Here are some more merits....
Acute Hearing: (1 pt) (VPG)
You have exceptionally sharp hearing, even for a vampire. +2 for all hearing rolls
Acute Sense (1pt)(VtM 3rd)
One of your senses in exceptionally sharp. -2 diff to one Sense
Acute Sense of Smell: (1 pt)
You have an exceptionally keen sense of smell. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.
Acute Sense of Taste: (1 pt) (VPG)
You have an exceptionally keen sense of taste. To spot the taint of poison in blood or another substance are You are able to make precise distinctions in taste. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman taste acuity.
Acute Vision: (1 pt) (VPG)
You have exceptionally keen eyesight. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.
Ambidextrous: (1 pt) (VPG)
You have a high degree of off-hand dexterity and can perform tasks with the 'wrong' hand. Can use both hands at the same time.
Bargain Hound [1 point Merit]
You have a knack for getting things cheaply. Sometimes you get the goods you need wholesale, sometimes you get them you get them through less than standard channels, sometimes you just hunt around until you find a bargain. However you go about it, the Resource roll related to the purchase gains an additional die.
Coldly Logical (1) (GC)
While some might refer to you as a "cold fish," you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings
Computer Aptitude (2pt): (GC)
You have a natural affinity with computers. +2 modifier for all computer rolls
Culture Knack (3pt Merit)
Wherever you go, there you are. While some people may get hung up on social niceties when they travel, you're not one of them. This talen grants you an innate insight into social graces in unfamiliar settings. With very little effort, you could go from Soho pub to dinner with the Queen. Wherever you are, whoever you're with, you make a good impression.
Unlike the Culture Knowledge, this Merit doesn't grant you an immediate background in the society you encounter; instead, it allows you to pick up customs quickly, if superficially, and keeps your from embarrassing yourself. In game terms, this Merit offsets any penalties your character would normally have in social situations or culture clashes. Under some circumstances, it can reduce difficulties in encounters where "doing the right thing" makes an unusually good impression. It cannot be used to offset bad reactions based on magical interference of purchased Flaws, but it can help your character recover from a botched Social roll by rolling again at normal difficulty. Knowing just what to say or do can help you save face, and in some cultures, that's vitally important.
Devotion [2 point Merit]
You have a particular devotion to a cause, ideal, code of honor, organization or even an individual. Attempts to sway you from the object of your devotion are at +3 difficulty. However, you must remain true to your devotion in order to retain this benefit. If you deliberately and knowingly betray the object of you devotion, you lose the inner strength it gives you until you make amends.
Good Taste [1 point Merit]
You have a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. You�ve seen the right films for discussion on cultured company. Your taste makes forging social contacts among similar folk much easier, whatever your origins. Gain two dice on any Social roll intended to gain acceptance or to impress in a like-minded gathering.
Gossip [1 point Merit]
You�re an incurable gossip, and other gossips recognize a kindred spirit in you. You�re more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other people�s lives. Surprising how much information you can pick up that way, isn�t it? Gain two dice of any Interrogation roll made in a social situation, without bullying or intimidation.
Healthy Skepticism [1 point Merit]
You�re good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value until you�re able to check the details yourself. This Merit allows you to gain two additional dice on all rolls when attempting to see through a lie. It should be role-played as much as possible.
Jack-Of-All-Trades: (5 pt)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how.
Media Junky [1 point Merit]
TV, radio, newspapers, magazines, films -- you love them all and can�t get enough. You�re a voracious consumer of pop culture and are always up on the latest movies, music or current affairs. Gain two dice on any Social or Investigation roll that involves pop culture.
Natural Born Driver (2 pt merit)
You were born to drive � anything! Nearly any mode of ground or water transportation is yours to command. This includes anything from mopeds to aircraft carriers, though you�ll need at least a few moments to examine the controls and gather yourself before turning the key. All difficulties due to the operation or repair of any ground or water vehicle are reduced by one.
Natural Linguist: (2pt) (VPG)
You have a flair for languages.
Optimistic [4 point Merit]
You retain a basically positive outlook on life. Even when things go wrong, you face each day with the hope that things will get better. Regain two Willpower points when you wake up each morning rather than the usual one.
Patient [1 point Merit]
You don�t lose your temper easily and you have an unusual degree of persistence. You gain one die to all rolls that involve remaining calm (or at least appearing to do so). Additionally, you may add one die to every roll after the first one on extended actions.
Speed Reading [2 point Merit]
You can read text at four times the normal rate with no loss of comprehension. While reading, make an Intelligence roll. Each success increases the speed multiplier by one, so two successes allow you to read at six times the normal rate.
Unflappable [3 point Merit]
You are a naturally placid person and most things in stride. You were almost hit car? That was close. Your wife has left you? well. Although you have emotions as others you don�t let them affect you to the same degree. You gain two extra dice on Willpower roll that involves staying calm or overreacting to mundane experiences.
Warrens: (3)
It doesn't matter that they are hunting you. You have places to go to ground. Whether your knowledge covers the catacombs, Roman ruins, dockside complexes, or anywhere else you can imagine, you know a place or two where you can hole up and hide, safe and sound--at least for a while.
Well Travelled (3p/5p)
The character has traveled broadly and has acquaintances in many remote locations that might act as contacts for him. The 3 point merit means the character has traveled across one continent (which should be noted), while the 5 point version means the character has visited the entire world. Whenever he travels to a remote or foreign location, he may roll charisma to "remember" one of these acquaintances. With any success, he locates an individual who serves as a contact. The acquaintance may only be utilized in this manner once, though he may be "remembered" again in subsequent visits with another successful charisma roll. The character may only attempt to "remember" one contact in any given location in any single adventure or game session (Storyteller discretion). If the roll results in a Critical Failure, the hero's familiarity with the location backfires and he suffers a -1 penalty to all social skill checks until he leaves the area (similar to the Infamy flaw). Obviously he did something embarrassing last time he visited.