Put simply, your sorcerer cannot have children. For those who practice Tantric rituals or require sex as a focus, but do not desire pregnancy or unwanted children, this is a Merit. For those who belong to cultures, strong families or marriages that expect them to have children, this is a Flaw.
Snore, toss and ignore the alarm — your character sleeps like a force of nature. Whenever your character is trying to wake up, you suffer a difficulty penalty of two on the roll, and the character continues to stagger along bleary-eyed and uncomprehending for the rest of the scene (with a further -one die penalty on all rolls).
One of your character's senses is dulled or abnormally damaged in some fashion. Perhaps the character is hard of hearing, has limited taste receptors, is colour-blind or is correctably nearsighted. In each case, you suffer a two point penalty to the difficulty of all rolls involving the flawed sense. Obviously, you cannot take this flaw in conjunction with an Acute Sense of the same type.
Hard of Hearing
Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two.
You are well below average height - four and a half feet tall or less. You have difficulty in reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human.
A severe lisp, stutter, cleft palate, outburst of Tourette's Syndrome or similar problem makes it difficult for your character to speak clearly. The difficulties of all die rolls involving verbal communication are increased by two.
You have a 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 1 Willpower to refrain from engaging in your twitch.
A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.
Your character is missing an ear or eye, or else he has suffered damage or a birth defect that makes such an organ useless. The difficulties of all Perception rolls with the appropriate sense increase by two. Furthermore, a character with one eye increases the difficulty of all rolls involving depth-perception by one (including ranged attacks), while a character with one functional ear suffers a one point difficulty on all rolls to determine the location of a given sound (due to the loss of binaural hearing).
You have some kind of deformity - a misshapen limb, hunchback, clubfoot, etc, - which affects your physical abilities and interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.
You have the stereotypical glowing eyes of supernatural legend, which gives you a -one to your difficulty on Intimidation rolls when you're dealing with mortals. However, there are trade offs: the glow impairs your vision and puts you at a +one difficulty on all sight-based rolls (including the use of ranged weapons), and the radiance emanating from your eye sockets makes it difficult to hide (+two difficulty to Stealth rolls) in the dark.
Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible.
You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around. For any action that requires preparation, there's a good chance you didn’t prepare properly. Difficulty rolls for spontaneous Physical actions (including combat, unless it is part of a planned offensive) increase by 1.
Your physical form was twisted during some point in your history. Characters with this Flaw appear to be savage monsters and have Appearance ratings of zero. Even Nosferatu have difficulty interacting with such individuals.
You suffered injuries during your history which your body somehow failed to repair. At the beginning of each day/night, you rise from sleep at the Wounded health level. Though this may be healed by supernatural means, the wound is always back the next day/night.
The character's body's natural healing processes are slow, whether due to a bad immune system, old age, bad diet or just genetics. You heal all of your character's wounds twice as slowly as everyone else. All healing powers heal half the damage they should, rounded down.
You cannot hear. While you may ignore some supernatural powers that require the target hear the caster, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by three.
You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dots to purchase a commonly understood sing language or you write down what you wish to say.
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but visual cue and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, supernaturals with the ability to perceive aura's are still able to use this ability, thought the information is interpreted via the other senses.
Addiction - one or three points
Your character suffers an addiction to some substance, such as nicotine, alcohol or some hard drug. If the substance is relatively trivial and easily obtained, this flaw is worth one point, and it probably won't cause any game-related difficulties. If the substance is illegal, dangerous or liable to cause health or psychological problems, the flaw is worth three points. Some characters may be addicted to extremely unusual or magical substances. Although such substances generally don't assess any penalty, they may count as a severe addiction due to their unusual nature. A character who can't get his fix will go through withdrawal, with penalties assessed by the system manager.
Bad Sight - one or three points
Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected.
Diminished Attributes - variable
Life isn't fair. When they were passing out brains, brawn or beauty, someone else got your character's portion - maybe several of them. What this means is that your character is remarkably lacking in the social, physical or mental department. He might be a victim of disease or brain damage, or he may just have been born on the shallow end of the gene pool. It happens. However, you have points to spend on other stuff. Real life may not be fair, but at least game reality is. However, realize that storytellers and system managers will make certain that the player roleplays the actual realities of being shortchanged.
For each dot that you lose form your character's Attributes, you get three points back from this flaw. This kickback isn't subject to the normal limits of seven points of flaws, but you cannot take more than one additional flaw without special system manager approval and a damn good story. Note that this arrangement is not fair in terms of freebie points, but it lets you make a character who's totally crippled in one area and stiff get some payback. (ST Note: Taking this for appearance is usually a copout. Therefore, we’re not very inclined to allow it on that basis.)