And here are even more flaws....
Bad Sight: (2) (VPG)
Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. This Flaw is neither nearsightedness nor farsightedness; it is a minor form of blindness, and is not correctable. You may not take Acute Vision if you take this Flaw.
Big Mouth (1pt) You�ve got an opinion on everything and you�re not at all hesitant about letting people hear it. You tend to blurt out painful truths at the worst possible times. At least once per high-tension social scene, you must come out with your thoughts. You can avoid this by biting your tongue -- literally. This inflicts one health level of Bashing damage and costs a Willpower point.
Blind: (6 pt) (VPG)
You automatically fail all dice rolls involving vision. You cannot see-the world of color and light is lost to you.
Catspaw (2) (GC) You've done the dirty work for someone high up in the city's hierarchy in the past--the sheriff, the primogen or even the prince. However, instead of granting you favor, your deeds have made you an embarrassment or a liability. For the moment, your former employer's concern is to keep you quiet. In the long term, it's to get rid of you.
Compulsive Liar (2pt)You feel the need to put your personal spin on the truth. You don�t necessarily do so out of spite or malice, and you may come to genuinely believe the tall tales that you tell (especially when you spin them often enough). This Trait is especially troublesome when other Cowboys rely on you for information about bounty heads and their habits. You might have to spend a Willpower point to force yourself to be honest, especially if it means revealing a previous lie.
Criminal Record (2pt) Having been convicted for several misdemeanors or perhaps even a minor felony, you have a bit of a shady past. You are unable to buy firearms legally, and you receive exceptionally poor treatment from law-enforcement officials who know your record.
Deaf : (4 pt) (VPG)
You cannot hear sound.
Defensive (1pt) You have problems taking responsibility for your actions. Perhaps you view yourself as a perfectionist, or maybe you�re simply too immature to accept the blame for failure. When things go wrong, you look for ways to blame others and rarely accept blame or criticism for your actions without contention.
Debt [1-3 point Merit or Flaw]
Sometimes it�s not who you know, it�s who you owe. If you take this as a Merit, somebody owes you, but as a Flaw, you owe someone a favor. For one point, the debt is a socially or emotionally significant one (you offered some friendly advice or a shoulder to cry on). For two points, it�s financially significant (you loaned out money or provided some professional help free of charge). For three points, the debt is a matter of life or death (you saved someone�s life or one of her loved ones). You can call in a debt at any time, at which point you lose this Merit. Likewise, the Storyteller can decide to call in a debt you owe, getting rid of your Flaw. Refusing to honor a debt may have serious consequences, not the least of which may be ruining your reputation and turning a friend into an enemy.
Depression [4 point Flaw]
You�re mired in a pit of bleak, mind-numbing sorrow. Convinced that your eternally dark mood is completely natural -- or deserved -- you refuse to seek professional help. You do not regain Willpower per day as most characters do. Instead you may only gain Willpower through actions, and even those must ardently reaffirm your goals.
Distinguishing Characteristics [1 or 2 point Flaw]
You have a physical appearance that makes you very easy to pick out in crowds, such as elaborate tattoos, a scar or an obvious birthmark. This Flaw is worth one point if the characteristic is hidden easily under clothes, two points if it is not.
Enemy: (1-5 pt) (VPG)
You have an enemy, or perhaps a group of enemies, who seek to harm you. You must decide who your enemy is and how you became enemies in the first place. An Archmage or Methusalah would be a 5 pointer, someone near your own power would be 1 point.
Flashbacks [2 point Flaw]
You have some traumatic experience in your past that you sometimes recall with terrifying clarity. Whenever you are in a situation similar to that experience, you must make a Willpower roll at +1 difficulty to avoid being overwhelmed by memories of it. You tend to mistake people, places and things for similar things in your memory and may act on those erroneous conclusions. If you botch your Willpower roll, you become almost catatonic, entirely lost in your recollections. You can spend a Willpower point to ignore the effects of this Flaw for one scene.
Greedy (1 � 3 PT FLAW)
The need for gaining and keeping material wealth is greater in you than in most. To avoid a situation which would gain you personal wealth at any cost, you must make a Willpower roll (Difficulty 7 for the 1 pt Flaw, 8 for the 2 pt, and 9 for the 3 pt). A Willpower Point may be spent to avoid the temptation for one scene.
Gullible [1 point Flaw]
You have a lot of trouble separating truth from fiction. You are not stupid, you just tend to believe what people tell you rather than to take things with a grain of salt. Any roll to detect lies is made at +2 difficulty.
Hard of hearing (1pt)(VtM 3rd)
All difficulties involving hearing are increased by two.
Honest to a Fault (1pt flaw)
You often feel compelled to speak what�s on your mind at times when its best to either say nothing or tell a "White Lie". When people could use a word of encouragement or positive reinforcement, you tend to speak the truth about the thing: weight, looks, a family members health, et al�
Illiterate: (1pt) (VPG)
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
Impatient: (1) (GC)
You have no patience for standing around and waiting. You want to do things now and devil take the hindmost. Everytime you are forced to wait around, you may go haring off on your own instead.
Impractical Dresser [1 point Flaw]
You tend to dress with an eye toward impressing others rather than personal comfort. Unless you explicitly state that you dress appropriately for physical activity, you wear tight jeans, high heels or something else that hampers physical activity. Athletics rolls (including dodge) are made at +2 difficulty when you wear such clothes.
Incompetent [3 point Flaw]
You are spectacularly bad at something. Unfortunately, you�re the only person around who doesn�t understand this fact. Pick a single Ability. You believe you have the proficiency equal to three dots in that Trait, when in reality you almost always ruin any effort involving it. Whenever you try to use the Ability, treat the outcome as if you rolled a botch.
LECHEROUS (2PT FLAW)
Your feeling for the need of sexual stimulation exceeds the normal parameters. This desire is sometimes so strong that it manifests in the form of voicing your thoughts about an attractive person in inappropriate situations. This will often lose you status with others.
Low Self-lmage: (2pt) (VPG)
You lack self-confidence and don't believe in yourself. All rolls where you are with someone and trying to impress them or seem competent are done so at a -1
Mr. Nice Guy [3 point Flaw]
You want to be wanted, you love to be loved. You have a very hard time crossing anyone. You tend to apologize for the littlest things and often concede to arguments even when you know you�re right. In fact, even killing comes hard to you. You have to be pushed pretty hard to actually kill someone (while often incapacitating them is not as challenging to you). You also have a tendency to tell the truth whether it is appropriate at the time or not. Lying does not come easily. A Willpower point can be spent to ignore this effect for a scene.
One Eye: (2 pt) (VPG)
You have one eye - choose which, or determine randomly during character creation. You have no peripheral vision on your blind side.
Overextended: (4) (GC)
You've got your fingers in too many pies, and people are starting to notice. You have too many ghouls, too many retainers and too many influences, which means that a lot of people have a vested interest in trimming back your operations. These enemies take every opportunity to reduce your power and influence, and if that means lying, cheating or killing, so be it. Futhermore your enemies block every attempt you make to move into new areas of control. You're boxed in, and the box is getting smaller.
Overwhelmed [2 point Flaw]
You don�t deal well with chaotic or confusing situations. They tend to overwhelm you. You suffer a difficulty modifier of +1 to +3 in such conditions, determined by the Storyteller. This is the opposite of the Concentration Merit, and you cannot have both.
Pacifist [1 or 4 point Flaw]
You are against violence and prefer to avoid it whenever possible. You must spend a Willpower point in order to initiate combat, although you can fight to defend yourself and others. You must also spend a Willpower point in order to use a lethal attack, although you can use bashing attacks freely. For four points, you must spend a Willpower point to be able to fight at all, and you cannot use lethal attacks.
Power Hungry (1-3 PT FLAW)
You are so drawn to the trappings and vestments of power that you find it hard not to grasp the reins when the opportunity presents itself, even if it were to mean bringing harm to those you know and love. A Willpower roll is required to avoid doing what your heart desires and what you know to be "right" (Difficulty 7 for the 1PT Flaw, 8 for the 2 PT, and 9 for the 3 PT, modified by the situation).
Secret [1/3/5 point Flaw]
You�re hiding something that, if known, would compromise you in the eyes of others. For one point, your secret would seriously change your life if it got out. This might be an alias, past political affiliations, your sexual orientation, elements of your background and so forth. For three points, your secret would result in your arrest and imprisonment if it were revealed, such as a crime you committed. For five points, your secret is so dreadful it would result in your death if it were revealed, such as being an undercover agent infiltrating the Syndicate. Generally, the Storyteller should threaten your secret at least every three or four episodes, and it should come up almost every other episode. If you don�t take adequate precautions to protect it, the Storyteller should feel free to expose your secret and let you deal with the consequences.
Sensation Junkie(2pt Flaw)
Wheee!! Hop aboard the ride of your life---your life, that is! To you, everything is an endless source of stimulation, and you crave all the stimulation you can get. When an opportunity to try some new kick offers itself, you have to make a Willpower roll to resist. The more dangerous the sensation appears, the lower the difficulty of the roll---you might crave forbidden sensations, but you're not utterly suicidal. Naturally, you can always choose to have your character take life up on its offers even if she makes the roll, but that's her choice, not a compulsion.
Slow healing (3pt) (VtM 3rd)
You have difficulties healing your wounds. To heal one health level, you require two Blood points and you heal a level of aggravated damage in five days.
Stubborn: (1-3)
There is conviction of spirit, there is unshakable will, and there is just plain ornery. You fall into the last category. When your mind is made up, or when you are set on doing something, nothing can divert you. For one point, you're set in your ways, but a convincing argument will turn you around. For two points, you're a regular mule, and nothing's likely to change you're opinion short of a catastrophe. For three points, you'll not only defend your conviction to Hell's door, you'll kick it in and argue with the Devil. This Flaw is most taken by Salubri warriors.
Superstitious (2)
The character has misconceptions about what he is. In the absence of a sire, he becomes what he believes himself to be. "Hollywood-itis," the belief that one has the powers and limitations of one of the several movie vampires.
Terrible with Names [1 point Flaw]
Try as you might, you almost always forget people�s names, especially when meeting large groups for the first time. You (OOC) may not write down the names of any people you meet during the game unless your character (as opposed to you, the player) has paper and a writing utensil handy. You also have problems remembering whether you�ve been someplace before, and with recognizing faces. Make an Intelligence roll to recall such information.
Territorial: (2pt) (VPG)
You are extremely territorial. You do not like to leave your territory, nor do you like to have strangers enter it. In fact, you get nervous and disoriented while outside your territory. And you may frenzy when strangers enter your territory unless they have your permission.
Too Curious(3pt Flaw)
You're too inquisitive for your own good; even most cats have more of a sense of self-preservation that you do. When a mystery presents itself, you'll go all the way to hell (literally!) to puzzle it out. It's hard to put a finger on why you feel compelled to search out facts, but it often gets you in trouble.
In game terms, this Flaw forces you to make a Willpower roll whenever some question is left unresolved. This question could be anything from an overheard conversation to a lost artifact. If you fail the roll, you'll go out of your way---really out of your way---to uncover the answer. The difficulty for the roll depends on the amount of work it looks like you will have to do. The simpler the question appears, the higher the Willpower difficulty will be. Note the emphasis on "looks like"; many complicated problems arise from something that seemed simple at the time.
Tragic [3 point Flaw]
You have trouble seeing a future version of yourself, so therefore there must not be one. As a result, you are more than willing to throw yourself straight into the depths of hell blindly and without thought of the consequence. You receive a bonus equal to your willpower rating on the initial die pool of a conflict that will more than likely kill you. If the encounter is a standard combat, then the bonus applies to the first roll after initiative. If you perform an action prior to actual initiative (a surprise action) then the bonus applies to that action. Any other uses of this Flaw are at the discretion of the Storyteller. This flaw may not be taken with Daredevil.
Twitch (1) (GC)
You have some sort of repetitive motion that you make in times of stress, and it's a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs one Willpower point to refrain from engaging in your twitch.
Uneducated: 2 (VPG)
-2 die modifier on all knowledge rolls.
Unskilled: (5pt) (VPG)
-2 die modifier on all skill rolls
Vengeful: (2pt) (VPG)
You have a score to settle. This score may be from either your mortal or vampiric days. Either way, you are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and make revenge your first priority in all situations.
Vulgar (1 pt flaw)
There are a great many things that are Faux Paux in social situations and you tend to do them all! You belch, flatulate, make rude comments loudly, and use Vulgar Argot in the highest of Social situations. Raise target numbers by 2 regarding scenes that require couth, or to just keep your mouth shut. You may spend a point of Willpower to overcome this flaw for one scene.