Brief outline of what I've got so far. I've only sketched out the fluff beyond the first but my thinking should be obvious. I was tempted to make the sunlight curse nastier but any more harsh and it rapidly becomes more nasty than a major flaw and makes a character unplayable.
I've been thinking on similar lines of creating "cults" for other supernatural-beyond-being-a-wizard folks, such as fay blooded.
Rank 1 – Strengthening the Flesh
The vampire at this point understands that his body is in a stage between life and death and that therefore, he can push its limits further than a mortal could. Vampires at this level of awareness manage to use the power in their blood to ignore the effects of wounds, recover from wounds quickly and ignore the ravages of time. Physically they have improved beyond the human condition, but this power does not come for free. By allowing their vampiric nature to come to the fore, they empower the curse that they suffer from and begin to find the sun unbearable. Vampires exposed to the sun while wearing normal clothes suffer deprivation checks every diameter. If the vampire dresses in a heavy cloak, with a hood pulled far down, gloves and thicker, darker clothes, this deprivation check drops to once every hour. Of course, this is incredibly obvious and unusual, especially when the weather is nice and everyone else is removing such items. The fatigue damage caused by this is short term.
Initiates Tough, Rapid Convalesence, Unaging
Target 21 (as a major virtue)
Script: +13
+3 Quest ()
+9 Major Ordeal (Gain flaw - Greater Malediction: Sunlight aversion)
+1 appropriate ritual
Mystagogue needs pre + cult lore = 8
Rank 2 – Mutability of the Flesh
Initiates Shapeshifter
Target 12 (21 -9 for previous initiation)
Script: +4
+3 Minor Ordeal (Gain flaw: Deleterious circumstances: in direct sunlight)
+1 appropriate ritual
Mystagogue needs pre + cult lore = 8
Rank 3 – The Ancestor’s Power
Initiates Mythic Blood
Target 15 (21-6 for previous initiation)
Script: +7
+3 Minor Ordeal (Gain flaw: Limited magic resistances: Aquam)
+3 Minor Ordeal (Gain flaw: Limited magic resistances: Ignem)
+1 appropriate ritual
Mystagogue needs pre + cult lore = 8