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(+1)

thanks for these!

1. Memories don't get erased, the long-term intent is that since their inherently easier to use than Words of Power, that players will shift to chasing their memories and through using them, continue adding details to them and gaining life, pushing them towards that 30 Life limit where they no longer are Agents. That mentioned, an unwritten thing I do which definitely should've been addressed is when a character would make a new Memory when there aren't open spaces (same for words of power really), I allow them to remove an old one in favor of the new so it keeps things more interesting narratively. Also, I'm learning a lot abuot how this was designed for the way I play and doesn't accommodate all, for single-session play I'd keep the cap at 4 Memories but for campaign, I'd say there is no ultimate limit but keep it to 4 newly generated Memories per planet.

2. Yes, this one is in the book but its easy to miss, in the Character Sheet explanation of your collection on page 16, you can do this at any time at the cost of 1d6 Life, and that Word of Power begins with a value of 6.

3. Correct! There are a handful of mechanics in the game that are meant to generate Life, it is often a choice but in instances like this it isn't. Life as a meta-resource is easy enough to understand, it measures your character's vitality and place on the spectrum between nothingness and self, but in-fiction, I consider Life like a drug, it is considered contrabrand by Death but it feels good to compile and some characters will shift focus heavily to getting more at any cost. Moments like a four-letter word fracturing and turning into Life are meant to entice the players to make that number keep going up.