When a tabletop RPG encounter escalates from a dialogue scene into a multi-faction firefight, a Game Master relying on scratch paper is going to slow the session to a crawl. If you have to flip through a core rulebook to remember the specific "Accuracy" stat of a Martian marine while simultaneously tracking the "Initiative Score" of five player characters and a group of neutral bystanders, the tactical momentum is destroyed. This Memento system acts as a digital command center for the GM, designed specifically for The Expanse RPG but capable of brute-forcing the combat logic of almost any complex TTRPG system.
The Initiative and Faction Engine
The foundation of any TTRPG combat system is turn order and allegiance. This template strips away the confusion of a messy whiteboard by locking every actor into a rigid operational matrix.
It immediately demands the "Combatant" name and their numerical "Initiative Score". Crucially, it forces the GM to classify the "Side of Combat": Ally, Enemy, Player Character, or Bystander/Neutral. This allows the GM to instantly sort the database by initiative and visually filter the battlefield, knowing exactly who is acting next and whose side they are on. The inclusion of five rapid-toggle boolean fields (1-5) allows the GM to track temporary conditions, spent action points, or limited ammo capacity without writing a single word.
The NPC Dossier
A Game Master's most valuable asset is immediate access to adversary capabilities. The core tracker links directly to an exhaustive "NPCs" sub-library, transforming a simple name into a fully realized threat.
The NPC profile demands a deep tactical classification: "Origin" (Martian, Belter, Earther), "Aligence", and a specific "Attitude" rating ranging from "Very Hostile" to "Very Friendly". It then systematically maps the entire character sheet. It provides hard numeric inputs for core attributes—"Accuracy", "Communication", "Constitution", "Dexterity", "Fighting", "Willpower"—and pairs each with a text field for the specific "Focus" (e.g., Accuracy: Pistols). It completes the profile with vital combat metrics: "Speed", "Defense", "AR + Toughness" (Armor Rating), and "Fortune".
Multi-Weapon and Stunt Integration
Combat isn't just about static numbers; it's about dynamic actions. The system is built to handle the complex mechanics of modern RPG combat systems seamlessly.
It provides three dedicated, parallel weapon modules. For each armament, the GM inputs the "Weapon" name, the required "Attack Roll" formula, and the specific "Damage" output. This means a GM doesn't have to calculate dice pools on the fly; the math is already coded into the NPC's profile. Finally, the database links to a dedicated "Stunts" library. It forces the GM to log the adversary's "Favored Stunts", categorizing them by "Stunt Type" (Space Combat, Grappling, Social) and logging the specific "SP Cost", ensuring that NPCs use their special abilities as ruthlessly and efficiently as the players do.