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Old 10-06-2017, 04:07 PM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default [Basic] Disadvantage of the week: Amnesia

Amnesia is a mundane Mental disadvantage, about memory loss. It comes in two levels:

Total Amnesia [-25] means the player doesn't get to create the character, apart from the things that are visible in a mirror. The GM designs the character and holds onto the character sheet until memories are recovered in some way. Because the player doesn't know the character's traits, the GM will sometimes override the player's actions; the GM also makes all the character's skill rolls. IQ-based skill rolls are at -2 unless the GM feels that memory isn't important for that roll.

Partial Amnesia [-10] allows the player to create and play the character, but up to [-30] of disadvantages aren't on the character sheet and are assigned by the GM. The character doesn't know their identity, history friends or enemies.

Buying off Amnesia is only possible if you recover your memory, probably by some means related to its loss. This could have been Brainwashing, likely by an Enemy you don't remember, strange experiments or drugs, narrative-related magic, or a simple blow to the head.

Having Amnesia defined for plot purposes is worthwhile, even if players never take it. It shows up in GURPS supplements as an effect of bio-weapons (After the End), a tell-tale sign of Banestorm victims who've been dealt with by the Ministry of Serendipity or an enhancement to Mind Control. Bio-Tech deals with it as a side-effect of revival or cryostasis, but it can sometimes be cured. Fantasy has it as a Nuisance Effect of Lycanthropy and it has considerably potential for psychological Horror, showing up a lot in Madness Dossier. It's a possible effect of severe brain injuries in Martial Arts, and available as an ability in Powers and Psionic Powers. Space adds artificially induced Selective Amnesia, and Transhuman Space "shadow" mind emulations are often missing memories.

The only character with Amnesia I've ever played was in a game where characters were transported to another world, and lost a lot of memory of their origins. That is the right kind of way to use it; in the campaign plotline, rather than something a player picked for the point value. Have you ever used it?
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