Mythic merits and flaws
Every Kindred bloodline carries peculiarities, curses, and soul scars. Fragments of ancestors long-since dust germinate within the seed of vitae that spreads the curse from sire to childe. Other vampires develop weaknesses in the moment: psychosomatic disorders intensified by the Embrace or invisible tides and eddies in the millennialong flow of the Blood.
• • | Eat food | You can consume food without effort and might even enjoy it, though it gives no nourishment and must be expelled before resting for the day. |
---|---|---|
• • | Nuit Mode | Your body doesn’t automatically revert to the death- state each night, enabling you to keep things like new haircuts, tattoos, and other body modifications at your option. You are still able to return to your original death-state, though, and can mend any later modifications as if they were Aggravated damage. This Merit is available only to Kindred of Blood Potency 1 or lower. (If your Blood becomes more potent at any point, the Merit no longer grants any benefit, but if you drop back down to Blood Potency 1 it returns.) |
• • • • | Luck of the Devil | Someone else will always take the fall for your missteps as long as someone’s available to take the blame. Whether this is because of a face everyone loves, a guardian angel, or something far darker, you manage to slip, skate, and dodge out of trouble, though you’re in constant need of new friends as you burn through them like a wildfire. Once per session you can have a misfortune — an attack, an accusation, a blame, or anything in between — directed at you befall someone else close to you. This can be an ally, retainer, coterie mate, or even a Touchstone. The Storyteller is the final arbiter on what counts as a proper misfortune. |