Memory, Mystery, and the Fog of Ages



= I.                    Memory and the Fog of Ages: While this document will not answer every question, we will offer a rough outline of what ought to be remembered by older kindred. First, anything that has occurred since last torpor is subject to the standard memory and recollection rules. Second, for prior events, the period just prior to the most recent torpor should be somewhat memorable. Choose a number of key events in that time period equal to the character's current Humanity and detail one or more of those. Undefined events may be "fleshed out" later with VST approval, leaving "slots" for character ties. Moving back prior to that torpor, repeat the process, with one fewer memorable event per period until the character cannot remember anything further, barring supernatural assistance specifically meant to address the Fog of Ages, such as the abilities of the Agonistes Bloodline. Other events can be documented, but that leaves a tough choice for most kindred: keep a journal to cover all the things that will not be remembered- and risk exposure through that journal- or do not keep a journal and essentially start nearly fresh at the end of each torpor. The vast majority of kindred choose the former, though a few choose the latter, and a few more intend to keep a journal, but that record becomes lost over the years, forcing them into the second situation. =             For example, Mike Mekhet has been active since 1980, so from 1980 to current nights are subject to normal memory rules. Mike was in torpor from 1975-1979, so that period is a dream, to be defined by the Storytellers. Mike was active from 1950-1974, so Mike's player looks at his Humanity (7) and knows that he can remember seven events from the 1950-1974 time period. He defines three (He was at Woodstock, remembers the moon walk, and generally recalls a trip to Korea after the Armistice), and leaves four open to flesh out later. Mike was in torpor from 1946-1949, so that is a dream state, but he was active from 1914-1945. He has one less event, so he can remember six. Mike's player fleshes out four and leaves two for later use. Repeat until nothing more can be remembered.

            If Mike loses a Humanity point, he loses one memory from each active period, gradually forgetting those things that defined him as a person, and coming closer to the Beast.