Residual Memory

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Residual Memory
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Allowed Power
Promethean The Created Sourcebook.jpg
Promethean The Created Sourcebook p. 97
Level(s) ● (2XP)
●● (6XP)
●●● (12XP)
●●●● (20XP)
●●●●● (30XP)
Venue Promethean
Possessed By
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The Azoth does not always wash clean every remnant of dross in the body it sparks to life. Some Prometheans experience faint memories of their bodies’ former inhabitants, stored in the flesh. A Frankenstein’s hand might sometimes seem to have a will of its own, during which times the Wretched remembers experiences that belong to the hand’s former owner. An Ulgan might remember events that occurred to his body before it was rent by spirits and used to spark artificial life.
Each dot represents one distinct Skill the residual memory retains from the body’s former life (chosen when the player chooses this Merit). A player whose character has Residual Memory 3 might choose to devote it to Academics, Firearms and Streetwise, if the player feels the body’s former inhabitant knew those Skills to a decent degree. The player could even devote his Residual Memory to Skills for which he has no training (although the character still suffers the penalty for untrained Skill use).


For each chapter in a story, the character has a pool of “memory dice” equal to twice the number he has in this Merit. For instance, a character with two dots of Residual Memory has four dice in his memory pool. Each time he uses one of these memory dice, he can add it to any one dice pool related to the Skills his residual memories retain. The memories of the body’s former self are asserted, providing the Promethean with abilities he himself might not have but which he won’t remember after having used them.


He can use these memory dice all in one dice roll, or split them up between different dice rolls. Either way, once they’ve been used, they’re gone until the next chapter or game session. For example, the character with Residual Memory 3 (giving him six dice) might choose to add two dice to an Academics roll and then four to a Streetwise roll. The next game session, he might apply all six dice to a single Firearms roll. The bonus can apply to mundane use of these Skills, but not to Transmutation rolls. (The body’s former inhabitant knew nothing of Transmutations.)

Drawback: Whenever the character has spent all of his available memory dice for a chapter, he might also remember one of the former inhabitant’s derangements. The player chooses one mild derangement when he purchases this Merit. On the turn following the use of the final memory die, the player rolls the Promethean’s Humanity. If he succeeds, there is no effect. If he fails, the derangement becomes active for the scene.
Facts about Residual MemoryRDF feed
Character TypePromethean  +
Merit Dots1  +, 2  +, 3  +, 4  +, and 5  +
Merit TypePower  +
Page has default formThis property is a special property in this wiki.Merit Editor  +
ParentPromethean The Created Sourcebook  +
PermissionAllowed  +
SourcePromethean The Created Sourcebook  +
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