The Mnemosyne: A Thirst for Knowledge

By Mitchell J. Gross

Copyright (c) 1995 Mitchell J. Gross

"Literature says something, and, at the same time, it denies what it has said; it doesn't destroy signs, it makes them play and it plays them. If and whether literature is liberation from the power of the given language depends on the nature of the power." -- Umberto Eco, Travels in Hyperreality

The members of this bloodline see themselves as undertakers of a noble quest: the search for the scattered pieces of The Book of Nod. They are obsessed with this search for the origins of our kind; nothing else comes close to its importance. Many Mnemosyne have built huge fortunes, only to suddenly leave everything they own behind in order to pursue the slightest clue about The Book.

Strangely enough for a bloodline that seeks the knowledge of our origins, that of the Mnemosyne is shrouded in mystery. No one knows from whence they came and who their founder is. Most of the Mnemosyne avoid answering questions about their origins. The few who have spoken on the subject are part of a small sub-cult within the bloodline that claims Mnemosyne herself, the Greek elder god of memory, created the bloodline ages ago. This cult asserts that Mnemosyne charged them to safeguard and pursue all knowledge of our kind.

Scholars of the Tremere have theorized that the Mnemosyne are descended from the Malkavian clan as they have similar abilities and their obsession with The Book seems to be a derangement of some sort. These scholars, as well as members of the Mnemosyne themselves, have long pondered how this obsession is transferred through the blood. All examination of Mnemosyne blood through Thaumaturgy and other means has shown it to be the same as that of other Kindred. Yet newly embraced Mnemosyne all develop this obsession within mere hours of the Embrace, questioning everything they are told about their new life and the origins of the Kindred, curiosity burning within their new blood. No one has been able to explain this phenomena.

Relations with the rest of Kindred society are shaky at best, as Mnemosyne tend to completely ignore the conventions of our society when on the trail. It is rare that one will go so far as to break the Traditions, however. Most Kindred tolerate them, perhaps in the hope the Bookworms may actually succeed in finding the truth. Surprisingly, the Brujah are often the most tolerant towards this bloodline, obsessed as they are with the hidden truths of our kind. It is rumored that many of the elders of the Brujah, especially amongst the European branch, support the Mnemosyne financially and politically.

For the most part, members of this bloodline do not involve themselves in Kindred politics. If the matter under dispute does not get in the way of their quest, it does not interest them. There are independent Mnemosyne, as well as those loosely affiliated with the Sabbat or Camarilla. Such associations are usually a matter of convenience for the Mnemosyne, or a means to obtain resources or information for the quest. Thus, the alliances do not last long. They will occasionally join with groups such as the Noddists, if it serves their ends, but they do not take such alliances seriously. Mnemosyne see themselves as the only true scholars amongst the Kindred. They tend to treat scholars from outside their bloodline condescendingly. This has, unfortunately, precluded many other Kindred from sharing their knowledge with the Mnemosyne.

One of the saving graces of the bloodline, which is probably what has enabled it to stay neutral for so long, is their strict adherence to the Traditions. Few members of the Camarilla can quote the Traditions word for word as those of the Mnemosyne do. Furthermore, the Mnemosyne practice what they preach. Any Mnemosyne who should breach the Traditions not only has to face the local prince or Justicar, but is immediately called to stand trial before the head of the bloodline as well. Their adherence to, and the ability to quote word for word, the commandments of Caine is greatly respected by the Sabbat as well.

The only clan to which the Mnemosyne has definite bad relations is the Tremere. During the eleventh century, many Mnemosyne were captured for the knowledge they possessed and brought before Tremere himself for questioning. After their lore of Kindred was taken from them by magickal means, the captured Mnemosyne were killed. The knowledge Tremere stole from the Mnemosyne was instrumental in his selecting Saulot, founder of the Salubri, for diablerie. The Tremere practice of kidnapping Mnemosyne ended when word was brought to the head of the bloodline. He enlisted Gangrel mercenaries and allies among the Assamites, and destroyed a like number of Tremere's brood. The kidnappings ended for a time, but there are still rumors to this day of Mnemosyne mysteriously disappearing. Whether this is due to mishaps while searching for The Book or by other means is unclear, although another prevalent rumor is that the missing Kindred are victims of agents of the Antediluvians who do not wish their secrets to be known.

The bloodline is old, but not large. Most Mnemosyne are too busy with their investigations to take the time to embrace and teach another. Typically, Mnemosyne embrace but one childe over the centuries, and keep her as an assistant for decades or longer. Newly-embraced members of this bloodline are sent to the home of the Mnemosyne in Alexandria to undergo a year-long indoctrination that is part college, part survival camp and part church. By the end of this period, the Mnemosyne gains one point each in Investigation, Survival and Kindred Lore, if not already possessed. The rights of the new Mnemosyne's sire are respected, and after indoctrination the neonate is either sent home or out on her own, depending on the sire's wishes.

Competition between members of this bloodline is intense, but they do have a long-standing tradition of hospitality to other members. Any Mnemosyne entering a city may approach another and depend on their hospitality for a reasonable amount of time. At the very least, the host must provide sanctuary and access to research facilities. The host is not, however, entitled to provide their guest with sustenance. Members who do not uphold this custom are frowned upon and often turned away when they seek hospitality themselves.

The Mnemosyne claim that another bloodline, named after Jocasta (mother of Oedipus), seeks the same knowledge they pursue, and is constantly thwarting their efforts and trying to steal their findings. The horrible and outlandish stories they tell about the practices of these so-called "Jocastatians" are just too ridiculous to even consider.

[illustration: A broad man wearing spectacles and a tweed jacket, with his hair slicked-back. An academic obviously, college professor-type, but rough around the edges. Like Indiana Jones before he puts on his hat and bullwhip. He also looks faintly European or Middle Eastern.]

[illustration - The bloodline symbol - A tattered piece of parchment.]

Nicknames: Memory-Seekers (Old Form), Bookworms (Vulgar Argot)

Appearance: Any, but usually paler than most from all that time inside libraries or underground digging for relics. They tend to favor either academic or explorer style of dress. Mnemosyne are one of the least homogeneous of the bloodlines or clans. Members are embraced based on their intellectual achievement or usefulness, and rarely for their ethnic grouping or place in society.

Havens: Libraries, archaeological digs, universities. They usually establish a 'home base,' but travel often, establishing secondary havens around the world.

Background: They mostly embrace academics or scientists, although they have been known to ghoul or embrace their guides or others if they think it will ensure their success while searching for a fragment of The Book. These "on-the-spot" recruits are usually killed upon completion of the quest. However, neonates who demonstrate exceptional promise are shortly thereafter sent to Alexandria to undergo indoctrination.

Character Creation: Academic or Scientist concepts are most common, although Adventurer concepts fit as well. Nature and Demeanor tend to be Visionary, Architect, Survivor, Fanatic or similar ones. Personalities are usually extreme, ranging from coldly clinical to fanatically stubborn. Mental and Knowledge are Primary. Almost all have Mentor as a background and they also have many Contacts and Allies. Investigation and Survival are usually high.

Clan Disciplines: Auspex, Dominate, Obfuscate

Weaknesses: Members of this bloodline are afflicted with an all-consuming obsession. They will sacrifice everything; material wealth, friends, family, lovers, their blood, even their own Humanity, if it will take them closer to The Book. Mnemosyne must, upon hearing or discovering a clue to the quest, drop everything they are doing and immediately pursue this new course.

Refusing to do this is dangerous for the Mnemosyne and those around him. For every day the quest is ignored, difficulties to resist frenzy increase by one. After the difficulty reaches 10, the Mnemosyne begins to lose one Self-Control die per day. Finally , after the Mnemosyne is down to one Self-Control die, he becomes unable to spend Willpower to resist frenzy.

Should the roll be failed, the Mnemosyne will immediately attack anyone who tries to prevent him from being on his way in the direction his research has led him. A botch is even worse, as the Mnemosyne also gains a Derangement. Usually, one that contributes to his obsession even more.

Organization: The organization of the Mnemosyne mirror the original number of Kindred. There is only one Mnemosyne of fourth generation, three of fifth generation, thirteen of sixth generation, and so on. Mnemosyne are assigned research based on their place in this pattern. For example, the eldest studies The Book in its totality, while those of the fifth generation study the individual books within The Book. Members of the sixth generation study the original clans and assign work to the other generations as they see fit. Each Mnemosyne is assigned a specific aspect of research in this manner. Should a Mnemosyne suffer the Final Death, another is embraced to fill her place.

The eldest members of the bloodline reside in Alexandria, the home of the Mnemosyne as far back as anyone can remember. Much priceless knowledge was lost in the three fires that destroyed the library of Alexandria over time. The Mnemosyne could not search the library for clues leading to The Book fast enough before it was finally destroyed. It is certain anything they might have found was lost, yet the bloodline stays there in the hope that something may yet be uncovered hidden in the city. Elder Mnemosyne frequently speculate that the fires were caused by other Kindred who oppose the Mnemosyne's quest. Outside of Alexandria, there are no permanent gathering places of the Mnemosyne as individual members are too busy traveling the world to establish any.

Members stay in touch with each other on a regular basis, so if something should happen to one of the Mnemosyne, another may continue her work. The bloodline also sponsors a symposium in Alexandria once every decade in which members exchange their findings. Any members who are not involved in an expedition at that time are expected to attend.

Unlike most academics, the Mnemosyne do not publish their findings, as they feel the information will fall into the wrong hands too easily. Mnemosyne may keep their own records of their research, but they take great care to hide their papers and findings from Kindred and others.

The storehouse of knowledge and bloodline center is located in catacombs deep below the former site of the library. The catacombs are guarded by members of the bloodline, rumored to have been trained by members of the Black Hand and Assamites who support the Mnemosyne's quest.

Occasionally a member of another clan or bloodline will attempt to join the Mnemosyne. If she has been a supporter of their efforts in the past, the bloodline elders will politely refuse. Others are disdainfully rebuffed. Anyone who persists in this manner, especially to the point of interfering with the work of the Mnemosyne's work, is mysteriously killed.

Gaining Prestige: Status in the bloodline is determined by success. The more knowledge a Mnemosyne discovers, the more well-regarded she is. Mnemosyne who give up the quest are looked upon with scorn and disgust, and are usually killed. Any member who is discovered keeping their findings secret, is also killed. Many risk this, hoarding their knowledge for that "one big find."

Quote: "Your petty politics and games of lust do not concern me. I exist for one thing and one thing only. The quest for the knowledge of our Father and his first Children. Nothing else matters. Nothing."

Stereotypes

Brujah: Violent anarchists. Surprisingly, they seem to be the most open-minded to our quest. We remember when they often joined us in our search, even if many of them do not remember today...

"Who? Oh right, those guys. They're alright. They don't trouble us and we don't bother them. The Elders are full of crap and if someone can find out what theyUre up to, that would be cool." -- Raven, Anarch

Gangrel: Excellent guides and guards. They are the backbone of any expedition and we often seek their services. Unfortunately, they are rather close-minded and hard to persuade to lend their aid at times. Many of them seem increasingly obsessed with the welfare of this planet, always going on about the glory of Gaia. They are closer to the Lupines than even they suspect.

"Once, when I was much younger, I accompanied a member of this bloodline on his quest. We braved many dangers together, and he was grateful for my aid. We were successful in this quest, but I was sorely wounded as we fled the scene. The Mnemosyne could have left me to the Final Death and made good his escape. He refused to leave me, however. I shall never forget his honor and shall treat all of his bloodline in the same manner." -- Alexandra Richards, elder Autarkis

Malkavian: Fools and children. Yet wisdom lies hidden below. Untapped depths. You can search for years, fruitlessly. Then a single word from one of them sets you on the right track.

"Most people just look at me funny when I talk about my friends P- they act as if they do not exist at all! The Mnemosyne just nod their heads like they understand. I wonder if they can see them too?" -- 'Jynx,' reality-buster and self-proclaimed faerie friend

Nosferatu: They weren't always so hard on the eyes, you know. Anyway, they are good sources of information, always turning up an odd fact here and there. They are also handy for quick escapes out of the city when the Prince becomes unsympathetic.

"One of them once came to me requesting my aid. It seems she had angered the prince and needed my help in escaping the city undetected. When I asked what she had to offer in return, she told me a tale of the early days of our founder, before he was cursed by Caine. So moving was her tale, that my blackened heart fell to blood tears. Wordlessly, I bid her follow me and I lead her to safety. -- Grendel, Primogen of Pittsburgh

Toreador: Once convinced of the artistic merits of that which we seek, they are eager to contribute money or information to aid our expeditions. Yet they can only see the surface beauty of The Book, not the true beauty of the knowledge it contains. Beyond these contributions, they are useless and frivolous idiots.

"Oh, yes! The Memory-seekers are so very intriguing. Every now and then, one of them stops by and they always have the most interesting tales to tell. Wouldn't it be just wonderful if all those old stories were true?" -- Aja LeMaitre, Toreador Prince of Nice

Tremere: Petty thieves who have usurped a birthright that does not belong to them. They are not worthy of the blood of our Father, and we would gladly aid any of Saulot's children in regaining their rightful place amongst our Kindred should they ask. Do not trust the Warlocks, and do not tell them anything.

"Many of them have come to me seeking my knowledge, and I have freely given it to them, asking nothing in return. They walk a dangerous path, but perhaps someday they shall complete their quest. Should we look forward to that day or fear it? I cannot say." -- A Kindred claiming to be St. Germain

Ventrue: Our 'rulers' cannot see what is right before their eyes. To know one's origins is to know oneself. Knowledge is power... not senseless maneuverings and politics. Until they realize this, they will never be what they like to think they already are. Yet we are always careful to pay our respects to them when first arriving in their domain.

"They are mad. As mad as the clan they are rumored to be descended from. If they wish to rummage through our libraries and museums, let them. There is no harm to it. As long as they accord us the proper respects, we are satisfied." -- Catherine Copley, Ventrue financier

Caitiff: An unfortunate sign that we are drifting farther and farther from our Father. Sometimes they can be useful, but should our Father ever return, they should be destroyed.

"The Bookworms? Yeah, I talked to one of 'em once. When he found out I was Caitiff, he started babbling some shit about a book of secrets or something. Otherwise, he seemed pretty harmless." -- Sparrow Ramirez, Caitiff neonate

The Camarilla: A useful organization, although they frown upon our dealings with the Sabbat. Many of them wonder about the origins of our kind as much as we, but they are too caught up in their little disputes to take the time to investigate further. Thus, they tolerate and sometimes even support us. If only they truly followed the Traditions they supposedly enforce.

"The Mnemosyne are an interesting lot. So mysterious and so very secretive. But the things they find on their little expeditions can be most enlightening and even useful at times. It is obvious, however, that they know much more than they are willing to reveal. Sooner or later, they will have to decide just where their loyalties lie. Perhaps our founder had the right idea as to how to deal with them." -- Francisco Salvitore, Tremere Justicar

Sabbat: The 'True Children of Caine,' or so they would like to believe. They are not all bad and, in fact, sometimes support us more than the Camarilla. I would trust them about as much as I would one of the Children of Sutekh, however.

"Well, they agree with us in many ways, I can tell you that. If only they would join us! Their knowledge would be invaluable and could help us prove that ours is the true path of Caine, to those foolish enough to believe the lies of the Camarilla." -- Gil Wolman, Sabbat Theologian

Iconnu: Many of them are old enough to have heard tales of the first city from those who dwelt there. If only they would speak to us and tell us the secrets they hold! At least, they do not interfere. They always watch from afar, but what is it they watch for?

"Long have I observed them and many are the nights I have pondered their origins and their place amongst our kind. We allow their work as it may teach us more about our Father and his Children, and grant us more knowledge about the path walked by Saulot." -- Faruq, Monitor of Alexandria

Jocastatians: No matter what others may believe, they are out there. Our blood-feud is ages old, and will not end easily. As long as they continue to thwart our quest for truth, they shall die. Their crimes are many, but the worst one is their attempts t o hide our true origins.

"The Mnemosyne are like children, or perhaps dogs would be a better metaphor! So happy to receive each meager scrap of knowledge, for knowledge's sake. Fools! We of the Jocastatians know better. We will take this knowledge, leaving their corpses behind, and use it to rediscover the power held by our kind in days gone by. Then shall we show these fools the true purpose of knowledge... -- Zotikos, Jocastatian Seer

Mnemosyne Endowments

The Mnemosyne devote their immortal existence to the pursuit of The Book over all else. Every ability or power they can bring to bear on this eternal quest is developed to its maximum, or beyond when possible. The following are some of the discoveries the Mnemosyne have made in their quest. These discoveries are never shared with anyone outside of the bloodline.

Disciplines

The Disciplines of Dominate and Obfuscate are of great help to the Mnemosyne, but Auspex is the one they most value. The ability to see that which is hidden to normal sight is extremely useful to them and they often experiment with Auspex to develop new powers.

Tower of Babel: Level 6 Auspex

Members of the Mnemosyne travel the world over searching for clues to lead them to The Book. They never know where their search will lead them and try to prepare themselves in every way possible. There is only so much one can do, however. This Discipline will allow the Mnemosyne for a limited time to comprehend a language they have never studied. By listening to or reading the language for a few minutes, he may draw upon the collective unconscious to gain an understanding of that language. Once this effect fades, the Mnemosyne will be left with no ability to understand that language. This is extremely useful when in a new culture or when attempting to decipher the writings of a long-forgotten tongue.

System: The character rolls Perception + Linguistics (difficulty 8), the number of successes determines the length of the effect. More ancient or obscure tongues may be assigned a higher difficulty at the Storyteller's discretion.

BotchThe character has failed and cannot try again until the next evening. If trying to decipher the written word, the Storyteller may instead decide to provide false translation.
1 successFive minutes.
2 successesOne hour.
3 successesOne day.
4 successesOne week.
5 successesOne month.

Eyes of Saulot: Level 6 Auspex

Very often, that which the Mnemosyne search for is hidden from them by mundane or magickal means. By employing this Discipline, the Mnemosyne may discover the whereabouts of that which she seeks, but only if she has some knowledge of what it is. The power will not work unless the Mnemosyne has some specific idea of what she is searching for. This power does not work on beings, living or otherwise. Furthermore, the Mnemosyne must be in a quiet place where she can close her eyes and concentrate for several minutes. If successful, she will instinctively know the object's location.

System: The character rolls Perception + Search (difficulty 8), the number of successes determines the area that she may sense. If the object is not within that range, than the search fails. Objects that are warded or hidden by other Magickal means, may be assigned a higher difficulty at the StorytellerUs discretion.

BotchCannot try again until the next evening, or the Storyteller may choose to give the player false information.1 successImmediate area.2 successesArea equivalent to a small house.3 successesArea equivalent to a skyscraper.4 successesArea equivalent to a city block.5 successesArea equivalent to a city.

Mnemosyne cannot achieve levels of Disciplines above nine, as no Mnemosyne above fourth generation is known to exist.

Merits/Flaws

Thirst for Knowledge: (7 pt Merit)

This bizarre ability is only granted to select Mnemosyne after the subject has undergone the bloodline indoctrination. The subject undergoes a secret Thaumaturgic ritual, and is then locked in a small library with no other source of sustenance for the period of one year. When the year has passed and the Mnemosyne is released, he can feed on knowledge instead of blood. For every hour spent studying new knowledge, the Mnemosyne regenerates one blood point. This knowledge must be new and of interest to the Mnemosyne, and must be of the written word. Very few members of the bloodline know of this ritual, and even fewer undergo it. The subject may still feed on blood, but it will provide no sustenance.

Low Thirst: (4 pt Merit)

The Mnemosyne are often away from society for weeks or even months at a time. Sometimes sources of blood are hard to come by. Many Mnemosyne are trained to resist the hunger to a greater degree in preparation for times when no sustenance will be available . Difficulties on all Self-Control rolls pertaining to thirst for blood are reduced by two for these Mnemosyne. Furthermore, the Mnemosyne may survive normally without any blood in her system at all for a number of days equal to her base Stamina score.

Speed Reader: (1 pt Merit)

Thanks to a special course taught during indoctrination, the Mnemosyne is able to read at five times normal speed. Possessors of Celerity may increase this to ten times. Speed readers still retain full comprehension of the subject matter.

Adept Scholar: (1 pt Merit)

Even before your embrace, you were a noted student and researcher. Now your abilities serve you to an even greater degree. This Mnemosyne may lower the difficulties of research rolls of any sort by two.

University Ties: (2 pt Merit)

You have influence and contacts in the academic community. Perhaps you published several noteworthy papers in life, or you have made substantial contributions, financial or otherwise, to several university programs. You know how to get around the usual red tape and have access to a wide range of research facilities and contacts.

Plagiarist: (1 pt Flaw)

You cannot help it. All of your academic achievement in life was stolen from the work of others. Now as one of the Mnemosyne, you live in constant fear of being found out. You try to do proper research, but whenever presented with a shortcut, you take it. Sooner or later you will be found out unless you change your ways.

Academic Rival: (1 pt Flaw)

You have a rival who is competing with you for the same knowledge or artifacts you pursue. The rival may be of the Mnemosyne, Jocastatians, Tremere, or anything that fits the character's concept. Your rival could be someone from your past or someone you have never met. The Storyteller should design your rival and keep much of the information on his activities from you until the proper moment. Your rival will constantly be seeking to sabotage you or steal your work.

Total Obsession: (1-3 pt Flaw)

A Mnemosyne will occasionally become even more obsessed with a single aspect of their research. Whenever confronted with leads to this part of their quest, they are affected to an even greater degree by the bloodline's curse. In this case, the obsession builds within them every hour instead of every day. This may be as broad as a fascination with a specific section of The Book (3 pt Flaw), or as specific as a single sentence (1 pt Flaw).

Inept Scholar: (2 pt Flaw)

Despite your brilliance, you just were never good at research of any kind. All such rolls are at a difficulty two higher.

City Boy/Girl: (2 pt Flaw)

The search for The Book takes you all over the world and far from civilization. Unfortunately, until your embrace, you rarely, if ever left the confines of the city, and are unused to even the most basic facts of nature. Difficulties of any rolls related to the wilderness (Survival, Animal Ken, etc.) are two higher.

Branded: (7 pt Flaw)

Your hubris is great and you have dared to research that which was not meant for your eyes. One of the Antediluvians is not happy about the direction of your research and has branded you with their mark as a warning. Any agents of the Antediluvian will distrust you and will be sure to keep a close watch on your activities. Any others who know what the mark means, will keep their distance from you and will refuse to aid you in any manner. Continuing to pursue information about this Antediluvian will only lead to the Final Death.

Sample Character: Adrian Martin

World War II was good for Adrian. He was known in certain circles as a bounty hunter who was able to bring back anything requested of him, whether it was an artifact or a person, no matter what the odds. He always found a way. He never really was overly successful however, as he always spent all he earned on wine and women.

This changed in 1943. Curtis Guillaume, a scholarly type with well-tailored clothes, approached him and offered him a large sum to undertake an expedition to South America. The sum was large enough that Adrian quickly agreed without getting all the details.

To his suprise, on the day he was to embark, his scrawny employer informed him that he would be accompanying Adrian on the expedition. Adrian laughed and informed Curtis that he would have to pay up front in case something happened to him in the jungle. Curtis agreed distractedly.

Curtis informed Adrian that a hidden temple in the Yucatan held a great treasure that he had been searching throughout the world for many years. More years than Adrian could imagine. Adrian snorted and cleaned his gun.

With Adrian's experience, contacts, and skills, they quickly made it to the temple. He found himself suprised at how easily Curtis kept up. Begrudgingly he admitted to himself that there was more to this bookworm than his spectacles. He resolved to find out just what.

The two of them entered the temple and braved the many traps. Unfortunately, Curtis must have missed something in his research, and he was crushed by a falling boulder. Adrian just shook his head and was about to continue on when Curtis started to speak. Amazed such a shattered ruin could actually speak, Adrian turned back and looked in Curtis's eyes, just as Curtis croaked in a very strange tone, "Come over here." Adrian found he could not resist the command and did so. He felt Curtis's teeth at his neck and everything went black. When he awoke, he felt new strength burning in his veins. Curtis explained what he had become and told him of the Mnemosyne. He bid Adrian find the treasure and take it to Alexandria, to the rest of the bloodline. This took the last of Curtis's strength and he died. Standing up, Adrian smiled to himself and walked into the next room. On a pedestal was a large and ornate metal chest. Overconfident with his new power, Adrian walked over and picked it up. Immediately, the entire temple began to shake and creak. As fast as he could, Adrian ran from the temple, as the supports crumbled and it fell apart behind him.

Grinning, Adrian leaned over the chest and ripped it open with his new strength. To his suprise, there were just a few tattered pages of parchment inside...

Making his way to Alexandria, Adrian presented himself to the head of the Mnemosyne. When they threatened to take the pages and execute him, Adrian laughed and asked if they thought he was fool enough to bring them with him. If they pledged to accept him and teach him all he needed to know about his new life, he would gladly bring the pages.

Begrudgingly, the head of the Mnemosyne accepted and the deal was made. Adrian has made his living since then undertaking expeditions from other Mnemosyne, and asking outrageous sums of money and huge favors in return. He always gets what he asks for as he is the best, and they know it.

Adrian is not liked by most other members of the bloodline. Many of them believe he killed Curtis and performed diablerie on him. No one can prove this of course. As a mercenary, and one who seeks The Book for material gain, Curtis is often derided. Rarely to his face, however.

Many Mnemosyne also believe he is an agent of the Jocastatians and refuse to deal with him.

Concept: Bounty Hunter

Sire: Curtis Guillaume

Nature: Loner

Demeanor: Bravo

Generation: 9th

Embrace: 1943 (born 1909)

Apparent Age: Mid-30s

Physical: Strength 4, Dexterity 4, Stamina 4

Social: Charisma 2, Manipulation 3, Appearance 2

Mental: Perception 3, Intelligence 3, Wits 3

Talents: Alertness 3, Athletics 3, Brawl 4, Dodge 2, Intimidation 2 Streetwise 2, Subterfuge 2

Skills: Animal Ken 2, Drive 2, Firearms 4, Melee 4, Security 2, Stealth 3, Survival 3

Knowledges: Investigation 2, Linguistics 2, Occult 2, Science 1

Disciplines: Auspex 2, Dominate 1, Obfuscate 1, Fortitude 2

Background: Contacts 3, Allies 3, Resources 3

Virtues: Conscience 2, Self-Control 3, Courage 5

Humanity: 5

Willpower: 8

Merits/Flaws: Iron Will, Daredevil, Ambidextrous Compulsion: Pushiness, Overconfident, Short Fuse, Phobia (Severe): Spiders

Notes: Despite the many rumors, Adrian does not have the taint of diablerie running through his aura. Whether this means the rumors are false, or he has found a way to conceal the stain, no one knows. The Mnemosyne do not trust Adrian, and have not revealed any of their secret disciplines to him. His native language is American English, and he is also fluent in Spanish and Chinese.

Image: A large, burly man, Adrian does not care for or follow fashion. He rarely wears anything other than jeans, boots and loose cotton shirts, usually in tans and khakis, and an old leather bomber jacket. He used to wear a hat, but he kept losing the damn thing so he wears mirrorshades now. His features are hard and he is very tan for a Kindred. When addressing others, he is very forward and brusque, especially to women. He wears his dirty blonde hair slicked back and has a ragged scar running across his left cheek. He does not try to conceal the scar as he thinks it adds to his rakish image.

Roleplaying Hints: You enjoy forcing yourself on others, whether emotionally or physically, you do not care. You are brusque and uncaring about others feelings. Most of the members of your clan are bookworms and unfit for fieldwork, but you realize that you sometimes need the knowledge they may have of the traps and such you may encounter on your expeditions. You are very much a product of your times. A simpler time, when things seemed much more black and white. The world has become far more complex, but in your eyes it is still the same. If you had to sum up your philosophy in one line or less, it would probably be, "Good. Bad. I'm the guy with the gun."

Haven: Varies as he is always moving. He is always ready to leave at a moment's notice, however.

Influence: Not very influential in his clan, but he is known to be the best there is at retrieving long-lost artifacts. He may not have much in the way of influence or status, but his price must be met before he will undertake an expedition.

Quote: "Those wimps can have their stuffy libraries. I'm out in the field where the action is. They know I'm the best and they can come to me and pay my price when they want something done. It's just too bad if they don't like doing things my way. I don't give a damn for all this talk of Caine and Nod. I do my job and get paid. That's all that matters."

Other: "Martin? A disgrace to our bloodline. He knows absolutely nothing of our history or traditions. He is a greedy, ignorant animal. Not worthy of the blood of our Father. This shallow-minded fool can only see the material worth of the words of The Book, not the far greater value they hold. The blood of Guillaume, a true scholar, is wasted in his veins. "What? No, I have never done any fieldwork. Why do you ask?" -- Seymour, 11th generation Mnemosyne

Afterword

This work is based on my readings of White Wolf's The Book of Nod and other sources. It is strongly recommended that anyone wishing to use the Mnemosyne in a campaign read The Book of Nod and incorporate the material contained therein.

See the Jocastatians bloodline.