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Friends, Faction & Missions

If you have no siblings, roll a second friend: someone you grew up with. Write a Childhood Experience about them in place of the Sibling Experience (see Sibling Count).

d20StatusExample
1In Good Health, Barely Making Ends MeetWorks the docks six days a week, patches boots instead of buying new ones.
2In Good Health, Making Ends MeetRuns a modest shop that keeps the family fed, nothing more.
3In Good Health, Influential / WealthySits on the merchant council, owns three warehouses.
4In Good Health, RetiredSpends mornings fishing, hasn’t worked a trade in years.
5MissingLeft for a trading run six months ago and never sent word.
6ExiledBanished from the city after a political falling out, lives across the border or in another city now.
7Debt Bound / Financially RuinedSigned away the family land to a moneylender, or borrowed money from the wrong people - still paying it off.
8AddictedSpends every coin on drink or drugs, sells off furniture to cover the habit.
9ImprisonedServing a ten-year sentence. What they did might be criminal, or they may just have been in the wrong place at the wrong time.
10Insane / Broken MindTalks to people who aren’t there, doesn’t recognize old friends anymore.
11CrippledLost a leg in a mill accident, gets around on a cane now.
12Has a Terminal DiseaseWasting sickness has left them bedridden, healers give it a season.
13ComatoseHasn’t woken since the fever broke from when they got sick, but the body keeps breathing.
14Dead - Murdered by Someone Else, You Know WhoKilled by a rival merchant over a broken contract, everyone knows it but no one can prove it.
15Dead - Murdered by Someone Else, Still a MysteryFound dead in an alley, the city guard closed the case without an answer.
16Dead - Murdered / Killed by YouDied by your hand, whether anyone else knows or they deserved it is another matter.
17Dead from a Fight / War / Adventure / AttackFell during the Castborn attack three years back.
18Dead from a Disease / PlagueTaken by the fever that swept the lower quarter.
19Dead from a Random AccidentA cart axle snapped on a steep road, that was the end of it.
20Dead from an Accident You CausedA fire you started got out of hand, they didn’t get out in time.
d6Friend TypeExampleFavor Rating
1-3Casual FriendYou get along, but aren’t super close+1
4-5Close FriendDeep trust, shared history+2
6Basically a SiblingAs good as if not already basically found family+3

Roll a d6, on a one, the childhood friend was part of the nobility

d12StandingMeaning
1In Good Graces with allyour family dotes on you
2-3Has Enemies and AlliesYou have enemies inside your house and those who support you
4-5DisownedYou are so reviled they actually don’t want you in the house at all
6-12Black SheepYou don’t play by their rules or adhere to their customs and so no one considers you worthy of taking a position of power, but you haven’t done anything worthy of getting kicked out and don’t interfere with house politics
d10Profession
1Laborer / Servant
2Tradesperson / Guild Artisan
3Merchant / Trader
4Farmer / Herder
5Temple / Religious Order
6Scholar / Academic
7Military, Guard, or Mercenary
8Criminal / Underworld
9Entertainer / Performer
10Hunter

Write an experience related to your friend, explaining either why the status is not good (if it isn’t), or something you did for them or they did for you.


Learning Ren almost always comes with strings. Very few Rennim operate without any institutional attachment.

Keep rolling standing until you get at least one good standing and then stop, recording all the standings you do roll. Then roll that number of standings on the faction table (rerolling duplicates) and assign each faction to a standing. Write one experience in relation to what comes out of rolling/determining your faction.

Roll a d12, 1-2 = bad standing, 3-4 = Odd Standing, 5-12 = good standing,

d12Faction StandingMeaning
1-4MemberYou belong and operate under their rules
5-8BoundYou owe a debt and cannot freely leave
9-10AffiliatedCooperative, often sent on their behalf, no real obligation to them
11SponsoredThey support you; return is expected
12ProtectedThey shelter you from outside threats
d20Faction StandingMeaning
1-5Secretly a MemberFull membership, concealed from outsiders
6-10Secretly BoundA hidden obligation holds you
11-14WatchedThey monitor you without committing either way
15-18ToleratedYour presence is permitted, not welcomed
19Secretly ProtectedProtection is real but not acknowledged
20Secretly SponsoredSupport flows quietly; strings attached
d6Faction StandingMeaning
1-3UnwelcomeYour presence is unwelcome
4-5Secretly HuntedThey pursue you without anyone’s knowledge
6HuntedOpenly pursued by this faction
d100Faction
01–18Lesser Guild or Local Faction (Keldar)
19–40Eventide Brigade
41–58Government (Imperial Dynasty, Sand Swept Princes, Tribal Council, Hammer Accord, The Assembly, A Highborn House of Dosharen)
59–73Ren Sect (Frozen Flower / Maelstrom / Daemon / Celestial Sword)
74–79The Gate of Zerathrain
80–85Temple Religion
86–90The Black Tower
91–94Yrialin
95–96Yliasen
97–98The Silver Hand
99None
100Cult (Black Chalice, Awoken, Thousand Tongues)

Write an experience for your faction - if just one, then write something in relation to training, or how/why you joined, etc… Explain the relationships somehow with an event or what happened and why you did that.

These three relationships orbit your Primary Faction: the one Faction Standing your character is most entangled with. If you only rolled one standing, that’s your Primary Faction. If you rolled more than one, the good standing faction is your primary faction.

Roll the Handler Count below first. It sets how many Handlers you have. Allies and Nemeses are not pre-set; they come out of the Missions you rolled for the faction, below. Every character has at least one Handler unless their Faction Standing is None, in which case treat their Handler count as 0.

Every character with a Faction Standing answers to someone, even loosely. The Handler is whoever actually directs your involvement with the Primary Faction: a commanding officer, a guild contact, a Sect elder, or the middleman who passes down your obligations.

d6ProfileHandlers
1-4Standard1
5Networked2
6Fragmented3, no single one has full authority over you

Every character has at least one Handler unless their Faction Standing is None, in which case treat their Handler count as 0. Repeat the Handler Rank and Disposition Rolls for each handler.

d8RankWhat it Means
1-2Low-Level ContactA go-between, not important to the faction, just the one stuck relaying its orders to you.
3-4PeerRoughly your equal in standing, given the job of keeping an eye on you.
5-6Senior MemberEstablished and respected, with some real pull inside the faction.
7Inner CircleSits close to the faction’s actual leadership.
8The Leadership ItselfYou answer directly to whoever runs the faction.
d6DispositionWhat it MeansFavor Rating
1CloseYou probably did them a huge favor+2
2Invested in YouThey see potential in you, like working with you, and it shows.+1
3ProfessionalBusiness is business, nothing personal either way.0
4IndifferentYou’re a name on a list to them.0
5SkepticalThey question whether you’re worth the resources spent on you.-1
6ResentfulSomething about you rubs them the wrong way, or they were forced to take you on.-2

Roll a number of missions equal to your Realm x 4. For each mission, roll once on the Mission Table below for what the job was, then once on the Mission Outcome table for what came of it. Allies and Nemeses are gained entirely through mission outcomes, not through a separate profile roll.

If a mission outcome grants an Ally or Nemesis, roll that relationship out fully on the Ally or Nemesis sections further down (Origin, Bond/Cause, Reliability/Posture).

Each Mission counts as an experience.

d100Mission TypeMission Specifics
01-02AttainTreasure or artifact, sought purely to get rich
03-04AttainRare material or resource the faction needs
05-06AttainA historical record or lost text
07-08AttainA relic or asset belonging to a rival faction
09AttainA living specimen, creature or person of interest, wanted for study
10AttainSomething faction leadership wants kept secret even from its own members
11-12DeliveryDeliver an object or material
13-14DeliveryDeliver a person somewhere, escort duty
15-16DeliveryDeliver a message that can’t risk interception
17-18DeliverySmuggle contraband past a checkpoint or border
19-20DeliveryDeliver payment or tribute to another faction
21-24DestroyGroup of monsters
25-27DestroyIndividual monster
28-30DestroyGroup of people
31-32DestroyIndividual person
33-35DestroyAn artifact or location the faction wants gone
36-38DestroyA structure, fortification, or supply line
39-40DestroyEvidence, records, or a paper trail
41-43FetchKidnap someone
44-46FetchRetrieve an artifact or item from somewhere guarded
47-49FetchRescue someone
50-52FetchFind a dossier or set of records
53-55FetchRecover a body
56-59InvestigateSolve a crime
60-62InvestigateScout an area or territory
63-65InvestigateInfiltrate a group
66-68InvestigateSurveil a specific person
69-70InvestigateInterrogate a captive or witness
71-73NegotiateConvince someone to do something, diplomacy
74-75NegotiateBroker a deal between two parties
76-77NegotiateDefuse a standoff before it turns violent
78-80NegotiateRecruit someone to the faction’s cause
81-84ProtectA location
85-88ProtectA person or group of people, security detail for an event or expedition
89-91ProtectA caravan or shipment in transit
92-95ProtectA secret, keeping it from getting out
96-97SabotageDisable an operation from the inside
98SabotageSpread misinformation to mislead a rival
99SabotagePoison a well of resources, trust, or supply
100SabotageTurn another faction’s own assets against them

Roll once per mission, independent of what the mission was.

d20OutcomeWhat HappenedFaction Favor GainedRelationship Gained
1-3DisasterThe mission failed badly enough that someone holds you responsible-2Gain a Nemesis
4-5Hard Fought FailureYou failed, but gained a friend out of it-1Gain an Ally
6-13SuccessThe job got done+1-
14-17Success, Made a FriendThe job got done and someone you worked with stuck around+1Gain an Ally
18-19Complicated SuccessThe job got done, but you made an enemy doing it+1Gain a Nemesis
20TriumphThe job went better than anyone expected+2Gain an Ally

Roll to see whether your Ally comes from inside the Primary Faction or from somewhere else.

d6OriginProcedure
1-4InternalA fellow member of your Primary Faction. Roll Internal Contact below.
5-6ExternalSomeone outside the faction who still has your back. Roll Ally Scope below.
d6ContactProcedure
1Your HandlerThis Ally is the same person who already directs your work for the faction.
2-6Other Active Faction MemberA fellow member, roll Member Rank to place them in the hierarchy.
d8RankWhat it Means
1-2New memberA completely new member of the faction.
3-4PeerRoughly your equal in standing, given the job of keeping an eye on you.
5-6Senior MemberEstablished and respected, with some real pull inside the faction.
7Inner CircleSits close to the faction’s actual leadership.
8The Leadership ItselfYou answer directly to whoever runs the faction.
d6ScopeWhat it Means
1-2The RequestorWhoever actually hired or sent you on a mission. Roll the Faction Table to see what they’re affiliated with, if anything.
3-4Someone You HelpedA bystander, victim, or beneficiary a mission swept up along the way. Roll the Faction Table to see what they’re affiliated with, if anything.
5-6A CollectiveA settlement, guild hall, crew, or population, treated as a single Ally. The debt is communal, not personal: townspeople of a village you saved, dockworkers whose strike you settled, a garrison you resupplied.

A Collective Ally is almost always “Owes You” on the Bond table below. Their Reliability describes what the group can mobilize, shelter, supplies, warning, manpower, rather than what one person is willing to risk.

d8BondWhat it Means
1-2Owes YouThey’re in your debt, and they know it.
3-4Shared HistoryYou came up together, trained together, survived something together.
5-6True BelieverThey back you because they believe in what you’re doing or becoming.
7Family / Romantic BondBlood, or something close to it.
8Unclear LoyaltyEven they couldn’t tell you why they keep showing up for you.
d6ReliabilityWhat it MeansFavor Rating
1AbsoluteThey’d burn the faction down for you if it came to it, or die trying.+3
2-3StrongYou can count on them for real help, not just words.+2
4-6ConditionalThey’ll help, but only if it doesn’t cost them too much.+1
d6OriginProcedure
1-3InternalA rival within the Primary Faction itself. Roll Member Rank to place them in it.
4-6ExternalA member of a different faction. Roll the Faction Table.
d12CauseWhat it Means
1RivalryYou’re competing for the same rank, resources, or recognition.
2BetrayalOne of you wronged the other, and it hasn’t been forgiven.
3IdeologyYou want fundamentally different things from the faction, or the world.
4JealousyThey resent what you have: talent, favor, position.
5Blood DebtSomeone died, and they hold you responsible (or you hold them responsible).
6Old GrudgeSomething from your childhood or early training that never healed.
7FearThey see you as a threat to their position or safety.
8-12Unknown to YouYou’ve made an enemy and don’t fully know why.
d6PostureWhat it MeansFavor Rating
1-2Open HostilityThey don’t hide how they feel about you.-2
3-5Quiet SabotageThey work against you where you can’t easily prove it.-1
6Active ThreatThey are actively working to hurt, ruin, or kill you.-3

Metanoia rules © Daniel Eynon, licensed under CC BY-NC-SA 4.0.

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