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|Disciplines:||Auspex, Meminisse, Celerity, Obfuscate|
Ironically, no one remembers where the Mnemosyne came from. They were there in Rome – a second-century CE testament belonging to the Cult of Augurs, a branch of the Roman Camarilla who dealt with prophecy and magic, grants privileges to the childer of a vampire belonging to the "Mnemosynidae" along one stretch of the Tiber. The Mnemosyne don't keep their own histories; they're too busy playing with the pasts of others. Broods of them exist, small families who settle in areas and absorb the local culture.
The Mnemosyne have their clan weakness also. While the unique power of a Mnemosyne depends upon drinking Vitae, it has the side effect of making the Keeper crave it. A Mnemosyne suffers a -2 dice pool penalty to all Resolve + Composure rolls to resist blood addiction, cumulative with the usual penalties to the roll.
Mnemosyne are prone to derangements; consider taking a derangement as a Mental Flaw when creating a Mnemosyne character.
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