
If you have actual personal experience in amnesia or trauma maybe it can actually help you play an usual cliché and turn it into something interesting and believable.
If you want to go the road of something a bit less dramatic, there is options too. This is a highly magical world, and in the Shroud, we have for example creatures called Sylphs that are said to be very fond of pranks, varying from the mild incomprehensible item misplacement to much more grave things. I don't see it as a stretch to imagine a certain combination of beguiling/confusing spells that were made to last under specific conditions that induced a certain kind of amnesia. Or even a selective amnesia, and whatnot.
This would however shift the crux of the matter from a fight against herself (her own repressed memories) to a fight against a curse. Or a fight against a curse that makes her believe she has to fight against herself.
Edit: You might want to take care with the combination of two character traits that tend to add obstacles to most RP situations. Shy characters, while totally fine in themselves, add a challenge for you to reach out to other characters. Just expecting others to naturally come to yours will often have to happen after you proatively make it happen OOCly with other players. If your character is interesting enough (and the amensia thing may help), they will come, but that's not always enough. Shy characters can be frustrating to play, as I know from experience for near than 8 years on another game. Especially if they are -very- shy. These are especially hard to play because not only they are shy, but to a point where walking up to them is not enough to shake them up, and thy might remain very shy with their friends also. It takes a bit of RP witchcraft to turn that shyness into a proactive and defining character trait, where the character becomes that valuable addition to the roleplay of the group and the shyness is actually a proactice answer that shows up at the right time (if that makes any sense?).
Take also care with crippling illnesses like amnesia or anything very noticeable. It tends to immediately derail RP from its flow when it gets to be mentionned. You might want to thread carefully and know when is the right time to bring it up in roleplay.
If you want to go the road of something a bit less dramatic, there is options too. This is a highly magical world, and in the Shroud, we have for example creatures called Sylphs that are said to be very fond of pranks, varying from the mild incomprehensible item misplacement to much more grave things. I don't see it as a stretch to imagine a certain combination of beguiling/confusing spells that were made to last under specific conditions that induced a certain kind of amnesia. Or even a selective amnesia, and whatnot.
This would however shift the crux of the matter from a fight against herself (her own repressed memories) to a fight against a curse. Or a fight against a curse that makes her believe she has to fight against herself.
Edit: You might want to take care with the combination of two character traits that tend to add obstacles to most RP situations. Shy characters, while totally fine in themselves, add a challenge for you to reach out to other characters. Just expecting others to naturally come to yours will often have to happen after you proatively make it happen OOCly with other players. If your character is interesting enough (and the amensia thing may help), they will come, but that's not always enough. Shy characters can be frustrating to play, as I know from experience for near than 8 years on another game. Especially if they are -very- shy. These are especially hard to play because not only they are shy, but to a point where walking up to them is not enough to shake them up, and thy might remain very shy with their friends also. It takes a bit of RP witchcraft to turn that shyness into a proactive and defining character trait, where the character becomes that valuable addition to the roleplay of the group and the shyness is actually a proactice answer that shows up at the right time (if that makes any sense?).
Take also care with crippling illnesses like amnesia or anything very noticeable. It tends to immediately derail RP from its flow when it gets to be mentionned. You might want to thread carefully and know when is the right time to bring it up in roleplay.
Balmung:Â Suen Shyu