Forget-me-nots are ironically named, for the opposite is true. Something about forget-me-nots refuses to stick in the mind. While one is standing in front of you, it will remain in your mind. Once it disappears, not just its appearance but its very existence can be remember only with great effort. Nothing about them will be maintained by short or long term memory. Physically they are human, but with too-long limbs, emaciated bodies, and large, pale eyes.
Forget-me-nots usually avoid conflict, running from any confrontation, hiding, and waiting for their pursuers to forget and give up. They act as saboteurs, using corrosive spit to destroy equipment. Even if cornered they will not fight back, and have been known to break their own bones in attempts to crawl away through small holes. When killed they explode with corrosive juice, equivalent to a mini splash grenade filled with scrappers gel.
Forget-me-nots do not effect all types of minds equally. Humans and neo-hominids are affected fully. Neo-avians are partially affected, with forget-me-nots being rejected by long-term but not short-term memory. Neo-octopuses are not affected. AGIs are effected according to how closely modeled on humans they are. An eidetic memory is still affected. Recordings and mnemonic augmentations can successfully capture images of them, but those images have the same forgetfulness effect as the creature.
COG 10 COO 20 INT 10 REF 20 SAV 10 SOM 5 WIL 20
INIT 6 SPD 2 DUR 30 WT 6 DR 60 LUC 40 TT 8 IR 80
Skills: Climbing 30, Fray 30, Freerunning 50, Infiltration 50, Perception 30
Enhancements: Bioweave (Heavy), Neurachem (Level 1, Grip Pads
Movement Rate: 4/30
Once a character is no longer in direct contact with a forget-me-not, they must make a successful WILx3 check once per round to remember it. Neo-avians make this check once per minute.
Upon death, forget-me-nots explode with corrosive juice, equivalent to a mini splash grenade filled with scrappers gel