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Keywords

Metanoia is a game mechanized on Language (words and clauses), applied to anything. We call this construct a tag. These are presented in a two main categories:

  1. Pre-Defined
  2. Un-Defined

Pre-Defined language has meaning within the system and can’t be overwritten. Un-Defined meas that it’s up to the players and the GM to determine what the language means in the rules.

Functional Classifications of Pre-Defined Individual Words

Section titled “Functional Classifications of Pre-Defined Individual Words”
  • Polarity = A word that has associated keyword(s)
  • Keyword = A word that has a distinct effect
LayerWhat it is
ConditionA keyword that performs an effect on a character without inflicting an injury
PassiveA keyword that is always on for the character unless they decide to deactivate it - can be reactivated
EscalatorA keyword that automatically repeats a minimum effect on a tick while it remains active. Which minimum effect it uses is determined by its Injury field - if Injury is true, then it adds an injury every other round.

Every keyword also carries an Injury field (True/Choice/False). If a keyword’s Injury field is True, applying it fills one of the target’s 3 Injury slots directly. Some keywords automatically cause Injurires (T), some don’t (F), and with others, you can choose (C).

Strain costs are provisional. They are set with the method in Keyword Pricing; check a cost against that method before changing it.

KeywordEffectStrainInjuryPolarities
MorphedYou can add a passive keyword to yourself at will at Rank for a period of time4FTransformation
InfusedPush up to Rank*2 Ren into an object and have it retain that Ren (can be consumed from the object to return strain per Ren)2FCoalescence
BanishedSeal the use of a specific polarity for keywords up to Rank3FCoalescence
ReboundedWhen you fail, your next Rank actions gains +1 success2FFlux
ResonatedAdd the rank of a keyword you choose to another keyword2FResonation
DiscountRegain 1 Strain whenever you spend 2 strain2FElasticity
ConsolidatedRank keywords from a specific polarity increase by 1 for each polarity you temorarily remove access to2FUnification
AccumulationEvery time you win a roll, your next roll gains +1 (this builds)2FRecurrence
EqualizationEvery Keyword you use is registered at the rank of your highest ranked keyword4FEmergence

Everyone is Corrupted by default. Damnation only comes through choosing Perversion, and there is no turning back once you have.

Perversion is earned by choosing atrocity for power. It mirrors the structure of Realm advancement: each rank is a structural shift in who you are, and unlike normal Keywords its Rank is not capped at 5. It can be granted to your character as an extra keyword, even if you have the ‘maximum’.

Each tier requires a sustained pattern of the described behavior, not a single act. The Threshold Act is the deed that finally locks a tier in once the pattern is established, the same way a Realm breakthrough needs both practice and a moment of exposure.

While Perversion is active, its Rank is added to every Keyword you use.

TierNamePatternThreshold Act
1BetrayalAbandoning people who trusted you to save yourself, letting their lives collapse without lifting a handWalking away from a ruin you caused, leaving them to it
2CrueltyBeating, robbing, or maiming people loosely connected to you, and starting to enjoy their fearHurting someone for the first time because you wanted to, not because you had to
3MurderKilling people who trusted or depended on you, in cold blood, for gainKilling someone who put their life in your hands
4TortureTorturing people until their minds break, for information, pleasure, or powerTorturing someone to death and savoring every moment of it
5AtrocityMassacring or ritually sacrificing entire communities that sheltered you, leaving nothing standingWiping out a town or camp that took you in, down to the last child
6DesecrationHunting down and torturing everyone who loves you, one by one, to fuel your powerSacrificing someone who loves you with your own hands, while they beg you to stop
7Dark Communion— the mortal limit of this pathThe slow ritual torture, sacrifice, and cannibalization of everyone you have ever loved

This shows the table of the expected successes from a d6.

Texture is a measure of how responsive a character’s Ren is to their subconscious - the numbers in the table are the number of successes when you roll that number on each d6 in your dice pool. There are 3 textures, and a character can only have 1, and it doesn’t change.

  • Tranquil - Your Ren is naturally precise, but hesitates or rarely moves without your instruction (consistent but moderate)
  • Volatile - Your Ren can move without your instruction, but doesn’t do it very often. (This is the inbetween texture)
  • Rampant - Your Ren moves without your instruction all the time, but is harder to control. (Swingy but powerful)
Roll on a d6Success # (Rampant)Success # (Volatile)Success # (Tranquil)
1000
2001
3011
4111
5221
6322
KeywordEffectStrainInjuryExample
StackNone, but interacts with other keywords. Is applied from excess successes on a roll. Stacks are consumed from the target creature, not collectively pooledN/AFbasically chips that can be used to activate keywords that go on a threshold, or get converted by another keyword. They can be used positively or negatively.
Negating [Keyword]Completely stops whatever the other keyword is3F
Resistant [Keyword]Reduces the impact of another keyword on the target2F
Susceptible [Keyword]Increases the impact of another keyword on the target3C
Empowered [Keyword]Adds the rank of this to the keyword that the target uses2F
Enabled [Keyword]Increases the target’s ability to effect a keyword by adding 1 die2F
Weakened [Keyword]Decreases the ability the target has to effect this keyword by removing 1 die3C
Diminished [Keyword]Decreases the rank at which the target can apply the specified keyword3C
Siezedconsume 4 stacks to completely restrain a target0C
Explosion [Keyword]consume stacks to create an 1 Zone AOE effect of rank = to # of stacks consumed0C
SnoozingOnce the stacks on a creature exceed the threshold of 1 + their Realm, consume 3 of its stacks and it falls asleep for one round0F
ComprehendingYou can consume 4 stacks to learn about the creature0F
VirulenceConsume 3 stacks on a target to apply Rank level Weakened to it, and 2 stacks to a creature in the same or an adjacent zone0T
SickeningConsume 3 stacks to add a Realm ranked Slowed, Weakened, or Misdirected Keyword0F
OverloadedDeal an Injury with no keyword to a target for every 3 stacks consumed, up to Rank Injuries on a single target.0T
DrainedConsume 4 stacks from a target to remove Strain from yourself equal to Rank, that then is applied to the target0F
SiphoningConsume 5 stacks to remove one Injury from yourself by inflicting the removed Injury on the target0T
TrapThis keyword causes another keyword to activate, at a max range = to Rank in zones. You must select duration twice for abilities with this keyword, once for the duration the trap lasts, and another for the keyword it’s applying0F
Insightconsume 2 stacks to gain +1 die on your next roll against a creature0

Escalator Keywords scale up over time, but are limited by the Rank your character has

KeywordEffectStrainInjuryExample
TerminalEscalating. Every 2 rounds, the target gains another Injury5TOpen wound losing blood
DeterioratingEscalating. Every round, the target loses 1 Strain4CToxin draining vitality
DecelerationEscalating. Every Round, reduce stride by 13C
ConditioningEscalating. Reduces the rank of a keyword over any time you’re attacked with the keyword3F
ExposureEscalating. Increases the rank of a keyword over any time you’re attacked with the keyword4C
DepletingEscalating. Every 2 rounds, lose access to a keyword5C
PetrifyingEscalating. Every round, increase rank. At enemies’ Realm, they are paralyzed5C
CorrodingEscalating. Every 2 rounds, reduce the Rank of a target’s Item4C
WitheringEscalating. Every round, reduce the max Strain a target can have for the duration of the keyword4C
SwellingEscalating. Every round the target gains 2 stacks4C
KeywordEffectStrainInjuryExample
PinnedCannot move for Rank # of Turns4T
PiercedInjuries from this attack can’t be cleared with Armor4F
BidingEvery round you wait with this on, store Rank successes to use on your next attack4F
CrushedWhen this attack lands, it takes Rank*2 points from the Armor pool to clear.2F
DisintegratedDamages or destroys weapons and structures4
KeywordEffectStrainInjuryExample
SlipEnemy takes additional Strain equal to Rank2F
BlockAdd Realm+Rank to Successes when defending, requires a shield3F
ParryThe attacking item is not calculated into Rank of keywords it may apply, if it is lower than the Rank of Parry2F
CounterYou apply a true ‘no condition’ Injury with a Strain cost of Rank to the target if you succeed on your defense, but if you fail, you take double the effect.3F
DodgeYou move up to 1+Rank zone(s)1F
KeywordEffectStrainInjuryExample
OverwrittenAnother’s will/Ren temporarily imposes intent on you. You act partially or fully under their control for the duration5
HastenedIncreases the target’s Stride by Rank1
SlowedReduces the target’s Stride by Rank1
MisdirectedGain +1 die on your next roll against the target1
IllusionTarget4Target is in an illusory world, or there’s a major illusion
HiddenGain +1 die on your actions against targets that are unaware of you, and you are not targetable. Rank determines how many successes are necessary to discover you.4
ObscuredYou are not targetable. Rank determines how many successes are necessary to discover you.3
EasedThe target’s sense Rolls are reduced by 1 die, the target removes 2 strain, and Rank determines how many successes are necessary to discover this state2
SilencedCannot speak or make sound; blocks vocal actions3
DisruptedKeywords applied to the target land at their Rank + Disrupted’s Rank2
ProtectedYou are behind cover2
Feareffected creature’s keywords are lowered by rank2
TrackedYou know the tracked target’s location (its zone) despite distance, cover, or terrain, and it cannot gain or keep the Hidden mark against you2
ObservedReveal a creature’s Injuries, Marks, and Conditions. Contested by Inscrutability based on Rank.2
DampenedIncreases strain costs by Rank2F
ClearRemove stacks from a character equal to Rank1F
HealRemoves an Injury:True keyword, clearing that Injury slot, and stabilizes3F
DispelRemoves a Keyword, or ends an ongoing effect/ability3F
RejuvenateEnhances Strain recovery during rest by Rank1F
RestrainedBinds the target’s hands: cannot wield, gesture, or take hand-based actions3
GatedCannot remove injuries for the duration you have this keyword3
DisabledItems no longer contribute to keyword ranks4C
DisplaceMove a creature3
MoveMove yourself up to Rank in Zones, omnidirectionally1
TeleportMove but ignore obstacles4
PortalConnect with another portal to move vast distances4
PhasePass through solid materials of thickness equal to 10cm per Rank4
Step [polarity]Move but to a specific area containing that polarity, within Rank in zones3F
Apparition [polarity]make an ephemeral humanoid creature (has phase) with your stats that you can use to sense, but can’t interact with the world3
Construct [polarity]Make a solid, humanoid creature with your stats that can interact with the world, the Rank is how many successes on a hit it takes to dispel the construct4
Golem [polarity]Make a large humanoic creature with your stats, but +1 die on physical interactions4
Weapon [polarity]Make a weapon out of Ren for yourself or others. Its rank is the rank of this keyword4
Armor [polarity]Make a Armor out of Ren for yourself or others. Its rank is the rank of this keyword4
Terraform [polarity]Alter the terrain’s shape with this polarity4C
BarrieredStop ephemeral movement into and/or out of an area3
CommunicationTelepathic Communication within awareness Range with up to Rank individuals1
ParalyzedTarget cannot move, act, or speak for the duration5
ForesightGain Rank Successes on your next roll4F
KeywordEffectStrainInjuryExample
SwayedConsume 3 stacks to break 1 Conviction0F
EntrenchedOnly invokable if a condition is being applied to you in a social frame, and only after the other side has applied a Condition this frame. Restore Conviction equal to Rank, up to its starting value2F
Shaken [Motive/Identity]Invoking the shaken Motive or Identity costs 2+Realm Strain. Can’t be cleared with Strain. Clears after Rank days, or early once you’ve invoked the shaken Motive or Identity Rank timesN/AF

Entrenched is defense only so a target can’t restore Conviction on its own turn faster than a frame can remove it.

Shaken is applied by the Hold rule in Social Frames, never cast. Shaken [Motive] and Shaken [Identity] are tracked separately. Neither stacks with itself: a new Shaken of the same type replaces the old one only if its Rank is higher, and its days and invocation count start over.

KeywordEffectStrainInjuryExample
ResistanceReduces the impact of another keywordN/AF
VulnerabilityIncreases the impact of another keywordN/AF
InscrutableInjuries, Stacks, and Keywords up to Rank cannot be read by ObservedN/AF
PerceptiveAny creatures attempting to hide from you have to beat Rank+1 to hide from youN/AF
SplinteredYour will is divided: keyword ranks you apply to others are reduced by 1, but removing a keyword you applied requires a 1/turn d6 roll (rolling above the rank of splintered allows the removal of the keyword) in addition to the normal strain cost.N/A
ToughYou have extra slots for injuries = to Rank before you are bleeding outN/A
NetworkYou can communicate telepathically within awareness Range with up to Rank individualsN/A
MaskedYour awareness in its extended state is not detectable to others, attempts to sense it must beat Rank.N/A
ConcealedYour awareness in its projected state is not detectable to others, attempts to sense it must beat Rank.N/A
VeiledYour awareness in its focused state is not detectable to others, attempts to sense it must beat Rank.N/A
ShroudedYour awareness in its Suppressed state is not detectable to others, attempts to sense it must beat Rank.N/A
StealthyAny creatures attempting to sense you have to beat Rank+1 to sense you.N/AF
PrecognitiveThe GM can activate this keyword at will to tell you about something important/dangerous that’s about to happen and to give you +1 Success on the next Rank number of rollsN/AF
OverextendedLose 1 Die from your dice pool. The default keyword for any Injury with no specified keyword, including self-inflicted Injuries taken to regain strainN/AT

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

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