Difference between revisions of "Terrible Memory"
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− | {{ | + | {{mentalFault |
+ | |xp=6 | ||
+ | |description=What did you eat for breakfast? And what was this guy's name? It's all a mystery to you, because you can barely remember your own shoe-size, let alone anything important. You are afflicted by severe memory loss or poor recall. You take a −2 penalty to [[Lore]], [[Focus]] and [[Occupation]]. Also see the note on [[Photographic Memory]]. | ||
− | + | An interesting way to utilize this Trump is to play an Amnesiac: either because of brain trauma or mental illness, you recall nothing about your life before a certain point in time (determined jointly by you and the GM; for maximum suspense, very close to the start of the storyline). | |
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− | + | The creation of an Amnesiac character places a number of limitations on the player and opens many doors in the story; players should consult closely with the GM to determine the fair boundaries of what or who might pop up from the character's "old" life, and whether memory might ever be fully restored. For even more complication, the player might elect to let the GM herself decide the character's forgotten skills, trumps, faults, and history, so that they'll be as much as surprise to the player as to his character when they're revealed! | |
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Revision as of 23:20, 4 December 2010
What did you eat for breakfast? And what was this guy's name? It's all a mystery to you, because you can barely remember your own shoe-size, let alone anything important. You are afflicted by severe memory loss or poor recall. You take a −2 penalty to Lore, Focus and Occupation. Also see the note on Photographic Memory.
An interesting way to utilize this Trump is to play an Amnesiac: either because of brain trauma or mental illness, you recall nothing about your life before a certain point in time (determined jointly by you and the GM; for maximum suspense, very close to the start of the storyline).
The creation of an Amnesiac character places a number of limitations on the player and opens many doors in the story; players should consult closely with the GM to determine the fair boundaries of what or who might pop up from the character's "old" life, and whether memory might ever be fully restored. For even more complication, the player might elect to let the GM herself decide the character's forgotten skills, trumps, faults, and history, so that they'll be as much as surprise to the player as to his character when they're revealed!