching their nation fall.
Goals are often the mirror of fears. The character who fears their sister dying wants to cure her illness. The character who fears being forgotten wants to carve their name into history.
Keep both grounded in what came out of the lifepath.
Values
Section titled “Values”Choose 4 values and rank them 1 to 4 (1 = highest priority). Values are the core of your character’s power in Metanoia. They determine which polarities you can develop, and how those polarities contribute to your dice pools through the Circulation passive.
The ranking also matters narratively. When two values conflict, the higher-ranked one usually wins. That choice is where character development happens.
| d12 | VALUE Baselines | Definition |
|---|---|---|
| 1 | Love / Sacrifice | Compassion, mercy, loyalty, found family, sacrifice for others. |
| 2 | Faith | Devotion to something beyond yourself: divine, cosmic, fate, ideology. |
| 3 | Knowledge | Truth, learning, understanding, curiosity. |
| 4 | Order | Law, codes, hierarchy, structure, discipline, authority. |
| 5 | Justice / Honor | Righting wrongs. Accountability. Consequences for harm. |
| 6 | Growth | Self-improvement, mastery, innovation, becoming more than you are. |
| 7 | Freedom | Autonomy, independence, rejecting control or imposed identity. |
| 8 | Power | Strength, dominance, ambition, status, legacy. |
| 9 | Peace | Harmony, de-escalation, balance, preservation of stability. |
| 10 | Tradition | Ancestral ways, superstition, cultural continuity, inherited wisdom. |
| 11 | Beauty | Aesthetic creation, expression, refinement, enjoyment, artistic pursuit. |
| 12 | Wealth | You value wealth, money, or assets. |
Once you have your four values, go back through every experience you rolled and assign each one to a value. Ask: which belief did this moment push me toward? An experience can point toward a value even if the connection is oblique. A single experience can only be assigned to one value.
Not every value needs an experience assigned to it. Not every experience needs to connect neatly. The ones that do are the ones that will come alive at the table.
See Values for how values and their experiences shift during play.