Mnemovores

Mnemovores are a form of non-Kindred vampire that feeds on memories.

Overview

Suffering from lack of memory themselves, Mnemovores are compelled to fill that emptiness by taking the memories from others; the greater the memory's significance, the better. Mnemovores, however, cannot choose what they take. The process is a largely random one. Further, the memories are fleeting. A Mnemovore's mind cannot hold onto them for long, a blessing to their victims that prevents the creatures from ruling the world with the secrets they take.

These creatures are protected from discovery by an aura of forgetfulness that surrounds them. Victims are incapable of clearly remembering the attacker, even if they were to catch a clear look at it. Typically, the attacks are blamed on things like Alzheimer's, general geriatric memory loss, or the Fog of Eternity.

Mnemovores prefer to feed upon a mix of both mortals and vampires. The former provide information necessary to survive and hunt in the modern world, while the latter play host to the most sumptuous meals.

Character Sheet

Mental Attributes: Intelligence 1, Wits 3, Resolve 4
Physical Attributes: Strength 3, Dexterity 2, Stamina 2
Social Attributes: Presence 1, Manipulation 1, Composure 4
Mental Skills: Varies, see below
Physical Skills: Brawl 2 (Grappling), Larceny 1, Stealth 4
Social Skills: Intimidation 2, Persuasion 2
Merits: Danger Sense, Fresh Start, Fleet of Foot 2
Willpower: 8
Virtue: Prudence
Vice: Envy
Health: 7
Initiative: 6
Defense: 2
Speed: 11
Disciplines: Dominate 2, Obfuscate 2
Supernatural Powers

  • Out of Sight, Out of Mind: If a Mnemovore remains out of sight for long enough, any character who previously saw her must roll to remember he ever saw the Mnemovore. If a group of individuals have seen the creature, anyone who makes the roll and remembers seeing the Mnemovore can remind his fellows, who don’t need to roll again—it all comes back. Once a character has made a successful roll, he does not need to roll again to remember the Mnemovore.
  • Thief of Knowledge: The Mental skills of a Mnemovore depend entirely upon its most recent meals.
  • Steal Memory: After a successful grapple attack, the Mnemovore may use its action to drain the memory of its target. Each success causes the victim Bashing damage, while every 3 successes drains one dot of a Mental Skill from the victim. If the victim has no Mental skills left to steal, the Mnemovore may steal a dot of Intelligence instead. If the victim is reduced to 0 dots in Intelligence, she dies and rises the next night as a Mnemovore with no Mental skill dots—and a desperate urge to feed.
  • Healing: Mnemovores can heal injuries by using dots in Mental Skills they have gained: 1 dot for a point of Bashing damage, 2 for a point of Lethal damage and 5 for a point of Aggravated damage. A Mnemovore, although undead, has no vulnerability to sunlight and isn’t any more vulnerable to fire than a human.

References

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