Psychological Merits:
Code of Honor (1) (most): You follow a strict personal code, and you either gain 3 extra dice to resist supernatural persuasions that would make you break your code, or the would-be persuader has to roll at a +2 difficulty.
Dual-Nature (2) (VPG2): You have two purposes in life; you can choose two Natures and regain Willpower when satisfying the requirements for either one (or both of them). These Natures should be complimentary to one another
.
Loyalty (1) (other): You are devoted to a person, group, or cause, and easily resist attempts to persuade you away from the object of your loyalty. You also gain a Willpower bonus to try and resist supernatural forms of persuasion that challenge your loyalty.
Psychological Flaws:
Compulsion (1) You have a specific compulsion which may cause you problems. Spend a temporary Willpower point to fight the compulsion for a short time.
Compulsive Speech (1-2): "If you can't say anything nice, don't say it at all." 1 point makes you talkative and a bit blunt; 2 points makes you a complete prick.
Curiosity (2): Your incredible curiosity often overrides your common sense. Resisting temptation requires a successful Wits roll, difficulty depending on the situation.
Dark Secret (1): There's something about you which you don't want people to know, and it would be very bad if they did (or at least you think it would be).
Deranged (3): You have a permanent, severe mental disorder. You may spend Willpower to fight it at points, but you will never get rid of it.
Driving Goal (3) : You have some goal which is at the basis of all your motivations, though it is of such depth or impossibility, it could probably never be achieved.
Flashbacks (3): When under pressure and/or in the presence of something which reminds you of something unpleasant in your past, you flashback to that past event. Whilst in a flashback, everything to you is as it was then.
Hatred (3): there is something out there which you absolutely loathe, and will do anything to destroy it. Succeed a Willpower roll not to go after the object of your hatred, and the appropriate character types will have to make frenzy checks.
Hero Worship (1): You idolize absolutely idolize someone, and disobeying them requires an effort of will (spending Willpower or succeeding a Willpower roll at 5+ difficulty). You also are at +2 difficulty to any roll to admit that your hero is wrong.
Inferiority Complex (1): No matter what you do, by your standards, it's just not good enough. To take charge and strut your stuff, add +1 to all difficulties.
Intolerance (1): You have difficulty tolerating a specific thing or type of person. +2 difficulty on rolls involving that thing.
Lifesaver (3) (most): You revere all life and will not risking killing someone at all costs. Unfortunately, in the World of Darkness, this can sometimes be a problem.
Low Self-Image (2) : Suffering low self-esteem, you have -2 dice where you don't expect to succeed, or make Willpower rolls to do something.
Masochist/Sadist (1): You either enjoy pain or enjoy inflicting it on others. In addition to the inconveniences, you may also be seen as sick or even more sick people may use you for your obsession.
Nightmares (1): You're constantly plagued by nightmares, A particularly bad night may cause you to lose -1 dice on all rolls for some time afterward.
Pacifist (5): you refuse to do any physical harm to anyone for any reason. Particularly this'd be tough on werewolves... or worse, vampires.
Phobia (1 or 3) : You have a specific, incredibly powerful fear. The 1 point version, you have to succeed a Willpower roll. You will refuse to approach the object of your fear if you get less than three successes, and will flee if you fail the roll. The 3 point version, you must succeed a willpower roll or be incapacitated by your fear, or if you are a Werewolf or Vampire, you will have to make the appropriate roll or enter a fox frenzy/rötschreck.
Sensation Junkie (2) (B): You're addicted to sensation, and will do anything to find new means of stimulation. You must roll Willpower to resist taking the opportunity
Shy (1): You're not a social butterfly, to say the least. Many social rolls are at +1 difficulty, and if you're the center of attention, all rolls are at +2 difficulty.
Soft-hearted (1): You can't stand to witness suffering difficulties are at +2 .
Territorial (2): You are extremely attached to your territory: if forced to leave your territory, you will be at +1 difficulty. If someone passes through your territory without your permission, you will immediately attack him (make a frenzy check).
Ulterior Motive (2): You have more reason to be with your comrades than your like for them or for their common goals. Whether this motive is sinister or not, it's a secret if you are suspected of this motive, things won't look too good for you.
Vengeance (1): You are consumed with avenging something very important to you. Your obsession can only be temporarily swayed by spending Willpower.
Mental Abilities-Merits
Clear Sighted (3): You are not fooled by illusions, and you get a Perception +Alertness roll, difficulty = opposing power's level +3, to see through supernatural illusions, such as those created by Obfuscation, Chimerstry, Chicanery, Gifts, etc.
Common Sense (1) : You are full of practical wisdom.
Concentration (1) : You are very good at focusing, modifiers regarding distracting situations can cause you to lose no more than two dice, no more than a +2 difficulty.
Eidetic Memory (2): Having a "photographic" memory, you can accurately recall any sight or sound with a successful Intelligence + Alertness roll. Amount of successes indicate exactly how much you remember.
Lightning Calculator (1): You have a natural affinity for numbers, and all relevant rolls are at -2 difficulty.
Self-Confident (5) : declare that you are spending Willpower for an automatic success, you do not lose the Willpower unless you fail the roll, This only comes into effect regarding rolls at difficulty 6 or higher.
Time Sense (1): You have an inate sense of time, and can with a good deal of accuracy tell what time it is without a watch. In performing feats where timing may be essential difficulties may be lowered or dropped.
Mental Abilities-Flaws
Absent-Minded (3) : You have a lousy short-term memory, and need to make a Wits roll to remember more than standard knowledge
Amnesia (2): You have no memory of your past, or at least are missing a significant portion of it. You have the option of taking up to 5 points of extra flaws to be determined by the Storyteller
Confused (2): You have a lot of trouble focusing and/or making sense of the world around you. You can spend Willpower to temporarily overcome it.
Overconfident (1) (most): You think you can do everything even though you probably can't, and you try to prove your belief as often as possible.
Weak-Willed (2) : You can only spend Willpower when survival is at stake or it is appropriate to your Nature (Auspice, Legacy, etc.).
Awareness Merits
Acute Senses (1): One of your five senses is incredibly sharp, and detection rolls involving this sense have a -1-2 difficulty. You must buy this merit separately for each sense.
Nightsight (3): You can see in near-total darkness, and so your difficulties for being in a dark area are reduced. You may, however, be sensitive to bright light, and sudden bright light may dazzle you for a turn or two.
Awareness Flaws
Bad Sight (2) : Difficulties for sight-related rolls are at +2, and you suffer from night blindness.
Blind (6): You can't see. This obviously hinders certain perception attempts.
Color Blind (1) : You can see only in varying shades of grey, which may make some perception rolls more difficult
Deaf (4): You can't hear. Ditto for what I said about "Blind."
Hard of Hearing (1): Difficulties for hearing-related rolls are at +2.
One Eye (2): You lack peripheral vision on one side, and you are at a -2 dice difficulty for rolls related to depth-perception.
Aptitudes-Merits
Ability Aptitude (1): Pick a single skill, talent, or knowledge: you're a whiz at whatver this is. -2 to difficulties relating to this ability.
Animal Magnetism (1) : You have the "fuck me" aura, and receive a -2 difficulty on seduction and similar rolls (though this may inspire jealousy in the people who view you as competition). This is a Merit seldom taken seriously in the Chat Rooms,
Ambidextrous (2): You are equally dextrous, or nearly so, with both hands, and use your "off" hand at no penalty. Difficulties to do two different tasks at once.
Crack Driver (1): This has been changed to "Expert Driver" in later books, but we all know what this Merit really means: you drive a car like you're on crack (but can do it without killing anyone).
Culture Knack (3): You have a knack for fitting in wherever you are, and though you may not know them beforehand, you pick up on customs quickly. your social difficulties may be lowered, or you may be able to recover from a botched roll with another roll at normal difficulty.
Daredevil (3): You love to take risks, and are damn good at living through them. -2 difficulty on dangerous feats, and you can ignore a single 1 on your roll.
Graceful (2): You are extremely agile and delicate in your movements. -1 difficulty on all Dexterity rolls. Botches will still hurt, but it is possible to gracefully fall down, and you'll die before you look clumsy.
Extremely Educated, Skilled, or Talented (5): You have a large general amount of knowledge, skill, or talent, and have an automatic 1 in the appropriate ability pools. This is an "illusory" level however-if you want to increase your aptitude in a particular ability, you must buy the first dot as if you didn't have it, and then the second.
Natural Linguist (2): You're good with languages and language structures. 3 dice are added to any language-related roll, but you can't know anymore languages than your Linguistic score allows.
Well-Traveled (3): You are knowledgeable of the ways of the world from your travels and studies. Once per game session, you can gain an automatic success on a non-magical roll to gain a piece of information.
Aptitudes-Flaws
Ability Deficit (5): You're not in tune with your innate abilities. You have 5 less points to spend on either Talents, Skills, or Knowledges, though you can still spend freebies on them. You cannot,have an ability higher than 2 at the start of the game.
Graceless (2): You always look awkward, no matter what you're doing. +2 difficulty to all social rolls that involve making an impression.
Illiterate (1): You can't read or write. This may make passing yourself off as that learned professor from Oxford a bit difficult.
Speech Impediment (1): 2 Point penalty to all verbal communication rolls.
Supernatural Merits
Beast Affinity (1-3): Animals are unusually drawn to you, you can communicate with them on a limited level using tone of voice and body language. 1-point affinity is with one specific type of animal, 2-point is with one group, 3 is with all natural animals. .
Burning Aura (2): Your aura is unusually brilliant; even people who can't read auras will be inexplicably drawn to you. Some may see you as a threat or a snack.
Charmed Existence (5): Somebody up there likes you. Ignore a single one on every roll you make.
Danger Sense (3): "Oh no! My Spider Senses are tingling!" A successful Perception + Alertness roll, difficulty depending on the situation,
Green Thumb (1): Not only do plants thrive in your care, they almost seem to burst into bloom from your touch.
Guardian Angel (6) : Not only does someone up there like you; they're actively watching over you, and at times may protect you from icky situations.
Honeyed Tongue (2) : You've sold gallons of snake oil and thousands of deeds to the Brooklyn Bridge, . All subterfuge attempts gain one automatic success.
Luck (3) : You manage to succeed in places when others fail. You can repeat three failed rolls per STORY, one repeat per roll, and the second roll always stands.
Medium (2): You have the ability to see and interact with ghosts. Sometimes, the Restless may seek you out for favors. Depending on the ghosts you meet, this could be a very good or very bad thing.
Natural Channel (3): You have a natural connection to the spirit world. If you are capable of doing so, the difficulty to cross the Gauntlet is -1. Spirits are also more likely to act favorably toward you
Soothing Voice (2): You have an entrancing voice. Add 2 dice to rolls that involve vocal charming (singing, hypnosis, preaching, etc.), or reduce social difficulties by 2.
Spirit Guide (5) : A friendly Umbrood offers you advice and sometimes aid. You can combine this with the Mentor background to have the Guide be your teacher as well.
True Love (1) (most): You've found that One who makes your life complete. Automatic Willpower success when striving to protect, come closer, or remain close to your True Love. Other benefits as well, Storyteller's discretion.
Twin Link (4-6) You share a psychic, if not spiritual, link with one person. As a 4 point merit, you get +2 to Empathy/Awareness rolls when determining how your "twin" feels. As a 6 point merit, you have a bond with the twin that's nearly telepathic; you always know what this person is feeling and to a limited extent, thinking. Either member can block this if they wish, though doing so requires some concentration. If you are psychic or Awakened or have an appropriate ability, you can use this ability to sense a state your twin is in (for example, with Mind or Telepathy, you WILL know exactly what the person is thinking, with Life you will know his physical condition, etc.)
Unbondable (3/6 for Ghouls) You can't be Blood Bound, no matter how much Vampire Blood you drink. For obvious reasons, if you're creating a Ghoul character, you have to pay twice the amount for the merit. (( VERY VERY LIMITED)
Supernatural Flaws
Bound (5): You owe some Umbrood, angel, demon, spirit, whatever, and you owe him BIG. This is a Very Bad Thing.
Cursed (1-5) You have been cursed by someone or something. The curse is specific in nature and cannot be easily dispelled. Level of the flaw reflects how bad the curse is; a 1 point curse is annoying, a 5 point curse is likely life-threatening to you and/or to the people around you, and will at least make you and them incredibly miserable.
Dark Fate (5): You are doomed to suffer a horrible demise, or otherwise have some sort of icky unpleasant fate. You are aware of this, and makes you rather depressed..
Haunted (3): A wraith is plaguing your existence for some reason. Maybe you're its murderer, maybe you have something it wants (like a Fetter), or maybe it just doesn't like you. Wraiths can do all sorts of weird things to you, move things around, possess you and your friends, inhabit your dreams or your refrigerator, etc...
Offensive to Animals (1): For some reason, animals fear you or just don't like you. Add 2 to your difficulty or subract 2 dice from rolls involving interacting with animals. Obviously, Vampires can't take this Flaw as they naturally have it
Otherworldly Taint (2) : You have a physical peculiarity (odd hair/eye color, glowing eyes, etc.) and/or just an odd aura about you which may make you stick out. Someone who suspects you're not "normal" may make a Perception + Awareness roll, difficulty 7, to determine what you are.
Taint of Corruption (4,7 for Weres): You are touched by the force of Corruption called the Wyrm by the Garou, and can be detected as a Wyrm creature. This makes you Werewolf bait, and particularly sucks if you are a Were. You also suffer nightmares and are called by Wyrm-creatures to join its side. there's a Vampire version of this which has you as Marked by Cain, and even other vamps will notice it and avoid you or hurt you... and heaven help you if a werewolf sniffs you out. (Of course, all Vamps with a Humanity below 7 read as Tainted by others...).
Social Merit
Innocent (2) : You have an aura of childlike innocence (whether you really are or not). -2 difficulty on rolls involving Subterfuge or Manipulation.
Pitiable (1) : You have an aura of child-like-ness/innocence about you, and many have the urge to pity and protect you (unless they're of a Nature that doesn't allow them that sort of thing). This can be helpful, but it may also be annoying.
Mistreated Minority (1 or more) : You belong to a group or have a trait to which the average person will react badly. This depends a lot on where the game takes place and what kind of people you run into, so check with the ST before you assume you can take this..