Unlucky:

The character has difficulties based on ill-luck. During a game session the player may voluntarily fail a roll or during combat may elect to take a combat round without his defense(where he would ordinarily have it). The failed roll must be a roll that has some consequence. No fair failing a roll to unlock a door unless the PC is about to be attacked by a dog or something.


Monitored:

Your character belongs to some sort of group or conspiracy. While the benefits of this group are a function of merits, the fact is that your membership comes with a certain amount of scrutiny into your affairs. This flaw of course only comes into play when the character must avoid that scrutiny.


Criminal Record:

Your character has had a checkered past vis-a-vis law enforcement. While this flaw may not mean an active state of hunting the PC. (which would be covered under the flaw hunted) it can mean any number of problems for a PC.

Anytime, the player becomes involved with law enforcement officers and his record comes up, they'll look right at him as the perpetrator of any crimes that the character MIGHT be culpable for.In addition the character might be deprived of some basic rights. He might also be subject to certain conditions of parole, such as not being allowed to associate with known felons or being allowed to carry a weapon.


Hunted:

You are being actively sought by a person or persons, who may or not mean you some harm. This may be as small as a tiny group of vampires or as broad as Interpol. They may want to kill you, capture you or simply ask you a bunch of pointed questions. The details are up to you and the storyteller. If this active seeking impinges on your character then you make take the exp bonus.


Coercion:

Your Character is being coerced into some action he or she does not want to perform by someone. In order to receive the experience bonus, the player must actually perform the action that he or she is being coerced into. Not performing the actions may also have dire consequences for the character and/or the people close to them.


Spendthrift:

The character possess great difficulty with hanging onto money of any kind. While this does not actually prevent the character from having a Resources merit, it may on occasion prevent him from making use of it. The player may elect to have a "Cash Crunch" in which he is completely unable to use his Resources dots during a game session. If he is able to manage this, then he receives the additional experience.


Illness:

The character has some sort of unspecified illness of a serious nature. This illness may hamper the player in times of stress. (I.E. If the player must make a stamina roll of any sort during the course of a game session.) When this happens, the player suffers bashing damage in the amount of the number of dice of the stamina roll that is not a success. This damage only happens once per game session. At the ST option, the damage may degrade for the player or upgrade depending on circumstances. (a dramatic failure on a stamina roll may cause the damage to be lethal or even aggravated. a dramatic success on a medicine roll might cure the disease altogether.)