Some terrible past haunts your character. Perhaps he turned on his mentor, or maybe he is secretly in love with someone who is a very inappropriate match. Either way, your character's secret — which should come up from time to time as the Storyteller feels it appropriate — can cause some embarrassment or trouble for your character (although it's unlikely to get the character killed.)
Your mentor in your supernatural community was, and perhaps still is, distrusted and disliked by many of the city's population. As a result, you are distrusted and disliked as well.
Your mentor has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your mentor may affect your standing, and some of your mentor's dangerous schemes may somehow involve you. For Vampire characters: because their sires/mentors are already assumed to be insane, Malkavians cannot take this Flaw.
Your mentor dislikes you and wishes you will. Given the smallest opportunity, your mentor will seek to do you harm, and may even attack you if provoked. Your mentor's friends will also work against you. Good luck!
You look similar to descriptions of another person, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has a terrible reputation or is wanted for some crime.
You are very poor. Either you never bothered to save anything over the years, or you'll throw away any accumulated wealth for your own, obscure reasons. You may not take any Resources until and unless those reasons are dealt with in character. You will need to speak to your storyteller before purchasing Resources if you're looking to buy off this flaw.
Large groups of people make your character uncomfortable, and although he doesn't necessarily panic and flee from crowds, he has trouble dealing with such gatherings. Your character has trouble speaking and presenting himself when the world's watching. Any time your character interacts with strangers or becomes the center of attention for a group of three or more other people, you suffer a difficulty penalty of three on all Social rolls.
Your mentor or your parents were quite malevolent and taught you all the wrong things about society. All your beliefs about how people interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after any hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.
You have seen too many friends and family, supernatural and human alike, swept away on the river of time and cast into oblivion. The pain of seeing so many die while you continued to exist was horrible to bear, so horrible that you have now isolated yourself emotionally from all others. You often come across as cold and utterly without feeling, but what is that to you? You are now safe from pain. Due to your total emotional isolation, you receive a + 1 difficulty modifier to any Social roll involving emotions and cannot spend experience points on the Empathy Talent. (ST Note: This flaw and the Ennui flaw are both meant for characters of great age. Therefore, these flaws are restricted, and you need to give us a damn good reason to have them.)
You are world-weary. You have seen enough to know that nothing is ever truly new: the same events and so-called passions are merely replayed again and again, with only the faces and names shifting as the many, many years go by. You rarely pay attention to those around you, assuming you know all there is to know of them once you have determined what part they play on the world stage (+ 1 difficulty to Perception rolls involving people you know). Due to your belief in the predictability of others, you also receive + 1 to the difficulty level of the first action taken following a surprise (such as an ambush).
You once held a position in a city, but failed catastrophically in your duties. Now you are branded incompetent, excluded from circles of power and responsibility and generally ostracized by those on their way up. The consequences of your error - whatever it was - might come back to haunt you.
You have a bad reputation among your peers; perhaps you violated the protocols one too often. There is a two dice penalty to all dice rolls for social dealings with associated people. A character with this flaw may not take the merit Reputation.
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace, and all your difficulties for Social rolls increase by two (with the exception of Intimidation-related rolls).
Through the ages you have settled into somewhat of a routine. You tend to go to the same places at the same time of year, and to proceed from place to place in a regular order. If others studied your behavior closely, they might be able to take advantage of it to do you harm. The Storyteller may lower the difficulty level for anyone attempting to surprise the character from 1-3 points depending on the specific nature of the situation.
Your character is quick to anger. Whenever anybody ticks off your character, you must make a Willpower roll (difficulty 6) to not go on the offensive. This flaw is especially dangerous with the Berserker Merit, as it increases the difficulty of the roll to resist going berserk by two.
You buy heavily into all the supernatural legends you've read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarrassing in the extreme to other supernaturals, who are likely to ostracize or mock you (+2 difficulty to Social rolls with other vampires who don’t share your habits). Also, you stand out to places like, oh, I don’t know, the MARSH SOCIETY with your antics.
A dangerous and skilled human hunter stalks your character, fully aware of what your character is and what he can do. Worse still, the subject is intelligent and crafty, he works to negate the advantages of your character's power, and he may extend his hunt to your companions and associates. While just about every character can claim some enemy, this flaw makes your character a pariah. (Nobody wants to hang out with someone who's going to bring a psycho-killer along!) The hunter may even have friends or allies who continue to trouble your character if your character eludes, dissuades or kills the individual. Whatever the case, this guy wants your character dead, he's not going to stop, and he has access to special resources (or, at the very least, specialized knowledge) in his quest.
Compulsion - 1 to 4 point Flaw
There is something your character is compelled to do or not do, and whether or not he likes this fact is immaterial. This flaw may be psychological, physiological, or supernatural in nature. If it's purely psychological, you may roll Willpower to resist the Compulsion (difficulty 6 + the point value of the flaw). However, if it's physiological or supernatural, it doesn't matter how willing the mind is, since the spirit is bound or the body is crippled, and he is unable to do this thing no matter how hard he tries. The flaw is worth two extra points if such is the case. Compulsions can also vary. Not being able to touch something and not being able to harm it are two completely different things. An evil sorceress might not be able to physically touch an innocent, but she could still stand back and blast away with a shotgun or a spell of flaming death. This Flaw is worth varied points, depending on the frequency and severity of the Compulsion.
1 point: Do not cross a threshold without permission, never show fear to the enemy, never contradict a superior officer
2 points: Never refuse a reasonable bet, never betray any emotion, do not touch anything holy or consecrated to a particular faith, never harm a child
3 points: Never refuse a duel, never strike a woman, never refuse an offer of sex, never tell a lie, never take a life
4 points: Never tell the truth, dance whenever you hear music, become entranced by mirrors or beauty or books, never refuse a dare, do no harm
Enemy - (1-5-PT. Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah, archmage or other potent supernatural foe). (ST Note: If you take enemy and another flaw such as witch hunted together, your character will be dead within a week.)
You are boastful and know that you deserve any praise you receive. You are particularly fond of people who realize their lesser standing in the face of your obvious superiority, although you tend to views any who speak well of you as more intelligent and deserving than most. Due to your arrogance and love of sycophants, you receive an increase of one to three points on the difficulty level for resisting any attempts at Manipulation using flattery (the modifier is doubled if the flatterer has a flattery specialty). The modifier is determined by the rating of this flaw.