Memorizing and Remembering

Committing something such as a name or a facial feature to memory can require an Intelligence + Composure roll, as can recalling that information later. The more calm your character is the more likely it is that she retains the knowledge. If the information is familiar to your character or referenced often, no roll is required unless she's nervous or under pressure (StorytellerÕs discretion). If the information is brief or simple, such as a license-plate number, no modifiers may apply. The Storyteller may impose bonuses or penalties under various circumstances. Memorizing or recalling something at one's leisure offers a +1 to +3 bonus. A common name such as "Dave" is easy to memorize (+3 ). E xtensive information, details studied quickly or distractedly, or unusual or strange facts such as foreign names are harder to remember (-1 to -5). Features witnessed hours ago are easy to recall (+1), while those observed days, weeks or years ago are harder to conjure up (-1 to -5).
Storytellers can make memory rolls on players' behalf so the veracity of information called forth is never certain. Another option is to forego rolls if a player remembers (or does not remember) the details.
Roll Results
Dramatic Failure: The information is memorized or remembered incorrectly, to be determined by the Storyteller.
Failure: In one ear and out the other, or your character draws a blank.
Success: The details are at your character's disposal.
Exceptional Success: Your character has access to not only what's important, but to related information on the topic or details of where and when the facts were memorized.
Suggested Equipment: Book or television show related to the topic (+1), photograph taken at the event (+2)
Possible Penalties: Extensive information (-3 to -5), details studied quickly or distractedly (-1 to -2), unusual or strange facts (-1 to -2), items observed days, weeks or years ago (-1 to -5)
Dice Pool: Intelligence + Composure
Action: Reflexive