Introspection (1 pt Merit)
You have keen insight into the ulterior motives of all your actions. Through this nightly excersie, you also have incredible insight into the underlying motives of others actions. Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you.
Flashbacks (6 pt Flaw)
You managed to make it through the Creation Rites, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind. Your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the beginning of each story, make a Willpower roll (you may not spend Willpower for an automatic success, obviously). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower is considered to be 1 for the duration of that session. You may roll again at the beginning of the next session to see if you regain your wits.
Revised (3rd) Edition Physical Merits and Flaws From
The Guide To The Sabbat
Early Riser (1 pt Merit)
No one can explain it, but you seem to have the ability to exist on less rest than your fellow packmates, tending to rise at least one hour before everyone else. You always seem to be the first to rise and the last to go to bed even if youre been out till dawn. While your packmates may still be groggy, you tend to be awake and aware.
Vulnerability to Silver (2 pt Flaw)
To you, silver is as painful and as deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc.) and the mere touch of silver objects discomforts you.
Lazy (3 pt Flaw)
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, theres a good chance that you didnt properly prepare. Physical actions (including combat, unless its part of a planned offensive) increase by one.
Infertile Vitae (5 pt Flaw)
During your embrace, something went horribly wrong, causing your blood to mutate under the stress of dying and rising again. All those you try to Embrace die. No matter what you do, you may not create any childer. However, your blood can still be used in the Vaulderie or for any other vampiric need, including making ghouls.
Sanctity (2 pt Merit)
This Merit is sometimes called the halo effect; everyone considers you pure and innocent, though not necessarily not naive. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At the Storytellers discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most.
Pecial Responsibility (1 pt Flaw)
Shortly after your Embrace, you volunteered for some task in order to gain respect and approval from your pack members. Now, you wish you had never opened your damn mouth! While you are not given any special credit for performing this duty, you would lose much respect from this pack if you were to stop. The nature and the details of your duty should be worked out with the Storyteller in advance. Ideas can range from lending money to pack members to acting as pack messenger or possibily gathering victims for Blood Feasts.