Social Flaws
Airhead (1) : Maybe you have trouble paying attention, maybe you're just clueless, maybe you just look like a flake; no matter what, people don't take you seriously.
Craven Image (1): There's something about you that makes you appear sniveling and "low." In appropriate situations, social difficulties are at +2.
Disturbing Mannerism (2) : You have a habit or character trait which is peculiar, gross, or annoying. You may not even be aware of it-but boy, everyone else is. .
Enemy (1-5): Somebody's out to hurt you or your reputation, or even kill you (or people close to you). A 1-point enemy is less than or comparable to your own ability, a 5-point enemy could easily kick your ass into next Tuesday.
Mistaken Identity (1): People think you're someone you're not; even if that person isn't bad, it can still cause you trouble if they realize you're not who they think you are.
Material/Mortal Ties-Merits
Corporate CEO (5): You are the head or otherwise have heavy influence in a major corporation, and have access to the social and economic benefits that implies.
Hideaway (2): You have a little place somewhere nobody else knows about, fairly well-stocked. If people actively search for it, your ST will roll 2 dice at difficulty 6; at least one success indicates you have not been found. Failure gives them an idea, continual failures, at least four, will indicate that the seeker knows exactly
Hunted (3): Someone is aware of, or at least suspects, your true nature and believes you need to be caught and killed (or experimented upon, or...). This person may be mortal, but they are aware of the supernatural world and are immune to the Delirium.
Local Ties (1-3): You have influence and/or contacts in an important local institution, though the more you use these ties, the weaker they may become. Samples and their point levels include ties with the following: Park Department (1), Judicial (2), Church (2), Media (3), Corporate (3), Police (3), Political (3), and Underworld (3).
Mansion (2/3): You own a big ass mansion, probably with some pretentious name like "Shadowcliff." You are/should be able to support upkeep, servants, etc.
Nightclub (2): You own a fairly successful nightclub, which is a good place for meeting people, helping people out, and having plot-convenient fire-fights in, etc. Depending on the PC and Storyteller, some might consider this a Flaw.
Occult Library (2: You own a decent collection of works on arcane lore, and if you have access to it, can lower difficulties/add dice when trying to solve an occult mystery and/or generally learn more about the occult. Having this library doesn't automatically mean you're an occult expert;
Material/Mortal Ties-Flaws
Persistent Parents (2): Having disappeared into your new life as a supernatural, your parents, for whatever reason, are actively searching for you, and are using the local missing teens program and/or have hired a private detective to look for you.
Ward (3): You are devoted to protecting a "sleeping" human, perhaps a close friend or relative from your pre-supernatural days. These mortals have a knack for unknowingly getting in the middle of whatever mess you're involved with, or may even help create one.
Physical Merits
Catlike Balance (2): -2 difficulty to rolls relating to balance.
Double-Jointed (1): -2 difficulty on any roll involving flexibility.
Huge Size (4): You are not a girly-man (or woman), and may be as tall as seven feet and weigh as much as 400lbs. You have an extra Bruised Health Level.
Light Sleeper (1): You can function on very little sleep, and so are less likely to suffer penalties for losing sleep. You are also more likely to awaken quickly, and so may gain bonuses to Wits rolls when something may wake you up. The Vampire version (a 2 point Merit) allows you to be able to wake up more easily from Slumber and be awake during the day, regardless of Humanity score.
Longevity (2): You live long and prosper, and do not suffer aging effects until you are 65-70 years old (90 years old if you're a Shifter).
Poison Resistance (2): You have an innate ability to resist the effects of many toxins. Roll Stamina to resist the effects of poison, level of difficulty 5 and up, depending on potence of the poison.
Physical Flaws
Addiction (1-3): You are addicted to some substance,. You will start to crave the substance if you don't get it often enough, and have to spend Willpower points to avoid giving in to the urge. The larger the flaw, the more dependent you are on the substance, and the worse things will happen if you don't get what you need.
Allergic (1-3): You suffer from an allergy to some substance; a 1 pt. version inconveniences you and may increase difficulties in certain situations, the 3 pt. version means you have an incapacitating or even a potentially fatal reaction to the substance.
Deep Sleeper (1): Waking up is hard; getting you moving is hard enough (+2 difficulty to attempts to wake you), getting you comprehending what's going on after you're up isn't much easier (+1 difficulty to all rolls during the scene). For Vampires, this makes it even harder to stir you during the day, and you may even sleep a good deal past sunset, regardless of Humanity score.</
Deformity (3): You have a withered limb, or other physical defect which causes you difficulty in movement, as well as in some social interactions. Depending on the type and circumstance, difficulties can be raised on appearance and/or dexterity rolls.
Diminished Attributes (varies): Take back 3 freebies per attribute point you choose not to spend in character creation; for example, if you're creating Dippy the Wonder Twerp and only want two points to spend in Mental Attributes instead of three, get 3 freebies.
Disfigured (2): You have an injury or physical defect which makes you perfectly hideous; Appearance trait is automatically 0.
Lame (3): Your legs are somehow permanently injured, and you suffer a -2 dice penalty to movement-related rolls.
Monstrous (3): You look like the very devil, maybe literally. Appearance automatically 0, and some people may take your appearance to believe you're connected to some horrible yucky evil thing.
Mute (4): You are physically unable to speak, and must communicate through writing or sign language (or perhaps telepathy, if you are capable of the skill and are in appropriate company).
One Arm (3): Due to an unfortunate injury or birth-defect, you suffer a -2 dice penalty to rolls where an action would usually require two hands.
Paraplegic (6): You cannot move your legs and are confined to movement by wheelchair or similar apparatus.
Permanent Wound (3): For some reason, you have a wound that never heals, which is effectively a permanent lethal health level. If you repair the damage with magic/superscience, the wound re-opens by the next day.
Short (1): You are well below average height, and have difficulty reaching high objects, seeing over things, etc. -2 dice penalty to pursuit rolls.
Sterile (1) : You are incapable of reproducing. If you are in a society which expects you to have children (such as if you are Kinfolk), this is a flaw. You may, however, take this as a merit if you practice lots of sex magic or something in which being fertile may actually cause more problems for you than not.
Slow Healing (3): For some reason, your healing processes are slow, and you heal twice as slowly as others. Supernatural healing only repairs half the damage it normally would (round down).
Supernatural Ties-Merits
Faction Favorite (2): Someone of a tribe/clan/tradition/whatever favor you and will do a good deal to get on your good side, possibly to bring you over to them, especially if you're currently disparate. Alter social difficulties by 2 in your favor when dealing with this faction.
Favor (1-3) : Someone of higher rank or ability than you in your supernatural society owes you a favor. Level of the Merit indicates how big the favor is.
Reputation (2): You've built yourself an excellent reputation amongst your kind. Add 3 dice to Social pools when dealing with the people in your sept/clan/chantry/freehold/etc.
Supernatural Ties-Flaws
Group Enmity (2): Some group amongst your kind, i.e. another clan/tribe/kith/tradition/whatever, doesn't like you and may prevent you going places you might otherwise go or may otherwise give you hell in a variety of ways.
Inconvenient Alliance(1-3): You have an ally with someone who is discomforting to you and/or your circle, but can't easily get rid of him because of a favor owed, sense of guilt, or whatever. Level of flaw reflects how controversial or dangerous this ally is.
Notoriety (3): You did something, or at least others think you did, that is frowned upon by your peers and elders. -2 dice to all social rolls dealing with your sept/chantry/etc.
Probationary Member (3): You're not on the greatest terms with the group (tradition, clan, tribe, etc.) you belong to and are highly suspect of various naughtiness.
Outsider (2): Though you're not exactly infamous, you have a poor reputation amongst your kind. +2 difficulty on all social rolls when interacting with your group.
Rival (1-5): Someone within your own society viciously competes against you and tries to undermine your plans; really obsessive rivals may even want you dead.
Twisted Upbringing (mentoring, etc.) (1): Whoever taught you the ways of your people gave you an incredibly skewed version of those ways, and your faulty beliefs can get you in big trouble...