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(+2)

I see, so they can still have some form of identity with their RAM, but without external storage that's basically all they can have?

Now that I think about it, if someone got stripped of all the mem they've been carrying and then got derezzed, then... oh my god that's a vicious punishment to inflict.

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See: The Revisionists' Mindpurge ability.

I imagine it takes some special permissions or forbidden code to strip someone of their allocated memory. You can delete or destructively copy what's in stored in that memory (whether it's equipment or past experiences), but they'll still have the blank space to fill in most of the time. Still, I imagine it'd be quite a shock for a Revisionist crew's biggest rival to discover one of their own is suddenly an Innocent.

For my particular take, Users have some unspecified amount of built-in memory for "core memories" like Inside Out, with the rest accessed via common "Recall terminals." Accessing a recall terminal for stress relief spends a MEM slot on your sheet, representing keeping an additional memory to mull over. Core memories are more vulnerable from deresolution, hence Drift, and reiteration usually means constructing a new self from their archived memories. User XP represents additional built-in memory to work with, and thus function dots, special abilities, or playbook equipment. Losing one's UID also means losing permission to access their Recall archive.

Now imagining someone ending up as an Innocent because they kept reallocating their built-in memory from being spent on core memories so that they could carry more useful equipment.

One idea I've come up with is an Iterative Will, essentially for a User to leave an agenda to shape their next iteration's thoughts. For Innocent, it's called a "Mantra" as they tend to say it a lot when questioned. Usually, an Innocent's Mantra is short, with something along the lines of "I just wanna have fun," though some pseudo-crews of Innocent have longer, shared mantras that end up resembling sub-cultures. From this idea, I came up with a faction of mostly Innocent called the Revelers whose Mantra includes an elaborate initiation ritual when they manage to convince a User to become an Innocent and join their ranks. I'll need to come up with a sinister agenda for its non-Innocent members to nudge the collective toward.

Scary idea: Innocent whose idea of "fun" is a bit of the ultraviolence with their droogs, made scarier by the general consensus that Innocent aren't really considered responsible for their own actions, tying the hands of legal authorities. They also have little to fear from deresolution, so intimidation won't stop them.

(+1)

In the new update, there is a Syndicate faction added ["the Directory"] which expands a little bit on some of these concepts! You can also find a little discussion of this in the Black Hats starting scenario, which uses that faction as a big part of the scenario.  Thank you both for raising this question, it helped me think through the implications of the setting a bit.