Professional Documents
Culture Documents
Mythos by Night: A Storyteller System RPG of Existential Horror
Mythos by Night: A Storyteller System RPG of Existential Horror
In contrast to Vampire: The Masquerade in MbN you will be focusing on only the following broad factors
as seen on the custom character sheet:
Sanity, as far as the game is concerned, is the descriptor by which your mortal’s grip upon reality is
measured. Sanity will result in your character manifesting into quite literally losing all touch with reality
and becoming the very worst version of themselves. As Sanity is lost, your Investigator may experience
illusions, visions, night terrors, or become paranoid and lock themselves up in a room. Mechanically, loss
of Sanity results in scaling penalties to use skills and Mortal Gift Amalgam Powers as the voices in your
head try to guide to completing that terrible ritual, or sacrificing yourself to ensure the return of the
Elder Gods.
Mechanics of Sanity
■ Every Investigator, upon interacting with an otherworldly entity or activating a Mortal Gift Amalgam
Power (discussed later in this guide), makes a Sanity Check. This is done to establish how much your
Sanity will influence your daily decisions and actions.
■ An amount of dice equal to the number of your Sanity tracker will be included in any of your dice
pools. Much like rolling your Hunger die.
■ Sanity dice used in resolution dice pools cannot be re-rolled by spending Willpower.
■ Sanity checks may be called by the Storyteller should the scene or session call for it. Typically, these
can be triggers that go against your convictions or seek to sabotage your goals/ambitions, play upon
your Mortal Flaw Power (discussed later in this guide), or to activate a Mortal Gift Amalgam Power.
Recovering Your Sanity
As Sanity is lost, instead of consuming vitae as is done in VtM, your character must engage with what is
in line with your Mortal Totem to recover their Sanity and reestablish their grip on reality.
An interaction with your totem once per session recovers one level of Sanity. Depending on the time
spent with your totem, it is the Storyteller’s discretion if that time recovers more than one level.
You cannot recover Sanity in this manner down to zero. To completely clear your Sanity tracker would
require checking your Investigator into an asylum, or abandoning being an investigator.
For ideas, a player’s Totem may be any one of the following as an example:
A period of intense meditation, prayer, or self-reflection.
Being in a quiet space for an extended period of time.
Reading several chapters of their favorite book.
Watching several hours of their favorite TV show, or movie.
Needing to be near a waterfall, or running water feature for a period of time.
Listening to their favorite musical artist, or playing an instrument they are proficient in, for a
period of time.
Consensual intimate relations with a trusted and loving partner.
Cuddling with your favorite stuffed animal or playing with a cherished childhood toy for a period
of time.
Conversation with your single best and closest friend.
And so forth…
You act upon your Bane when your Sanity tracker is full. As per v5 rules,
you may spend Willpower to take control of your character for one turn
while you’re under the influence of your Bane in an attempt to mitigate
its effects.
For ideas, a player’s Mortal Bane may be any one of the following as an example:
Poor anger management, resulting in displays of physical and verbal abuse.
Poor impulse control, you spend money you don’t have, gamble, commit sexual misconduct or
assault.
Alcoholism. You must get excessively drunk.
Prideful and overconfident to the detriment of yourself and those around you.
Overly worrisome and fearful to the point of inaction.
Paranoid to a ridiculous degree, feeling watched and manipulated.
Manipulative and deceitful to a horrible degree.
Be a pathological liar.
And so forth…
As per above, your mortal Bane needs to be an antithesis to your totem, a side of you that you may keep
very well hidden, or is out there for all to see and you could care less. It is intended to be something that
if ever fully comes to pass, would provide disastrous consequences.
Spending Willpower
A player may spend a point of Willpower for several different purposes:
To re-roll up to three regular dice, (not Sanity dice) in any dice pool except when the rules
specifically exclude Willpower re-rolls: rolling tracker pools, engaging in a One-Roll Conflict (p.
296 of main rulebook), etc.
To take control of your character for one turn when under the influence of your Mortal Bane.
To ignore Health damage penalties, including Impairment, for one turn.
Recovering Willpower
Characters can recover Superficial damage to Willpower in the following ways:
At the beginning of a session, a character can remove an amount of Superficial damage up to
their Composure or Resolve (use highest) from their Willpower track. Exception: a session that
ends on a cliffhanger in which dwindling Willpower levels provide tension. In such cases, the
characters retain whatever Willpower they were left with after last session.
At the Storyteller’s discretion, once per session, a character who definitively acts to further their
Ambition may immediately recover 1 point of Superficial Willpower damage.
At the Storyteller’s discretion, a character who plays out a messy critical (p. 207 of main rulebook),
a bestial failure (p. 207), or their Mortal Bane in a sufficiently dramatic way can recover one or
more Superficial Willpower damage.
Humanity
In v5 Vampire, humanity measures how close a vampire is to their
human life, to specific people that draw them toward life and light,
and to human concerns generally.
Below average and very low humanity characters are humans that are
greedy, selfish, violate human rights, have little to no compassion,
and near zero regard for humanity as a whole.
Investigators can lose humanity and should work with their storyteller using the Humanity guidelines in
the VtM core book to guide how their Investigator now approaches life. Humanity is lost through the
acquisitions of Stains and are resolved as per the Remorse Test rules for v5.
An Investigator who loses their last point of Humanity, from 1 to 0 (zero), goes out in a spectacular style.
Depending on the scenario they are but a shell of a human being, completely devoid of sympathy,
empathy, anything remotely propping them up as a person and doubly so they have completely lost
their grip on reality. The complete loss of humanity calls for the storyteller to immediately assume
control of the Investigator, and also triggers their mortal bane (if it is not already in play). Their bane is
triggered in such a way as cannot be deterred by Willpower or any other similar check. The Investigator
is now out of the game, and is either committed to an asylum, killed, or kills themselves at this point.
Archaic:
Flaw: [••] Anachronism—Your Technology skill rating is permanently 0 or -1.
Flaw: [•] Living in the Past—You have one or more outdated convictions.
Linguistics:
Flaw: [••] Illiterate—You cannot read or write. Your Academics and Science skills cannot be raised above
1 or be granted specialties.
Advantage: (•) Language—You are fluent and literate in an additional language.
Looks:
Flaw: [••] Repulsive—Relevant Social dice pools have -2.
Flaw: [•] Ugly—Relevant Social dice pools have -1.
Advantage: (••) Beautiful—Relevant Social dice pools have +1.
Advantage: (••••) Stunning—Relevant Social dice pools have +2.
Substance Abuse:
Flaw: [••] Hopeless Addiction—Your dice pools have -2 if you have not taken your drug of choice within
the last 3 days.
Flaw: [•] Addiction—Your dice pools have -1 if you have not taken your drug of choice in the last 7 days.
Advantage: (•) High-functioning Addict—Your dice pools have +1 if you have taken your drug of choice
for the next 24 hours.
Mortal Gifts
Vampires have amazing disciplines by which through the magic of their
blood they call forth and manifest supernatural disciplines.
Werewolves, by virtue of the preternatural power that dwells within them,
are able to change their form and through force of will use fantastic
abilities.
As per the MbN Character Sheet, your mortal has three areas in which
they may excel in their gifts: Physical, Social, and Mental.
Mortals only have access to three dots worth of gifts per category. Depending upon the composition of
mortal the attempt is to offer the player an area in where they may surpass their fellow mortals in one,
and perhaps two areas upon character building.
Unlike Vampire Disciplines that have varying levels per dot, mortal gifts are a little more straightforward
and streamlined. One dot is equivalent to one gift within the category you choose. Gifts, while intriguing
aspects of your Mortal, are not intended to be the only aspect by which your character is based. Yes,
they are a dominating feature (you’re very strong, quick, beautiful, or intelligent) but they are only part
of the story. Mortal gifts have their own Perquisites, System, and Duration independent of the Amalgam
Powers that can be used.
Amalgam Powers:
The Amalgam Power listed with the associated Mortal Gift is resolved as per the power description in
the VtM v5 core rule book with the exception that a Sanity check is required to have your Investigator
use that power even if the cost of the power is free.