Virtually every action you make in the game is a memory.

All memories are also experiences. If an experience has some utility or agency in an encounter, that makes it a memory. Memories come in two flavours, powers and instincts.


Powers are actions which you choose to make. When a character uses a power, they select that power and a desired target. Frequently, this involves rolling attack or defence dice as well.


Instincts are actions which happen at any and all times when their conditions are met. You can’t choose to use an instinct.

Virtually all instincts are fast.

Fast and Slow

You can use any number of fast memories on your turn. However, if you choose to use a slow power, you can only use that one power on your turn. You cannot use any fast powers if you use a slow power.

Not being able to use fast powers on your turn doesn’t prevent them from blocking.

Though rare, there may also be a handful of slow instincts in your setting. If a slow instinct has triggered on your turn, you cannot use any powers on that turn.

Activating Memories

Every power has a attribute type and a strength value, which correspond to an attribute that’s required to activate it.

You can activate as many memories as you want, provided you have the attribute strength to do so.

This is cumulative – for example, if you have 3 Agility, you can activate a 2 Agility power, and a 1 Agility power. Or, you can activate a single 3 Agility power.

Latent Memory

At any given time, it is probable that you will have more Powers and Instincts than you can activate, because you don’t have the required attribute strength, or because they have other requirements which you don’t meet at a given time.

Memories that you can’t activate remain in your latent memory. You may be able to call on them, but it is more likely you will have to wait until you rest, or until the encounter changes.

More Memory Keywords

Besides “fast” and “slow”, you may see a number of other words in the description of a memory. The most common are listed here, with a brief description. There are more detailed descriptions of all of these “keywords” elsewhere in this documentation.

Aim(x)You need to roll (x) on an attack die to use it.
AttackYou roll an attack die when you use it.
AttemptYou roll an attempt die when you use it.
Block(1)This can’t be replaced by fight or flight from damage.
Block(x)This memory and x-1 other memories can’t be replaced by fight or flight from damage.
Concussive( x)Concussive is like damage, but only applies when you hit a unit which provides Block or Cover.
Damage(x)This deals x damage. If you hit, and x is greater than the target’s Vitality, you replace one of their powers or instincts with fight or flight.
Quality(x)This prevents concussive damage, up to x.
Replaces xThis makes x unusable (usually, another memory).
Requires xThis can’t be used unless x (usually, another memory) is also available.
Speed(x)The relative speed of your memory. This often determines turn order.
Vitality(x)This requires x of the relevant attribute, in this case, Vitality.