Category:Mnemosyne

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General Information

 Parent Clan/Covenant: Mekhet

 Nicknames: Keepers

 Source: Mekhet p. 82

 Disciplines: Auspex, Celerity, Obfuscate and Dominate

Bloodline Gift

The powers of memory are very often tied to the blood for the Mnemosyne. Whenever a member of the bloodline tastes the blood of another Kindred, they may create a higher level of blood Sympathy with that individual. This is permanent unless wilfully destroyed by the Mmemnosyne. Further, a member of the bloodline may spend a willpower point and roll Intelligence + Occult - the target's Blood Potency to suppress a Blood Sympathy. If this is a natural blood tie, it is suppressed for a scene, if it was enhancedw ith Meminisse it is returned to the original level after the scene.

Bloodline Bane

The allure of Vitae and the power within is intoxicating to the Mmemnosyne. Keepers suffer a -2 additional penalty to resist any Vinculums or Blood Addictions.

Devotions

Note: Abilities which say they work on a vampire who the Keeper has a blood tie with, or on mortals, can also be used on other supernaturals who were once or mostly still are human if the target is someone whose blood the Keeper can feed on (mages, Changelings if the Keeper has Unnatural Affinity, and so on).

Dipping in the Pool (Auspex •••)

With this Devotion a Keeper sups from the collective memory of the blood. By spending a Willpower and rolling Wits + Occult + Auspex, they may gain a +2 modifier for each Kindred within 10 yards per dot of Blood Potency that they possess a Blood Sympathy with. This bonus lasts for a scene, after which the collective knowledge is dispersed and lost to the Mmemnosyne.

This Devotion costs 2 Experiences.

The Exchange of Things Past (Dominate ••••)

This potent ability allows the Mmemnosyne to swap memories with a victim. The target must have a blood tie with the Keeper or be a mortal whose blood they have tasted. By spending a Willpower point, the Mmemnosyne may roll Manipulation + Empathy + Dominate contested by Composure + Supernatural Tolerance. The Mnemosyne exchanges memories with the target. He can access any part of the target’s memory, but for every memory he takes from the target, he must offer a memory of equal length, which the target suddenly remembers. This lasts for a scene. While the power is in effect, both the character and the target forget the things they exchanged. After the end of the scene, both the character and the target get back their own memories, but don’t forget the memories they received from the other. On an exceptional success, the Kindred may choose not to have their own memories returned to them.

This Devotion costs 2 Experiences.

The Restoration of Things Lost (Auspex •••, Celerity •••)

Sometimes a memory is lost - destroyed, damaged or otherwise blocked away. By focusing their beast and quickening their mind, a Mmemnosyne may work to retrieve what has been lost. This ability works on both the user, or a target kindred whom they have a blood tie, or a mortal whose blood they have tasted. This ability costs 1 vitae to use on the Kindred who knows the Devotion, or two to use on another being. The roll is Wits + Academics + Auspex, unwilling victims may resist with Resolve + Supernatural Tolerance. On a success, the Mmemnosyne restores any lost memories - these will fade from short term memory at the end of the scene. When used on a Kindred who has succumbed to torpor, this power takes a -1 penalty for every full decade a Kindred has spent asleep.

This Devotion costs 3 Experiences.

The Thief of Minds (Auspex •••, Obfuscate •••)

The most terrifying ability of the Mmemnosyne, this power lets them steal the memories of another. By concentrating on a kindred with whom they have a blood tie who is within a yard per dot of blood potency, or a mortal whose blood they have tasted, the Mmemnosyne may work to erase the victim's mind. This ability costs a Willpower point, and has a dice pool of Presence + Intimidation + Obfuscate, resisted by Resolve + Supernatural Tolerance. For one night per success, the victim loses their sense of self and identity. They suffer from the Amnesia Condition for the duration. Although he retains the use of his Skills, supernatural powers and other Traits, he becomes confused. He doesn’t even know his own name. Characters afflicted by this devotion are also highly suggestible, granting anyone attempting to influence them socially +2 dice and an increased Impression,

This Devotion costs 3 Experiences.

Pages in category "Mnemosyne"

The following 2 pages are in this category, out of 2 total.