Mythical Merits
Loremaster (●●) : You are an encyclopedia of supernatural knowledge. You gain a +2 bonus to all Lore checks (page XXX).
Medium (●●) : You are a channel to the Shadowlands, and you possess the natural affinity to sense and hear ghosts within 15 steps of you. In addition, ghosts are naturally aware of your ability to sense them; they may choose to become visible to you – and only you – without spending a Pathos to manifest.
Mythical Flaws
Bound to the Earth (●): You must rest near natural soil. Older vampires with this Flaw often find themselves hoarding soil from their country of origin if they have moved since being Embraced. If a vampire with this Flaw does not rest in the proximity of two handfuls of natural soil, they do not regain Willpower upon Awakening.
Eerie Presence (●): You radiate an otherworldly air that causes nervousness and unease in the people around you. The exact nature of this Eerie Presence is specific to each vampire and can take many different forms, but there must be a noticeable visual (glowing eyes), olfactory (smell of the grave) or tactile (cold breeze) effect on observers or your surroundings. Whatever you choose for your Eerie Presence, it should always be disconcerting and can potentially be a breach of the Masquerade.
Folkloric Bane (●●●): Your vampiric nature is different from others. Not only do you suffer Aggravated Damage from sunlight and fire, another substance is considered a Bane for you. This substance should be relatively common, such as silver, cold iron, or holy water. When struck with an item or weapon made out of your chosen Bane, you suffer Aggravated Damage instead of Normal wounds. Even touching an item made of this Bane causes you to take one point of Aggravated Damage.
Folkloric Block (●●): You abhor the sight of a specific object. Most often, this is an item from folklore, such as a holy symbol, garlic, or wild roses. You may not come within five steps of your chosen Folkloric Block, and, if you ever find yourself within five steps of your chosen Block, you gain the Frightened Condition until you move away. In this way, skillful enemies may herd you away if they know your weaknesses.
In addition, you may choose something slightly more esoteric than a physical object, such as holy ground, running water, or requiring an invitation to enter a place. If this type of Folkloric Block is chosen, you may not willingly enter such an area and, if forced to, you will immediately gain the Frightened Condition until you can flee back the way you came. You will never flee into or through your Folkloric Block.
Haunted (● to ●●●): This Flaw works identically to the Enemy Background. However, in this case, your enemy is a ghost who will make your life difficult in different ways. Your Storyteller will build your ghostly enemy using rules in Chapter 8: Storytelling.
Stake Bait (●●●●●): While the rest of your body is undead, your heart remains mortal. You meet Final Death when you are successfully staked.
Stigmata (●): Whenever you reach Hunger 4, you begin to bleed from open wounds on your hands, feet, and forehead. This blood loss is not significant enough to cause you additional Hunger, but it is noticeable enough to attract a great deal of attention.
Trouble Magnet (●): Whenever weird stuff occurs, it happens to you. You have terrible luck, and misfortune follows at your heels, tearing you down whenever it has an opportunity. Whenever the Storyteller needs to randomly determine a negative result, such as determining which character is hit by a falling rock, or where the beat cop is patrolling at any given time, no test is made. You always suffer the consequence of bad luck. If multiple characters in the same scene have this Flaw and it is possible for both to be affected by the random negative result, all characters with Trouble Magnet are affected. A gun fired blindly can ricochet, possibly hitting multiple characters with this Flaw, necessitating a dodge challenge from all Trouble Magnets. Multiple beat cops might stumble upon
Trouble Magnets in different areas of a warehouse. If it is not feasible to affect multiple Trouble Magnets, determine which one is affected randomly.