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	<id>https://rocksfall.org/rfwiki/index.php?action=history&amp;feed=atom&amp;title=WDH_Memory_Conditions</id>
	<title>WDH Memory Conditions - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://rocksfall.org/rfwiki/index.php?action=history&amp;feed=atom&amp;title=WDH_Memory_Conditions"/>
	<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;action=history"/>
	<updated>2026-05-08T04:27:06Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17071&amp;oldid=prev</id>
		<title>Bysmerian2 at 21:19, 25 February 2026</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17071&amp;oldid=prev"/>
		<updated>2026-02-25T21:19:00Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 21:19, 25 February 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot; &gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* It can be &amp;#039;&amp;#039;Resolved&amp;#039;&amp;#039;, completing the mission, for a bigger one. This also counts as a completed [[WDH_Deeds_Rules|Memory Deed]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* It can be &amp;#039;&amp;#039;Resolved&amp;#039;&amp;#039;, completing the mission, for a bigger one. This also counts as a completed [[WDH_Deeds_Rules|Memory Deed]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Much like Fatebindings, Memory Conditions can be &amp;#039;&amp;#039;Compelled&amp;#039;&amp;#039;. This gives some further flashes of insight, and can restore some spent Inheritance, but the price for that is temporarily nudging oneself more towards one&amp;#039;s draconic heritage (moving towards their Cipher) and accepting the Craving Condition. The Heir can resist this at the price of no juice and nudging theirself towards human heritage instead (i.e. towards their Defection).&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Much like Fatebindings, Memory Conditions can be &amp;#039;&amp;#039;Compelled&amp;#039;&amp;#039;. This gives some further flashes of insight, and can restore some spent Inheritance, but the price for that is temporarily nudging oneself more towards one&amp;#039;s draconic heritage (moving towards their Cipher) and accepting the Craving Condition. The Heir can resist this at the price of no juice and nudging theirself towards human heritage instead (i.e. towards their Defection).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br /&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Craving Condition enforces a monofocus on the Calling that the Memory comes of. The Collector has to Collect, the Judge must Judge, and Primeval needs to...Primeve. Whatever. It&amp;#039;s hard to act outside of it (it costs the table [[WDH_Narrative_Currency_Rules|Momentum]]), but it&amp;#039;s easier to act within it (it &amp;#039;&amp;#039;gives&amp;#039;&amp;#039; the table Momentum). This condition can resolve in one of two ways: A player can either dedicate a [[WDH_Deeds_Rules|Draconic Deed]] to indulging their Craving, or--if one is feeling less patient and constructive--indulge their craving in a way that meaningfully harms their human connections. Either way, this restores a further point of spent Inheritance.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Craving Condition enforces a monofocus on the Calling that the Memory comes of. The Collector has to Collect, the Judge must Judge, and Primeval needs to...Primeve. Whatever. It&amp;#039;s hard to act outside of it (it costs the table [[WDH_Narrative_Currency_Rules|Momentum]]), but it&amp;#039;s easier to act within it (it &amp;#039;&amp;#039;gives&amp;#039;&amp;#039; the table Momentum). This condition can resolve in one of two ways: A player can either dedicate a [[WDH_Deeds_Rules|Draconic Deed]] to indulging their Craving, or--if one is feeling less patient and constructive--indulge their craving in a way that meaningfully harms their human connections. Either way, this restores a further point of spent Inheritance.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like Fatebinding, a Player may choose to create a Memory Condition, and may choose to Compel it (although if the Player chooses to Compel, they must accept the Craving Condition, the Inheritance, and the step towards their Cipher). An Heir may have as many Memory Conditions as their permanent Inheritance score; if they accept a new one beyond their limit, it dislodges an old Memory which resolves without any benefits.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like Fatebinding, a Player may choose to create a Memory Condition, and may choose to Compel it (although if the Player chooses to Compel, they must accept the Craving Condition, the Inheritance, and the step towards their Cipher). An Heir may have as many Memory Conditions as their permanent Inheritance score; if they accept a new one beyond their limit, it dislodges an old Memory which resolves without any benefits.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17070&amp;oldid=prev</id>
		<title>Bysmerian2 at 21:18, 25 February 2026</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17070&amp;oldid=prev"/>
		<updated>2026-02-25T21:18:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 21:18, 25 February 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot; &gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;big&amp;gt;About Memory Conditions (And Deeds)&amp;lt;/big&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;big&amp;gt;About Memory Conditions (And Deeds)&amp;lt;/big&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For all intents and purposes, Draconic Heirs use Inheritance as the primary source of their supernatural oomph in the same way Scions use Legend.&amp;#160; However, they can&amp;#039;t regenerate it in the same way: as Dragons are not beholden to Fate, they can neither become entangled in lasting [[WDH_Fatebinding_Rules|Fatebindings]] nor entangle others with them. What you get instead are Memory and Craving Conditions. Dragons are big on Memory. There&amp;#039;s a whole psychic ocean of it wherein even dead dragons swim, dream, and communicate to the modern day, an abyss of recollection containing whole worlds and ages before the Gods and their myths shaped it into what it is now--and thus, has always been. While this doesn&amp;#039;t intrude on an Heir&amp;#039;s psyches directly, it isn&amp;#039;t a list to unsubscribe from entirely either.&amp;#160; Periodically a PC might perceive the memories of one of their draconic ancestors, telling them, reminding them that this thing or this person is important, or that this situation is much like something they once encountered. A player can accept the basic flash of insight without accepting a Memory Condition, but if they do...&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For all intents and purposes, Draconic Heirs use Inheritance as the primary source of their supernatural oomph in the same way Scions use Legend.&amp;#160; However, they can&amp;#039;t regenerate it in the same way: as Dragons are not beholden to Fate, they can neither become entangled in lasting [[WDH_Fatebinding_Rules|Fatebindings]] nor entangle others with them. What you get instead are Memory and Craving &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[WDH Condition Rules|&lt;/ins&gt;Conditions&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Dragons are big on Memory. There&amp;#039;s a whole psychic ocean of it wherein even dead dragons swim, dream, and communicate to the modern day, an abyss of recollection containing whole worlds and ages before the Gods and their myths shaped it into what it is now--and thus, has always been. While this doesn&amp;#039;t intrude on an Heir&amp;#039;s psyches directly, it isn&amp;#039;t a list to unsubscribe from entirely either.&amp;#160; Periodically a PC might perceive the memories of one of their draconic ancestors, telling them, reminding them that this thing or this person is important, or that this situation is much like something they once encountered. A player can accept the basic flash of insight without accepting a Memory Condition, but if they do...&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Memory Conditions are very &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Fatebindings: each one is associated with a particular [[WDH_Callings_Rules|Calling]] and have a similar structure.&amp;#160; A PC automatically gain a point of spent Inheritance, and a lingering Condition with multiple applications: &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Memory Conditions are very &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Fatebindings: each one is associated with a particular [[WDH_Callings_Rules|Calling]] and have a similar structure.&amp;#160; A PC automatically gain a point of spent Inheritance, and a lingering Condition with multiple applications: &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l11&quot; &gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Craving Condition enforces a monofocus on the Calling that the Memory comes of. The Collector has to Collect, the Judge must Judge, and Primeval needs to...Primeve. Whatever. It&amp;#039;s hard to act outside of it (it costs the table [[WDH_Narrative_Currency_Rules|Momentum]]), but it&amp;#039;s easier to act within it (it &amp;#039;&amp;#039;gives&amp;#039;&amp;#039; the table Momentum). This condition can resolve in one of two ways: A player can either dedicate a [[WDH_Deeds_Rules|Draconic Deed]] to indulging their Craving, or--if one is feeling less patient and constructive--indulge their craving in a way that meaningfully harms their human connections. Either way, this restores a further point of spent Inheritance.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Craving Condition enforces a monofocus on the Calling that the Memory comes of. The Collector has to Collect, the Judge must Judge, and Primeval needs to...Primeve. Whatever. It&amp;#039;s hard to act outside of it (it costs the table [[WDH_Narrative_Currency_Rules|Momentum]]), but it&amp;#039;s easier to act within it (it &amp;#039;&amp;#039;gives&amp;#039;&amp;#039; the table Momentum). This condition can resolve in one of two ways: A player can either dedicate a [[WDH_Deeds_Rules|Draconic Deed]] to indulging their Craving, or--if one is feeling less patient and constructive--indulge their craving in a way that meaningfully harms their human connections. Either way, this restores a further point of spent Inheritance.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like Fatebinding, a Player may choose to create a Memory Condition, and may choose to Compel it (although if the Player chooses to Compel, they must accept the Craving Condition, the Inheritance, and the step towards their Cipher). An Heir may have as many Memory Conditions as their permanent Inheritance score; if they accept a new one, it dislodges &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/del&gt;old &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and it &lt;/del&gt;resolves without any benefits &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;whatsoever&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like Fatebinding, a Player may choose to create a Memory Condition, and may choose to Compel it (although if the Player chooses to Compel, they must accept the Craving Condition, the Inheritance, and the step towards their Cipher). An Heir may have as many Memory Conditions as their permanent Inheritance score; if they accept a new one &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;beyond their limit&lt;/ins&gt;, it dislodges &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an &lt;/ins&gt;old &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Memory which &lt;/ins&gt;resolves without any benefits.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17044&amp;oldid=prev</id>
		<title>Bysmerian2: Created page with &quot;&lt;small&gt;Back to Wengehua Demon Hunters Main Page&lt;/small&gt;&lt;br /&gt; &lt;big&gt;About Memory Conditions (And Deeds)&lt;/big&gt; &lt;br /&gt;&lt;br /&gt; For all intents an...&quot;</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17044&amp;oldid=prev"/>
		<updated>2026-02-21T05:18:44Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;small&amp;gt;&lt;a href=&quot;/wiki/Scion_-_Wengehua_Demon_Hunters&quot; title=&quot;Scion - Wengehua Demon Hunters&quot;&gt;Back to Wengehua Demon Hunters Main Page&lt;/a&gt;&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;big&amp;gt;About Memory Conditions (And Deeds)&amp;lt;/big&amp;gt; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; For all intents an...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Memory Conditions (And Deeds)&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For all intents and purposes, Draconic Heirs use Inheritance as the primary source of their supernatural oomph in the same way Scions use Legend.  However, they can&amp;#039;t regenerate it in the same way: as Dragons are not beholden to Fate, they can neither become entangled in lasting [[WDH_Fatebinding_Rules|Fatebindings]] nor entangle others with them. What you get instead are Memory and Craving Conditions. Dragons are big on Memory. There&amp;#039;s a whole psychic ocean of it wherein even dead dragons swim, dream, and communicate to the modern day, an abyss of recollection containing whole worlds and ages before the Gods and their myths shaped it into what it is now--and thus, has always been. While this doesn&amp;#039;t intrude on an Heir&amp;#039;s psyches directly, it isn&amp;#039;t a list to unsubscribe from entirely either.  Periodically a PC might perceive the memories of one of their draconic ancestors, telling them, reminding them that this thing or this person is important, or that this situation is much like something they once encountered. A player can accept the basic flash of insight without accepting a Memory Condition, but if they do...&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Memory Conditions are very &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Fatebindings: each one is associated with a particular [[WDH_Callings_Rules|Calling]] and have a similar structure.  A PC automatically gain a point of spent Inheritance, and a lingering Condition with multiple applications: &lt;br /&gt;
* It can be &amp;#039;&amp;#039;Invoked&amp;#039;&amp;#039; for a benefit, depending on which Calling is associated with this memory. &lt;br /&gt;
* It can be &amp;#039;&amp;#039;Resolved&amp;#039;&amp;#039;, completing the mission, for a bigger one. This also counts as a completed [[WDH_Deeds_Rules|Memory Deed]].&lt;br /&gt;
* Much like Fatebindings, Memory Conditions can be &amp;#039;&amp;#039;Compelled&amp;#039;&amp;#039;. This gives some further flashes of insight, and can restore some spent Inheritance, but the price for that is temporarily nudging oneself more towards one&amp;#039;s draconic heritage (moving towards their Cipher) and accepting the Craving Condition. The Heir can resist this at the price of no juice and nudging theirself towards human heritage instead (i.e. towards their Defection).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Craving Condition enforces a monofocus on the Calling that the Memory comes of. The Collector has to Collect, the Judge must Judge, and Primeval needs to...Primeve. Whatever. It&amp;#039;s hard to act outside of it (it costs the table [[WDH_Narrative_Currency_Rules|Momentum]]), but it&amp;#039;s easier to act within it (it &amp;#039;&amp;#039;gives&amp;#039;&amp;#039; the table Momentum). This condition can resolve in one of two ways: A player can either dedicate a [[WDH_Deeds_Rules|Draconic Deed]] to indulging their Craving, or--if one is feeling less patient and constructive--indulge their craving in a way that meaningfully harms their human connections. Either way, this restores a further point of spent Inheritance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like Fatebinding, a Player may choose to create a Memory Condition, and may choose to Compel it (although if the Player chooses to Compel, they must accept the Craving Condition, the Inheritance, and the step towards their Cipher). An Heir may have as many Memory Conditions as their permanent Inheritance score; if they accept a new one, it dislodges the old and it resolves without any benefits whatsoever.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
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