Keywords
The Core Mechanical concept
Section titled “The Core Mechanical concept”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:
- Pre-Defined
- 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
Terminology for types of Keywords
Section titled “Terminology for types of Keywords”| Layer | What it is |
|---|---|
| Condition | A keyword that performs an effect on a character without inflicting an injury |
| Passive | A keyword that is always on for the character unless they decide to deactivate it - can be reactivated |
| Escalator | A 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).
The Keywords
Section titled “The Keywords”Strain costs are provisional. They are set with the method in Keyword Pricing; check a cost against that method before changing it.
Lineage Keywords
Section titled “Lineage Keywords”| Keyword | Effect | Strain | Injury | Polarities |
|---|---|---|---|---|
| Morphed | You can add a passive keyword to yourself at will at Rank for a period of time | 4 | F | Transformation |
| Infused | Push 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) | 2 | F | Coalescence |
| Banished | Seal the use of a specific polarity for keywords up to Rank | 3 | F | Coalescence |
| Rebounded | When you fail, your next Rank actions gains +1 success | 2 | F | Flux |
| Resonated | Add the rank of a keyword you choose to another keyword | 2 | F | Resonation |
| Discount | Regain 1 Strain whenever you spend 2 strain | 2 | F | Elasticity |
| Consolidated | Rank keywords from a specific polarity increase by 1 for each polarity you temorarily remove access to | 2 | F | Unification |
| Accumulation | Every time you win a roll, your next roll gains +1 (this builds) | 2 | F | Recurrence |
| Equalization | Every Keyword you use is registered at the rank of your highest ranked keyword | 4 | F | Emergence |
Perversion (Damnation’s Keyword)
Section titled “Perversion (Damnation’s Keyword)”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.
| Tier | Name | Pattern | Threshold Act |
|---|---|---|---|
| 1 | Betrayal | Abandoning people who trusted you to save yourself, letting their lives collapse without lifting a hand | Walking away from a ruin you caused, leaving them to it |
| 2 | Cruelty | Beating, robbing, or maiming people loosely connected to you, and starting to enjoy their fear | Hurting someone for the first time because you wanted to, not because you had to |
| 3 | Murder | Killing people who trusted or depended on you, in cold blood, for gain | Killing someone who put their life in your hands |
| 4 | Torture | Torturing people until their minds break, for information, pleasure, or power | Torturing someone to death and savoring every moment of it |
| 5 | Atrocity | Massacring or ritually sacrificing entire communities that sheltered you, leaving nothing standing | Wiping out a town or camp that took you in, down to the last child |
| 6 | Desecration | Hunting down and torturing everyone who loves you, one by one, to fuel your power | Sacrificing someone who loves you with your own hands, while they beg you to stop |
| 7 | Dark Communion | — the mortal limit of this path | The slow ritual torture, sacrifice, and cannibalization of everyone you have ever loved |
Ren Texture Keywords
Section titled “Ren Texture Keywords”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 d6 | Success # (Rampant) | Success # (Volatile) | Success # (Tranquil) |
|---|---|---|---|
| 1 | 0 | 0 | 0 |
| 2 | 0 | 0 | 1 |
| 3 | 0 | 1 | 1 |
| 4 | 1 | 1 | 1 |
| 5 | 2 | 2 | 1 |
| 6 | 3 | 2 | 2 |
Interaction Keywords
Section titled “Interaction Keywords”| Keyword | Effect | Strain | Injury | Example |
|---|---|---|---|---|
| Stack | None, but interacts with other keywords. Is applied from excess successes on a roll. Stacks are consumed from the target creature, not collectively pooled | N/A | F | basically 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 is | 3 | F | |
| Resistant [Keyword] | Reduces the impact of another keyword on the target | 2 | F | |
| Susceptible [Keyword] | Increases the impact of another keyword on the target | 3 | C | |
| Empowered [Keyword] | Adds the rank of this to the keyword that the target uses | 2 | F | |
| Enabled [Keyword] | Increases the target’s ability to effect a keyword by adding 1 die | 2 | F | |
| Weakened [Keyword] | Decreases the ability the target has to effect this keyword by removing 1 die | 3 | C | |
| Diminished [Keyword] | Decreases the rank at which the target can apply the specified keyword | 3 | C | |
| Siezed | consume 4 stacks to completely restrain a target | 0 | C | |
| Explosion [Keyword] | consume stacks to create an 1 Zone AOE effect of rank = to # of stacks consumed | 0 | C | |
| Snoozing | Once the stacks on a creature exceed the threshold of 1 + their Realm, consume 3 of its stacks and it falls asleep for one round | 0 | F | |
| Comprehending | You can consume 4 stacks to learn about the creature | 0 | F | |
| Virulence | Consume 3 stacks on a target to apply Rank level Weakened to it, and 2 stacks to a creature in the same or an adjacent zone | 0 | T | |
| Sickening | Consume 3 stacks to add a Realm ranked Slowed, Weakened, or Misdirected Keyword | 0 | F | |
| Overloaded | Deal an Injury with no keyword to a target for every 3 stacks consumed, up to Rank Injuries on a single target. | 0 | T | |
| Drained | Consume 4 stacks from a target to remove Strain from yourself equal to Rank, that then is applied to the target | 0 | F | |
| Siphoning | Consume 5 stacks to remove one Injury from yourself by inflicting the removed Injury on the target | 0 | T | |
| Trap | This 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 applying | 0 | F | |
| Insight | consume 2 stacks to gain +1 die on your next roll against a creature | 0 |
Escalator Keywords
Section titled “Escalator Keywords”Escalator Keywords scale up over time, but are limited by the Rank your character has
| Keyword | Effect | Strain | Injury | Example |
|---|---|---|---|---|
| Terminal | Escalating. Every 2 rounds, the target gains another Injury | 5 | T | Open wound losing blood |
| Deteriorating | Escalating. Every round, the target loses 1 Strain | 4 | C | Toxin draining vitality |
| Deceleration | Escalating. Every Round, reduce stride by 1 | 3 | C | |
| Conditioning | Escalating. Reduces the rank of a keyword over any time you’re attacked with the keyword | 3 | F | |
| Exposure | Escalating. Increases the rank of a keyword over any time you’re attacked with the keyword | 4 | C | |
| Depleting | Escalating. Every 2 rounds, lose access to a keyword | 5 | C | |
| Petrifying | Escalating. Every round, increase rank. At enemies’ Realm, they are paralyzed | 5 | C | |
| Corroding | Escalating. Every 2 rounds, reduce the Rank of a target’s Item | 4 | C | |
| Withering | Escalating. Every round, reduce the max Strain a target can have for the duration of the keyword | 4 | C | |
| Swelling | Escalating. Every round the target gains 2 stacks | 4 | C |
Active Offensive Keywords
Section titled “Active Offensive Keywords”| Keyword | Effect | Strain | Injury | Example |
|---|---|---|---|---|
| Pinned | Cannot move for Rank # of Turns | 4 | T | |
| Pierced | Injuries from this attack can’t be cleared with Armor | 4 | F | |
| Biding | Every round you wait with this on, store Rank successes to use on your next attack | 4 | F | |
| Crushed | When this attack lands, it takes Rank*2 points from the Armor pool to clear. | 2 | F | |
| Disintegrated | Damages or destroys weapons and structures | 4 |
Active Defensive Keywords
Section titled “Active Defensive Keywords”| Keyword | Effect | Strain | Injury | Example |
|---|---|---|---|---|
| Slip | Enemy takes additional Strain equal to Rank | 2 | F | |
| Block | Add Realm+Rank to Successes when defending, requires a shield | 3 | F | |
| Parry | The attacking item is not calculated into Rank of keywords it may apply, if it is lower than the Rank of Parry | 2 | F | |
| Counter | You 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. | 3 | F | |
| Dodge | You move up to 1+Rank zone(s) | 1 | F |
Active Utility Keywords
Section titled “Active Utility Keywords”| Keyword | Effect | Strain | Injury | Example |
|---|---|---|---|---|
| Overwritten | Another’s will/Ren temporarily imposes intent on you. You act partially or fully under their control for the duration | 5 | ||
| Hastened | Increases the target’s Stride by Rank | 1 | ||
| Slowed | Reduces the target’s Stride by Rank | 1 | ||
| Misdirected | Gain +1 die on your next roll against the target | 1 | ||
| Illusion | Target | 4 | Target is in an illusory world, or there’s a major illusion | |
| Obscured | You are not targetable. Rank determines how many successes are necessary to discover you. | 3 | ||
| Eased | The 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 state | 2 | ||
| Silenced | Cannot speak or make sound; blocks vocal actions | 3 | ||
| Disrupted | Keywords applied to the target land at their Rank + Disrupted’s Rank | 2 | ||
| Protected | You are behind cover | 2 | ||
| Fear | effected creature’s keywords are lowered by rank | 2 | ||
| Tracked | You know the tracked target’s location (its zone) despite distance, cover, or terrain, and it cannot gain or keep the Hidden mark against you | 2 | ||
| Observed | Reveal a creature’s Injuries, Marks, and Conditions. Contested by Inscrutability based on Rank. | 2 | ||
| Dampened | Increases strain costs by Rank | 2 | F | |
| Clear | Remove stacks from a character equal to Rank | 1 | F | |
| Heal | Removes an Injury:True keyword, clearing that Injury slot, and stabilizes | 3 | F | |
| Dispel | Removes a Keyword, or ends an ongoing effect/ability | 3 | F | |
| Rejuvenate | Enhances Strain recovery during rest by Rank | 1 | F | |
| Restrained | Binds the target’s hands: cannot wield, gesture, or take hand-based actions | 3 | ||
| Gated | Cannot remove injuries for the duration you have this keyword | 3 | ||
| Disabled | Items no longer contribute to keyword ranks | 4 | C | |
| Displace | Move a creature | 3 | ||
| Move | Move yourself up to Rank in Zones, omnidirectionally | 1 | ||
| Teleport | Move but ignore obstacles | 4 | ||
| Portal | Connect with another portal to move vast distances | 4 | ||
| Phase | Pass through solid materials of thickness equal to 10cm per Rank | 4 | ||
| Step [polarity] | Move but to a specific area containing that polarity, within Rank in zones | 3 | F | |
| Apparition [polarity] | make an ephemeral humanoid creature (has phase) with your stats that you can use to sense, but can’t interact with the world | 3 | ||
| 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 construct | 4 | ||
| Golem [polarity] | Make a large humanoic creature with your stats, but +1 die on physical interactions | 4 | ||
| Weapon [polarity] | Make a weapon out of Ren for yourself or others. Its rank is the rank of this keyword | 4 | ||
| Armor [polarity] | Make a Armor out of Ren for yourself or others. Its rank is the rank of this keyword | 4 | ||
| Terraform [polarity] | Alter the terrain’s shape with this polarity | 4 | C | |
| Barriered | Stop ephemeral movement into and/or out of an area | 3 | ||
| Communication | Telepathic Communication within awareness Range with up to Rank individuals | 1 | ||
| Paralyzed | Target cannot move, act, or speak for the duration | 5 | ||
| Foresight | Gain Rank Successes on your next roll | 4 | F |
Social Keywords
Section titled “Social Keywords”| Keyword | Effect | Strain | Injury | Example |
|---|---|---|---|---|
| Swayed | Consume 3 stacks to break 1 Conviction | 0 | F | |
| Entrenched | Only 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 value | 2 | F | |
| 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 times | N/A | F |
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.
Passive Keywords
Section titled “Passive Keywords”| Keyword | Effect | Strain | Injury | Example |
|---|---|---|---|---|
| Resistance | Reduces the impact of another keyword | N/A | F | |
| Vulnerability | Increases the impact of another keyword | N/A | F | |
| Inscrutable | Injuries, Stacks, and Keywords up to Rank cannot be read by Observed | N/A | F | |
| Perceptive | Any creatures attempting to hide from you have to beat Rank+1 to hide from you | N/A | F | |
| Splintered | Your 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 | ||
| Tough | You have extra slots for injuries = to Rank before you are bleeding out | N/A | ||
| Network | You can communicate telepathically within awareness Range with up to Rank individuals | N/A | ||
| Masked | Your awareness in its extended state is not detectable to others, attempts to sense it must beat Rank. | N/A | ||
| Concealed | Your awareness in its projected state is not detectable to others, attempts to sense it must beat Rank. | N/A | ||
| Veiled | Your awareness in its focused state is not detectable to others, attempts to sense it must beat Rank. | N/A | ||
| Shrouded | Your awareness in its Suppressed state is not detectable to others, attempts to sense it must beat Rank. | N/A | ||
| Stealthy | Any creatures attempting to sense you have to beat Rank+1 to sense you. | N/A | F | |
| Precognitive | The 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 rolls | N/A | F | |
| Overextended | Lose 1 Die from your dice pool. The default keyword for any Injury with no specified keyword, including self-inflicted Injuries taken to regain strain | N/A | T |
Metanoia rules © Daniel Eynon, licensed under CC BY-NC-SA 4.0.