WDH Memory Conditions
Back to Wengehua Demon Hunters Main Page
About Memory Conditions (And Deeds)
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't regenerate it in the same way: as Dragons are not beholden to Fate, they can neither become entangled in lasting Fatebindings nor entangle others with them. What you get instead are Memory and Craving Conditions. Dragons are big on Memory. There'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't intrude on an Heir's psyches directly, it isn'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...
Memory Conditions are very like Fatebindings: each one is associated with a particular Calling and have a similar structure. A PC automatically gain a point of spent Inheritance, and a lingering Condition with multiple applications:
- It can be Invoked for a benefit, depending on which Calling is associated with this memory.
- It can be Resolved, completing the mission, for a bigger one. This also counts as a completed Memory Deed.
- Much like Fatebindings, Memory Conditions can be Compelled. 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'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).
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's hard to act outside of it (it costs the table Momentum), but it's easier to act within it (it gives the table Momentum). This condition can resolve in one of two ways: A player can either dedicate a 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.
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.