>>4450740I wrote entirely too much. Will answer other questions or clarify anything below.
>What kind of supernatural merits can humans get?Pretty much anything you could think of, although 2e has a better selection of them because it makes them their own category alongside Physical, Mental, and Social Merits where as 1e attaches them to other things.
1e stuff is basically limited to what are called "Lesser Templates", things like Vampires and Werewolves are Major Templates while things like Dhampir, Ghouls, Psychics, or Witches are Lesser Templates. Major Templates and Lesser Templates don't mix, but Hunters are a bit of a special case. They get their own core book but they're just mortals and can become a Lesser Template if they wish. I don't really expect any of it to come into play really though, outside of maybe the odd Merit or two.
As a brief explanation of some of the more generic types. Psychics get access to groups of Merits based around ESP, Mediumism, Pschokinesis, and Telepathy. They all do about what you'd expect. Thaumaturges get a big pool of merits but Thaumaturges themselves are split into "Traditions" and each of those get unique perks but only a selection of the Merits. Hedge Witches can do stuff like curse people, luck spirits, see auras, or scry, while Shamans get internal alchemy, psychic projection, or sacrifices. Both get to control weather, heal, or dream-walk though. Lots of over lap between them. Finally Witches get Gutter Magic of varying flavours. Each type of magic is a theme with 5 spells in it (Like a Vampire Discipline), there are three tiers of themes, and as they get access to a few more themes. Low tier stuff is like Fortune or Hearth, high tier stuff is like Space or Time.
If you want to see more details you can check out all the 1e and 2e lesser templates here.
http://wodcodex.com/wiki/Mortals_and_Lesser_TemplatesFor 2e it's basically just a huge amount of them covering everything you can really imagine, and then a load of lesser templates too. Lists of all that here
http://wodcodex.com/wiki/Merits,_Mortal_(2nd_Edition)>True FaithThis is an oWoD concept, it's not really doable in nWoD although you can flavour supernatural merits as such. As a refresher, or for those not in the know, True Faith is basically the manifestation of total conviction in a belief. Pretty much any religion can spawn a someone truly devout enough to manifest it. Mostly it focuses around not succumbing to supernatural mind altering effects, warding off vampires, and various minor miracles. It's mechanics differ from game line to game line but that's the general idea.
But the whole cosmology and metaphysics of that doesn't really apply in nWoD, and even less so in CoD/nWoD 2e. There are Hunter Conspiracies with faith based powers though, like the Malleus Maleficarum who have holy rites called Benedictions that grant all sort of boons. That's only similar in flavour, not in effect. There are other religious magics too. The blood rites of Theban Sorcery and Crúac from Vampire, pretty much everything a Mummy does, Werewolves often have a religious bent to them, and so on. The major difference is really that True Faith isn't ascribed to a single religion or practice, it's universal among all of them. The religious practices of nWoD are, for the most part, just for singular religions.