Skip to content

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.


  • Experiences
  • Adventures
  • Fears and Goals
  • Polarities
  • Relationship Statuses
  • Points of Favor
  • Values

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.

d100ExperienceWhat It Actually Meant
1First BetrayalA close friend chose someone else over you.
2First LoveYou fell hard. It changed you.
3Public FailureYou embarrassed yourself in front of people who mattered.
4Public RecognitionYou were praised or celebrated publicly.
5Family ConflictMajor fight at home. You took a side or walked away.
6LossSomeone close died or disappeared.
7Financial HardshipYou had to work to support yourself or your household.
8ResponsibilityYou cared for someone who depended on you.
9ExileYou were pushed out of a social group or place.
10BelongingYou found a group that truly accepted you.
11Moral DilemmaYou chose between two people or two principles.
12Breaking a RuleYou knowingly crossed a serious line.
13Being WrongSomething you believed deeply collapsed.
14MentorshipSomeone older shaped your worldview.
15RivalryA peer constantly pushed you to improve.
16InjuryYou were seriously hurt and had to recover.
17IsolationExtended period cut off from others.
18RelocationYou moved and rebuilt your social identity.
19Witnessed InjusticeYou saw something wrong and acted — or didn’t.
20Personal ChoiceYou rejected a path others expected of you.
21HeartbreakA relationship ended painfully.
22Secret RelationshipYou hid love from authority or family.
23Unrequited LoveYou wanted someone who didn’t want you back.
24JealousyYou envied someone close to you.
25Betrayed SomeoneYou broke trust to protect yourself.
26Public HumiliationMocked or shamed in front of others.
27Took the BlameYou shielded someone else from consequences.
28FramedYou were punished for something you didn’t do.
29BullyingYou were targeted repeatedly.
30AggressorYou hurt someone socially or physically.
31First JobYou earned money on your own.
32FiredYou failed at something with real stakes.
33PovertyYou experienced scarcity long-term.
34Sudden WealthYou briefly had more than you knew how to handle.
35Authority ClashYou openly defied someone in power.
36ObedienceYou followed authority and later regretted it.
37CaretakingLong-term care of sick or vulnerable person.
38Protected SomeoneYou stepped in when no one else did.
39AbandonedSomeone left you unexpectedly.
40ReconciliationYou repaired a broken relationship.
41Joined a CauseYou believed in something bigger than yourself.
42Left a CauseYou became disillusioned.
43Spiritual AwakeningYou felt something beyond yourself.
44Lost FaithSomething sacred to you shattered.
45Addiction (Yours or Theirs)You watched control slip away.
46First FightPhysical confrontation changed how you see violence.
47Near DeathYou genuinely thought you wouldn’t survive.
48Major IllnessRecovery changed your limits.
49Academic SuccessYou discovered you were capable.
50Academic FailureYou realized effort isn’t always enough.
51Creative BreakthroughYou made something that mattered.
52Creative RejectionSomething personal was dismissed.
53Identity CrisisYou questioned who you really are.
54Kept a SecretYou carried something heavy alone.
55Secret ExposedSomething private became public.
56Peer PressureYou went along with something you shouldn’t have.
57Said NoYou resisted pressure and stood alone.
58Sibling RivalryComparison shaped you.
59Sibling BondLoyalty stronger than conflict.
60Found CommunityYou discovered shared identity.
61Cultural DisplacementYou didn’t fit where you were.
62DiscriminationYou were treated unfairly for who you are.
63Stole SomethingOut of need or impulse.
64Got CaughtYou faced the consequences.
65Ran AwayEven briefly, you chose escape.
66Returned HomeAnd it wasn’t the same.
67Took a RiskSocial, romantic, physical — and it mattered.
68Failed SomeoneYou let someone down.
69ForgivenSomeone showed you mercy.
70Held a GrudgeYou chose not to forgive.
71Competitive VictoryYou proved yourself.
72Crushing DefeatYou were clearly outmatched.
73Social OutcastYou lived outside the circle.
74Social LeaderOthers followed you.
75Protected by a StrangerSomeone unexpected stepped in.
76Saved a StrangerYou helped someone you didn’t know.
77Witnessed ViolenceAnd it changed your tolerance.
78Covered Something UpYou chose silence over truth.
79Told the TruthEven when it cost you.
80Took ResponsibilityYou owned your mistake publicly.
81Learned a Hard SkillDiscipline shaped you.
82Quit SomethingYou walked away from commitment.
83Public SpeakingYou faced fear directly.
84PanicYou froze when you needed to act.
85Trusted InstinctAnd it paid off.
86Ignored InstinctAnd regretted it.
87First IndependenceLived on your own.
88Dependent on OthersYou needed help to survive.
89Lost a PetFirst encounter with death.
90Found PurposeSomething clicked into place.
91Lost DirectionYou drifted without aim.
92Changed BeliefYou publicly shifted belief
93Defended BeliefYou stood firm under pressure.
94Inspired SomeoneSomeone said you changed them.
95Disappointed SomeoneYou failed expectations.
96Protected a Secret IdentityHid who you truly were.
97ConfessionYou admitted something difficult.
98Broke a PromiseAnd it still lingers.
99Kept a PromiseEven when it hurt.
100Defining MomentA single event you still replay in your head.

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.

d20AdventureDetails
1TravelYou left your home
2AttainLooked for a Treasure / Artifact because you want to get rich
3DeliveryHad to deliver some object or material
4DeliveryHad to deliver a person somewhere - escort them
5DestroyGroup of Monsters
6DestroyIndividual Monster
7DestroyGroup of People
8DestroyIndividual Person
9DestroyAn Artifact or location
10FetchHad to kidnap someone
11FetchHad to retrieve an artifact/item from someplace
12FetchHad to rescue someone
13FetchHad to find some dossier or records somewhere
14InvestigateSolve a Crime
15InvestigateScout an area/ territory
16InvestigateInfiltrate a group
17NegotiateConvince someone to do something - Diplomacy
18ProtectLocation
19ProtectPerson or Group of People (Security team) - either for an event or expedition
20SurvivalSomething bad happened and you had to claw your way through it.

For each relationship generated across the whole lifepath (upbringing, Ren learning, faction, experiences, adventures), roll d20 to find out where they stand now.

d20StatusDetail
1-4Good terms and good healthThey live normally and can be contacted
5-7They Hate you but in good healthSomething you did in the past
8-9Far away by choiceJoined a faction and difficult to contact
10AddictionSubstance, obsession, or destructive fixation
11CrippledPermanent injury or severe illness
12Taken or DisappearedKidnapped, missing, or vanished
13Ruined or Debt boundBankruptcy or social disgrace they caused OR Indentured or trapped paying off obligation
14Broken mindInsane or mentally shattered
15ImprisonedLong-term incarceration
16Killed in warCasualty of conflict
17Fatal accident or diseaseSudden or Slow loss
18Murdered: killer unknownOngoing mystery
19Murdered: you know whoRevenge hook
20You caused their deathDirect or indirect responsibility

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.


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 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.


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.

d12VALUE BaselinesDefinition
1Love / SacrificeCompassion, mercy, loyalty, found family, sacrifice for others.
2FaithDevotion to something beyond yourself: divine, cosmic, fate, ideology.
3KnowledgeTruth, learning, understanding, curiosity.
4OrderLaw, codes, hierarchy, structure, discipline, authority.
5Justice / HonorRighting wrongs. Accountability. Consequences for harm.
6GrowthSelf-improvement, mastery, innovation, becoming more than you are.
7FreedomAutonomy, independence, rejecting control or imposed identity.
8PowerStrength, dominance, ambition, status, legacy.
9PeaceHarmony, de-escalation, balance, preservation of stability.
10TraditionAncestral ways, superstition, cultural continuity, inherited wisdom.
11BeautyAesthetic creation, expression, refinement, enjoyment, artistic pursuit.
12WealthYou 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.


Abilities & Gear ->