You have a significant amount of practical, everyday wisdom. Whenever you are about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit for beginning players unfamiliar with the game.
Languages (2pt. Merit)
You know a language in addition to your native one. You can take this Merit multiple times, each reflecting a different language.
Catlike Balance (1pt. Merit)
You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance - related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.
Danger Sense (1pt. Merit)
You have a natural 6th sense when it comes to danger. This merit is more accurate and specific than Auspex, but the two can be used in tandem to create an even more powerful warning system.
Enchanting Voice (2pt. Merit)
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce them, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.
True Faith (3pt. Merit)
•• Any character with a Faith rating of 2 or more may resist supernatural Mind-Control (Vampiric Dominate, etc.) by spending Willpower (one point typically protects for a few turns).
••• A person with a Faith score of 3 or more may sense the presence of a supernatural. She need not consciously try to sense a supernatural's presence, but must be in peaceful, quiet surroundings - perhaps alone in thought, praying, reading Torah, meditating on the Bible, etc. The person will not sense the supernatural's presence if she is preoccupied (e.g. arguing) or in a crowded, noisy place (jostled by a mob, in the midst of a raucous banquet, etc.). This ability need not be infallible; GMs should let the character sense the supernatural only if doing so is dramatically appropriate. Note that the character cannot know exactly what she senses through her Faith; all that she will know is that something unclean, evil or otherworldly is nearby.