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).
| d20 | Status | Example |
|---|
| 1 | In Good Health, Barely Making Ends Meet | Works the docks six days a week, patches boots instead of buying new ones. |
| 2 | In Good Health, Making Ends Meet | Runs a modest shop that keeps the family fed, nothing more. |
| 3 | In Good Health, Influential / Wealthy | Sits on the merchant council, owns three warehouses. |
| 4 | In Good Health, Retired | Spends mornings fishing, hasn’t worked a trade in years. |
| 5 | Missing | Left for a trading run six months ago and never sent word. |
| 6 | Exiled | Banished from the city after a political falling out, lives across the border or in another city now. |
| 7 | Debt Bound / Financially Ruined | Signed away the family land to a moneylender, or borrowed money from the wrong people - still paying it off. |
| 8 | Addicted | Spends every coin on drink or drugs, sells off furniture to cover the habit. |
| 9 | Imprisoned | Serving a ten-year sentence. What they did might be criminal, or they may just have been in the wrong place at the wrong time. |
| 10 | Insane / Broken Mind | Talks to people who aren’t there, doesn’t recognize old friends anymore. |
| 11 | Crippled | Lost a leg in a mill accident, gets around on a cane now. |
| 12 | Has a Terminal Disease | Wasting sickness has left them bedridden, healers give it a season. |
| 13 | Comatose | Hasn’t woken since the fever broke from when they got sick, but the body keeps breathing. |
| 14 | Dead - Murdered by Someone Else, You Know Who | Killed by a rival merchant over a broken contract, everyone knows it but no one can prove it. |
| 15 | Dead - Murdered by Someone Else, Still a Mystery | Found dead in an alley, the city guard closed the case without an answer. |
| 16 | Dead - Murdered / Killed by You | Died by your hand, whether anyone else knows or they deserved it is another matter. |
| 17 | Dead from a Fight / War / Adventure / Attack | Fell during the Castborn attack three years back. |
| 18 | Dead from a Disease / Plague | Taken by the fever that swept the lower quarter. |
| 19 | Dead from a Random Accident | A cart axle snapped on a steep road, that was the end of it. |
| 20 | Dead from an Accident You Caused | A fire you started got out of hand, they didn’t get out in time. |
| d6 | Friend Type | Example | Favor Rating |
|---|
| 1-3 | Casual Friend | You get along, but aren’t super close | +1 |
| 4-5 | Close Friend | Deep trust, shared history | +2 |
| 6 | Basically a Sibling | As good as if not already basically found family | +3 |
Roll a d6, on a one, the childhood friend was part of the nobility
| d12 | Standing | Meaning |
|---|
| 1 | In Good Graces with all | your family dotes on you |
| 2-3 | Has Enemies and Allies | You have enemies inside your house and those who support you |
| 4-5 | Disowned | You are so reviled they actually don’t want you in the house at all |
| 6-12 | Black Sheep | You 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 |
| d10 | Profession |
|---|
| 1 | Laborer / Servant |
| 2 | Tradesperson / Guild Artisan |
| 3 | Merchant / Trader |
| 4 | Farmer / Herder |
| 5 | Temple / Religious Order |
| 6 | Scholar / Academic |
| 7 | Military, Guard, or Mercenary |
| 8 | Criminal / Underworld |
| 9 | Entertainer / Performer |
| 10 | Hunter |
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,
| d12 | Faction Standing | Meaning |
|---|
| 1-4 | Member | You belong and operate under their rules |
| 5-8 | Bound | You owe a debt and cannot freely leave |
| 9-10 | Affiliated | Cooperative, often sent on their behalf, no real obligation to them |
| 11 | Sponsored | They support you; return is expected |
| 12 | Protected | They shelter you from outside threats |
| d20 | Faction Standing | Meaning |
|---|
| 1-5 | Secretly a Member | Full membership, concealed from outsiders |
| 6-10 | Secretly Bound | A hidden obligation holds you |
| 11-14 | Watched | They monitor you without committing either way |
| 15-18 | Tolerated | Your presence is permitted, not welcomed |
| 19 | Secretly Protected | Protection is real but not acknowledged |
| 20 | Secretly Sponsored | Support flows quietly; strings attached |
| d6 | Faction Standing | Meaning |
|---|
| 1-3 | Unwelcome | Your presence is unwelcome |
| 4-5 | Secretly Hunted | They pursue you without anyone’s knowledge |
| 6 | Hunted | Openly pursued by this faction |
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.
| d6 | Profile | Handlers |
|---|
| 1-4 | Standard | 1 |
| 5 | Networked | 2 |
| 6 | Fragmented | 3, 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.
| d8 | Rank | What it Means |
|---|
| 1-2 | Low-Level Contact | A go-between, not important to the faction, just the one stuck relaying its orders to you. |
| 3-4 | Peer | Roughly your equal in standing, given the job of keeping an eye on you. |
| 5-6 | Senior Member | Established and respected, with some real pull inside the faction. |
| 7 | Inner Circle | Sits close to the faction’s actual leadership. |
| 8 | The Leadership Itself | You answer directly to whoever runs the faction. |
| d6 | Disposition | What it Means | Favor Rating |
|---|
| 1 | Close | You probably did them a huge favor | +2 |
| 2 | Invested in You | They see potential in you, like working with you, and it shows. | +1 |
| 3 | Professional | Business is business, nothing personal either way. | 0 |
| 4 | Indifferent | You’re a name on a list to them. | 0 |
| 5 | Skeptical | They question whether you’re worth the resources spent on you. | -1 |
| 6 | Resentful | Something 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.
| d100 | Mission Type | Mission Specifics |
|---|
| 01-02 | Attain | Treasure or artifact, sought purely to get rich |
| 03-04 | Attain | Rare material or resource the faction needs |
| 05-06 | Attain | A historical record or lost text |
| 07-08 | Attain | A relic or asset belonging to a rival faction |
| 09 | Attain | A living specimen, creature or person of interest, wanted for study |
| 10 | Attain | Something faction leadership wants kept secret even from its own members |
| 11-12 | Delivery | Deliver an object or material |
| 13-14 | Delivery | Deliver a person somewhere, escort duty |
| 15-16 | Delivery | Deliver a message that can’t risk interception |
| 17-18 | Delivery | Smuggle contraband past a checkpoint or border |
| 19-20 | Delivery | Deliver payment or tribute to another faction |
| 21-24 | Destroy | Group of monsters |
| 25-27 | Destroy | Individual monster |
| 28-30 | Destroy | Group of people |
| 31-32 | Destroy | Individual person |
| 33-35 | Destroy | An artifact or location the faction wants gone |
| 36-38 | Destroy | A structure, fortification, or supply line |
| 39-40 | Destroy | Evidence, records, or a paper trail |
| 41-43 | Fetch | Kidnap someone |
| 44-46 | Fetch | Retrieve an artifact or item from somewhere guarded |
| 47-49 | Fetch | Rescue someone |
| 50-52 | Fetch | Find a dossier or set of records |
| 53-55 | Fetch | Recover a body |
| 56-59 | Investigate | Solve a crime |
| 60-62 | Investigate | Scout an area or territory |
| 63-65 | Investigate | Infiltrate a group |
| 66-68 | Investigate | Surveil a specific person |
| 69-70 | Investigate | Interrogate a captive or witness |
| 71-73 | Negotiate | Convince someone to do something, diplomacy |
| 74-75 | Negotiate | Broker a deal between two parties |
| 76-77 | Negotiate | Defuse a standoff before it turns violent |
| 78-80 | Negotiate | Recruit someone to the faction’s cause |
| 81-84 | Protect | A location |
| 85-88 | Protect | A person or group of people, security detail for an event or expedition |
| 89-91 | Protect | A caravan or shipment in transit |
| 92-95 | Protect | A secret, keeping it from getting out |
| 96-97 | Sabotage | Disable an operation from the inside |
| 98 | Sabotage | Spread misinformation to mislead a rival |
| 99 | Sabotage | Poison a well of resources, trust, or supply |
| 100 | Sabotage | Turn another faction’s own assets against them |
Roll once per mission, independent of what the mission was.
| d20 | Outcome | What Happened | Faction Favor Gained | Relationship Gained |
|---|
| 1-3 | Disaster | The mission failed badly enough that someone holds you responsible | -2 | Gain a Nemesis |
| 4-5 | Hard Fought Failure | You failed, but gained a friend out of it | -1 | Gain an Ally |
| 6-13 | Success | The job got done | +1 | - |
| 14-17 | Success, Made a Friend | The job got done and someone you worked with stuck around | +1 | Gain an Ally |
| 18-19 | Complicated Success | The job got done, but you made an enemy doing it | +1 | Gain a Nemesis |
| 20 | Triumph | The job went better than anyone expected | +2 | Gain an Ally |
Roll to see whether your Ally comes from inside the Primary Faction or from somewhere else.
| d6 | Origin | Procedure |
|---|
| 1-4 | Internal | A fellow member of your Primary Faction. Roll Internal Contact below. |
| 5-6 | External | Someone outside the faction who still has your back. Roll Ally Scope below. |
| d6 | Contact | Procedure |
|---|
| 1 | Your Handler | This Ally is the same person who already directs your work for the faction. |
| 2-6 | Other Active Faction Member | A fellow member, roll Member Rank to place them in the hierarchy. |
| d8 | Rank | What it Means |
|---|
| 1-2 | New member | A completely new member of the faction. |
| 3-4 | Peer | Roughly your equal in standing, given the job of keeping an eye on you. |
| 5-6 | Senior Member | Established and respected, with some real pull inside the faction. |
| 7 | Inner Circle | Sits close to the faction’s actual leadership. |
| 8 | The Leadership Itself | You answer directly to whoever runs the faction. |
| d6 | Scope | What it Means |
|---|
| 1-2 | The Requestor | Whoever actually hired or sent you on a mission. Roll the Faction Table to see what they’re affiliated with, if anything. |
| 3-4 | Someone You Helped | A bystander, victim, or beneficiary a mission swept up along the way. Roll the Faction Table to see what they’re affiliated with, if anything. |
| 5-6 | A Collective | A 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.
| d8 | Bond | What it Means |
|---|
| 1-2 | Owes You | They’re in your debt, and they know it. |
| 3-4 | Shared History | You came up together, trained together, survived something together. |
| 5-6 | True Believer | They back you because they believe in what you’re doing or becoming. |
| 7 | Family / Romantic Bond | Blood, or something close to it. |
| 8 | Unclear Loyalty | Even they couldn’t tell you why they keep showing up for you. |
| d6 | Reliability | What it Means | Favor Rating |
|---|
| 1 | Absolute | They’d burn the faction down for you if it came to it, or die trying. | +3 |
| 2-3 | Strong | You can count on them for real help, not just words. | +2 |
| 4-6 | Conditional | They’ll help, but only if it doesn’t cost them too much. | +1 |
| d6 | Origin | Procedure |
|---|
| 1-3 | Internal | A rival within the Primary Faction itself. Roll Member Rank to place them in it. |
| 4-6 | External | A member of a different faction. Roll the Faction Table. |
| d12 | Cause | What it Means |
|---|
| 1 | Rivalry | You’re competing for the same rank, resources, or recognition. |
| 2 | Betrayal | One of you wronged the other, and it hasn’t been forgiven. |
| 3 | Ideology | You want fundamentally different things from the faction, or the world. |
| 4 | Jealousy | They resent what you have: talent, favor, position. |
| 5 | Blood Debt | Someone died, and they hold you responsible (or you hold them responsible). |
| 6 | Old Grudge | Something from your childhood or early training that never healed. |
| 7 | Fear | They see you as a threat to their position or safety. |
| 8-12 | Unknown to You | You’ve made an enemy and don’t fully know why. |
| d6 | Posture | What it Means | Favor Rating |
|---|
| 1-2 | Open Hostility | They don’t hide how they feel about you. | -2 |
| 3-5 | Quiet Sabotage | They work against you where you can’t easily prove it. | -1 |
| 6 | Active Threat | They are actively working to hurt, ruin, or kill you. | -3 |