Difference between revisions of "SR5:Mentor Spirits"
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This mentor spirit is much like other spirits in that it has its own personality, but it’s not a spirit in the summon-and-banish sense of the term. It can be seen and heard by those it chooses, and even physically interact with its followers. Your mentor spirit can have significant influence over you, giving you benefits when you remain true or punishing you if you go astray (usually with temporary reductions to your Magic rating). | This mentor spirit is much like other spirits in that it has its own personality, but it’s not a spirit in the summon-and-banish sense of the term. It can be seen and heard by those it chooses, and even physically interact with its followers. Your mentor spirit can have significant influence over you, giving you benefits when you remain true or punishing you if you go astray (usually with temporary reductions to your Magic rating). | ||
− | Magical mentorship can come in different forms. Often you have your own link to your mentor spirit, but an Awakened guild or society can become linked to a mentor spirit as a group. | + | Magical mentorship can come in different forms. Often you have your own link to your mentor spirit, but an Awakened guild or society can become linked to a mentor spirit as a group. |
− | There is no real understanding of the nature of mentor spirits, but their general goal is clear: They want to keep Awakened individuals on the path that helped introduce the mentor spirit to the Earth in the first place. For gamemasters, mentor spirits can be used as a tool to communicate information to the magician and enhance role-playing. The mentor spirit can provide cryptic clues, riddles, omens, and sometimes even straightforward advice. Any Awakened character can connect with a mentor spirit by taking the Mentor Spirit quality (p. 76). Gamemasters may also choose to award mentor spirits in the course of role playing, provided the player character has done enough to deserve it. | + | There is no real understanding of the nature of mentor spirits, but their general goal is clear: They want to keep Awakened individuals on the path that helped introduce the mentor spirit to the Earth in the first place. For gamemasters, mentor spirits can be used as a tool to communicate information to the magician and enhance role-playing. The mentor spirit can provide cryptic clues, riddles, omens, and sometimes even straightforward advice. Any Awakened character can connect with |
+ | a mentor spirit by taking the Mentor Spirit quality (p. 76). Gamemasters may also choose to award mentor spirits in the course of role playing, provided the player character has done enough to deserve it. | ||
+ | |||
+ | ==Adversary== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Adversary | ||
+ | |Similar=Chaos, Anarchy | ||
+ | |All=+2 to demolition skill tests | ||
+ | |Magician=+2 dice to Counterspelling and Disenchanting Tests | ||
+ | |Adept=One free level of Iron Will | ||
+ | |Disadvantage=Because of their deep-seated hatred for authority, a teammate’s use of leadership skill is counterproductive to followers of Adversary, invoking either a negative dice penalty or loss of initiative. If the plan doesn’t go the way that the adversary follower wants it to go, it takes a Charisma + Willpower (3) Test for him to get him to cooperate. | ||
+ | |Description=Wherever there is cosmological order, there is an entity that wishes to overthrow it. The Adversary is the original rebel against the powers that be. Followers of the Adversary have serious issues with authority and conformity. Followers range from those dedicated to helping the underprivileged and abused (by “the man”) to the one who indulges his love of anarchy for its own sake. Free will and cynicism are the Adversary follower’s tools and trade. | ||
+ | |Source=SR5:HT | ||
+ | }} | ||
+ | |||
+ | ==Alligator== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Alligator | ||
+ | |Similar=Crocodile, Sloth, Greed | ||
+ | |All=+2 to Intimidation skill tests | ||
+ | |Magician=+2 to Conjuring skill tests for spirits of water or man (choose one) | ||
+ | |Adept=Receives Inertia Strike power for free | ||
+ | |Disadvantage=A follower of the alligator is stubborn in changing plan or action after he has committed to it. When the rest of the team goes to plan B, the magician must succeed in a Charisma + Willpower (3) Test to make the mental adjustment. Otherwise, they continue trying to execute plan A. | ||
+ | |Description=A follower of the Gator mentor spirit feels at home in cities as well as swamps and rivers. Gator shamans are ill-tempered and lazy, expecting a larger share for the work he does—assuming you can get him to agree to do it. He is also a miser when it comes to having to pay for anything including meals and he’s a real big eater. The virtuous aspects of the gator magician is that he’s a strong fighter and will finish what he agrees to do. They may seem to be motionless, but once roused to action they are ferocious and nearly unstoppable. | ||
+ | |Source=SR5:HS | ||
+ | }} | ||
+ | |||
+ | ==Arcana== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Arcana | ||
+ | |Similar=Gambler, Lady Luck | ||
+ | |All=Once per day, when making a decision or test influenced by a Tarot reading/card, may re-roll misses as if they used Edge. | ||
+ | |Magician=+1 dice pool modifier for casting Detection spells, an additional +2 dice pool modifier to cast Clairvoyance spells. | ||
+ | |Adept= Gain 2 free levels of Danger Sense. | ||
+ | |Disadvantage=Followers of the Arcana must use Tarot decks or individual cards as foci and fetishes, or else take -2 when attempting to use them. The Tarot Arcana plays such a major part in the lives of its adherents that when a follower of Arcana becomes a grade 1 initiate, they must choose centering or adept centering for their first benefit, with the cards of Tarot being the focus of their centering. | ||
+ | |Description=Arcana is not a traditional mentor spirit as such, but an interaction that its followers describe as an intimacy with the Tarot. Followers of the Arcana place their decisions and fates in the hands of the cards, as they believe that their destiny can be found there, along with great power. While the traditional mentor relationship isn't present, the influence of the Arcana is felt in more tangible ways. Those under the sway of Arcana are not just seers or fortune tellers, but believers in the will of magic itself. Of course, the will of the Tarot is always open to interpretation, and so adherents are not monolithic in their belief or practice. For its part, while Arcana might not speak with words, the cards are always present for guidance. | ||
+ | |Source=SR5:FA | ||
+ | }} | ||
+ | |||
+ | ==Bat== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Bat | ||
+ | |Similar=Wanderer | ||
+ | |All=+2 to Navigation Tests | ||
+ | |Magician=+1 die to Conjuring Tests for any spirit | ||
+ | |Adept=Free Motion Sense (SR5:SG p. 172) | ||
+ | |Disadvantage=A follower of Bat is easily distracted and becomes irritable during enforced inaction. She prefers spontaneity to routine. Every week that the magician stays in the same place, she takes a -1 penalty to all actions until she finds a new place to stay. Also, unless she succeeds in a Charisma + Willpower (3) Test, she cannot enter a hangout (bar, club, restaurant) more than once in a week without suffering a -1 to all Magic tests for the next twenty-four hours. | ||
+ | |Description=Bat is well-traveled, rarely staying in one place. As a seeker, she sets far-reaching goals and gets restless when not moving. She is adaptable and can make herself at home anywhere. Magicians following Bat keep things light and portable for traveling. | ||
+ | |Source=SR5:HT | ||
+ | }} | ||
==Bear== | ==Bear== | ||
− | {{SR5:Mentor Spirits|Name=Bear|Similar=Strength, Protection | + | {{SR5:Mentor Spirits |
− | |All=+2 dice for tests to resist damage (not including Drain) | + | |Name=Bear |
− | |Magician=+2 dice for health spells, preparations, and health spell rituals | + | |Similar=Strength, Protection |
− | |Adept=1 free level of Rapid Healing | + | |All=+2 dice for tests to resist damage (not including Drain) |
− | |Disadvantage=You might go berserk when you take Physical damage in combat or if someone under your care is badly injured. Make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you incapacitate the target(s) before the time is up, the berserk fury dissipates. | + | |Magician=+2 dice for health spells, preparations, and health spell rituals |
− | |Description=This mentor symbolizes strength and protection. He is a healer and cannot turn down those in need without good reason, and he defends those under his care. Bear is more than a gentle healer; he is a ferocious protector, disregarding his own safety in combat if wounded or if someone he is protecting is injured. | + | |Adept=1 free level of Rapid Healing |
+ | |Disadvantage=You might go berserk when you take Physical damage in combat or if someone under your care is badly injured. Make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you incapacitate the target(s) before the time is up, the berserk fury dissipates. | ||
+ | |Description=This mentor symbolizes strength and protection. He is a healer and cannot turn down those in need without good reason, and he defends those under his care. Bear is more than a gentle healer; he is a ferocious protector, disregarding his own safety in combat if wounded or if someone he is protecting is injured. | ||
+ | |Source=SR5 | ||
+ | }} | ||
+ | |||
+ | ==Boar== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Boar | ||
+ | |Similar= | ||
+ | |All=Home Ground Quality is gained for free. | ||
+ | |Magician=+1 to the number of services gained when successfully summoning a spirit | ||
+ | |Adept=Gains Rooting (2) (SR5:SS p.24) power for free. | ||
+ | |Disadvantage=A follower of Boar does not like it if there are others intruding in his space or disrupting his routine. At best, the follower protects the bar and employees of the bar he always goes to. At worst, he will start a fight for a specific table or stool that he thinks is his. A warning is optional and usually proffered by the follower’s friends. It takes a Charisma + Willpower (3) Test for a follower of Boar to leave his home, safehouse, or routine permanently, otherwise he will keep coming back, even at the risk of his own safety. If the Boar does leave, he receives a –1 penalty to all active skill tests for three weeks until he finally settles into a new place and routine. | ||
+ | |Description=Followers of the Boar are static in their ways. They keep to a daily routine and hold on to their stuff till it wears away. Some people would call them boring or unspontaneous, others would call them hoarders. Followers believe themselves to be loyal to the places that are part of their routine, and they are very protective of their territory. | ||
+ | |Source=SR5:HS | ||
+ | }} | ||
+ | |||
+ | ==Berserker== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Berserker | ||
+ | |Similar=Warrior, Warmonger | ||
+ | |All=+2 dice pool modifier for Composure Tests | ||
+ | |Magician=+2 dice for Physical-type Combat spells, preparations, and rituals | ||
+ | |Adept=2 free levels of Mystic Armor or Pain Resistance, or 1 free level of each | ||
+ | |Disadvantage=Berserker’s followers have very short fuses. Whenever someone strongly disagrees with you (gamemaster’s discretion), you must pass a Charisma + Willpower (3) Test to keep from striking out against the offender. If the test fails, the attack can be in any form you choose (fist, spell, etc.), but it must have the intent to cause damage. | ||
+ | |Description=Those who follow the path of Berserker love fighting just for the sake of fighting, be it with words, fists, or spells. He is the greatest of all warriors, capable of wading into battle without fear, and he will wage his war singlehandedly if necessary. | ||
+ | |Source=SR5:SG | ||
}} | }} | ||
==Cat== | ==Cat== | ||
− | {{SR5:Mentor Spirits|Name=Cat|Similar=Mystery, Stealth | + | {{SR5:Mentor Spirits |
− | |All=+2 dice to either Gymnastics or Infiltration Tests (choose one) | + | |Name=Cat |
− | |Magician=+2 dice for illusion spells, preparations, and illusion spell rituals | + | |Similar=Mystery, Stealth |
− | |Adept=2 free levels of Light Body | + | |All=+2 dice to either Gymnastics or Infiltration Tests (choose one) |
− | |Disadvantage=Cat magicians toy with their prey. Unless you succeed in a Charisma + Willpower (3) Test at the start of combat, you cannot make an attack that incapacitates your target. If you take any Physical damage, all this playing around stops. | + | |Magician=+2 dice for illusion spells, preparations, and illusion spell rituals |
− | |Description=Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, including those involving the afterlife. She certainly knows many secrets but rarely decides to share them, and never with anyone who is not worthy. She is stealthy, sly, and arrogant. Cat toys with her prey—threatening, taunting, and confusing her targets—rather than going directly for the kill. | + | |Adept=2 free levels of Light Body |
+ | |Disadvantage=Cat magicians toy with their prey. Unless you succeed in a Charisma + Willpower (3) Test at the start of combat, you cannot make an attack that incapacitates your target. If you take any Physical damage, all this playing around stops. | ||
+ | |Description=Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, including those involving the afterlife. She certainly knows many secrets but rarely decides to share them, and never with anyone who is not worthy. She is stealthy, sly, and arrogant. Cat toys with her prey—threatening, taunting, and confusing her targets—rather than going directly for the kill. | ||
+ | |Source=SR5 | ||
+ | }} | ||
+ | |||
+ | ==Chaos== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Chaos | ||
+ | |Similar=Trickster, Troublemaker | ||
+ | |All=+2 dice pool modifier for Con Tests | ||
+ | |Magician=+2 dice to Illusion spells, preparations, and rituals | ||
+ | |Adept=2 free levels of Improved Potential (can be 2 levels for the same limit, or 1 level apiece to affect 2 different limits) | ||
+ | |Disadvantage=You are an inveterate gossip trying to stir up trouble, especially between friends, and thus cannot keep damaging secrets to yourself. Also, anytime you encounter a public situation deemed too quiet or stable (gamemaster’s discretion), make a Willpower + Intuition (3) Test. Failure means that you are compelled to stir the pot in any way you desire, be it attacking, telling lies, or throwing a drink on someone nearby. | ||
+ | |Description=Adherents of Chaos seemingly do things at random and love to start arguments or barroom brawls just for kicks, often through random trickery. While most people have a rather fixed sense of right and wrong, a Chaos follower’s moral compass points in a different direction from moment to moment. | ||
+ | |Source=SR5:SG | ||
}} | }} | ||
==Dog== | ==Dog== | ||
− | {{SR5:Mentor Spirits|Name=Dog|Similar=Friendship, Loyalty | + | {{SR5:Mentor Spirits |
− | |All=+2 dice for Tracking tests | + | |Name=Dog |
− | |Magician=+2 dice for Detection spells, preparations, and rituals. | + | |Similar=Friendship, Loyalty |
− | |Adept=2 free Improved Sense powers. | + | |All=+2 dice for Tracking tests |
− | |Disadvantage=A Dog magician is stubbornly loyal. You can never leave someone behind, betray your comrades, or let another sacrifice themselves in your place without making a successful Charisma + Willpower (3) Test. | + | |Magician=+2 dice for Detection spells, preparations, and rituals. |
− | |Description=Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. Dog protects people from harmful magic and dangerous spirits. Dog is loyal, generous, and helpful to those who show him kindness. He is single-minded, often to the point of stubbornness. | + | |Adept=2 free Improved Sense powers. |
+ | |Disadvantage=A Dog magician is stubbornly loyal. You can never leave someone behind, betray your comrades, or let another sacrifice themselves in your place without making a successful Charisma + Willpower (3) Test. | ||
+ | |Description=Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. Dog protects people from harmful magic and dangerous spirits. Dog is loyal, generous, and helpful to those who show him kindness. He is single-minded, often to the point of stubbornness. | ||
+ | |Source=SR5 | ||
+ | }} | ||
+ | |||
+ | ==Dolphin== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Dolphin | ||
+ | |Similar= | ||
+ | |All=+2 dice on Artisan skill tests or Pilot (Watercraft) skill tests (choose one) | ||
+ | |Magician=+2 for health spells, preparations, and spell rituals. | ||
+ | |Adept=Gain Flexibility (2) power for free | ||
+ | |Disadvantage=Followers are altruistic when it comes to helping people and cannot turn a blind eye to those who they believe deserve their help. It is difficult for them not to get involved when they see someone being bullied or obviously polluting the environment. If they see such a situation, it takes a Charisma + Willpower (3) Test for a follower of Dolphin not to intervene. If the job that the follower of Dolphin is on involves polluting the environment or becoming the bully/enforcer on those less deserving, then the follower loses 2 dice after each such deed until she atones. Atonement is up to the gamemaster but can involve time and money spent with charities. | ||
+ | |Description=Followers of Dolphin are graceful, free-spirited characters who enjoy playful banter and have to move when music plays. They see things optimistically and believe there is good in the world despite current conditions of corporate politics and pollution. They are not naïve—at least, they don’t believe they are. They just have faith in humanity. Somehow. | ||
+ | |Source=SR5:HS | ||
+ | }} | ||
+ | |||
+ | ==Dove== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Dove | ||
+ | |Similar=Peace | ||
+ | |All=+2 dice pool modifier for Negotiation tests | ||
+ | |Magician=+1 dice pool modifier for casting Health spells, +1 dice pool modifier to summon air spirits | ||
+ | |Adept=Gain 1 free level of Enhanced Perception | ||
+ | |Disadvantage=Dove discourages combat wherever possible. As such, those that follow Dove are at a -2 dice pool penalty to cast Combat spells or when using lethal force. | ||
+ | |Description= | ||
+ | |Source=SR5:FA | ||
}} | }} | ||
==Dragonslayer== | ==Dragonslayer== | ||
− | {{SR5:Mentor Spirits|Name=Dragonslayer|Similar=Heroism, Adventure | + | {{SR5:Mentor Spirits |
− | |All=+2 dice pool modifier for one social skill of choice | + | |Name=Dragonslayer |
− | |Magician=+2 dice for Combat spells, preparations, and rituals. | + | |Similar=Heroism, Adventure |
− | |Adept=1 free level of Enhanced Accuracy (skill) and 1 free level of Danger Sense | + | |All=+2 dice pool modifier for one social skill of choice |
− | |Disadvantage=If you break a promise, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you make good on your promise. | + | |Magician=+2 dice for Combat spells, preparations, and rituals. |
− | |Description=This most heroic of mentor spirits is also the most fun loving. Though he fights to protect his own against all dangers, he loves a good party even more. He is a big brother who takes a friendly interest in everything his family does. Though sometimes naïve, he makes a staunch friend and a deadly enemy. The dragons he slays have changed with the times: current beasts include crime, pollution, corruption, and of course, actual dragons. Dragonslayer fights hard and plays hard. Once he has given his oath, he never breaks it. A Dragonslayer magician behaves with honor and respect, and demands the same from those around him. | + | |Adept=1 free level of Enhanced Accuracy (skill) and 1 free level of Danger Sense |
+ | |Disadvantage=If you break a promise, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you make good on your promise. | ||
+ | |Description=This most heroic of mentor spirits is also the most fun loving. Though he fights to protect his own against all dangers, he loves a good party even more. He is a big brother who takes a friendly interest in everything his family does. Though sometimes naïve, he makes a staunch friend and a deadly enemy. The dragons he slays have changed with the times: current beasts include crime, pollution, corruption, and of course, actual dragons. Dragonslayer fights hard and plays hard. Once he has given his oath, he never breaks it. A Dragonslayer magician behaves with honor and respect, and demands the same from those around him. | ||
+ | |Source=SR5 | ||
}} | }} | ||
==Eagle== | ==Eagle== | ||
− | {{SR5:Mentor Spirits|Name=Eagle|Similar=Nature, Warding | + | {{SR5:Mentor Spirits |
− | |All=+2 dice to Perception Tests | + | |Name=Eagle |
− | |Magician=+2 dice for summoning spirits of air | + | |Similar=Nature, Warding |
− | |Adept=1 free level of Combat Sense | + | |All=+2 dice to Perception Tests |
− | |Disadvantage=You get the Allergy (pollutants, mild) quality (p. 322; no bonus Karma for this negative quality). | + | |Magician=+2 dice for summoning spirits of air |
− | |Description=Eagle is the highest-flying bird in the sky, considered the most noble by many cultures. He is proud and solitary, and sees everything happening in the world below. Eagles are noble defenders of the purity of nature. They are intolerant of those who do not share their views and have a strong distrust of technology and its tools. Those who damage nature are Eagle’s enemies, and Eagle will brave great danger to defeat polluters and other evildoers. | + | |Adept=1 free level of Combat Sense |
+ | |Disadvantage=You get the Allergy (pollutants, mild) quality (p. 322; no bonus Karma for this negative quality). | ||
+ | |Description=Eagle is the highest-flying bird in the sky, considered the most noble by many cultures. He is proud and solitary, and sees everything happening in the world below. Eagles are noble defenders of the purity of nature. They are intolerant of those who do not share their views and have a strong distrust of technology and its tools. Those who damage nature are Eagle’s enemies, and Eagle will brave great danger to defeat polluters and other evildoers. | ||
+ | |Source=SR5 | ||
}} | }} | ||
==Fire-bringer== | ==Fire-bringer== | ||
− | {{SR5:Mentor Spirits|Name=Fire-bringer|Similar=Invention, Generosity | + | {{SR5:Mentor Spirits |
− | |All=+2 dice to Artisan skill tests or Alchemy skill tests (choose one) | + | |Name=Fire-bringer |
− | |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category. | + | |Similar=Invention, Generosity |
− | |Adept=1 free level of Improved Ability on a non-combat skill | + | |All=+2 dice to Artisan skill tests or Alchemy skill tests (choose one) |
− | |Disadvantage=When someone sincerely asks you for help, you can’t refuse without succeeding in a Simple Charisma + Willpower (3) Test. | + | |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category. |
− | |Description=The Fire-Bringer stole the secret of fire from the heavens and gave it to metahumanity as a gift and a tool. He is a figure of kindness and concern, but his good intentions sometimes get him into trouble and his plans may fail to work out the way he envisions them. He is a shaper and a creator, forming new things from the primal clay and breathing the fiery spark of life into them. Fire-Bringers devote themselves to the betterment of others, even at their own expense. Most followers of Fire-Bringer throw themselves into a particular cause with great zeal. | + | |Adept=1 free level of Improved Ability on a non-combat skill |
+ | |Disadvantage=When someone sincerely asks you for help, you can’t refuse without succeeding in a Simple Charisma + Willpower (3) Test. | ||
+ | |Description=The Fire-Bringer stole the secret of fire from the heavens and gave it to metahumanity as a gift and a tool. He is a figure of kindness and concern, but his good intentions sometimes get him into trouble and his plans may fail to work out the way he envisions them. He is a shaper and a creator, forming new things from the primal clay and breathing the fiery spark of life into them. Fire-Bringers devote themselves to the betterment of others, even at their own expense. Most followers of Fire-Bringer throw themselves into a particular cause with great zeal. | ||
+ | |Source=SR5 | ||
+ | }} | ||
+ | |||
+ | ==Giraffe== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Giraffe | ||
+ | |Similar= | ||
+ | |All=+2 Assensing skill tests or +2 to Judge Intentions test (choose one) | ||
+ | |Magician=+2 to Conjuring skill tests of air spirits | ||
+ | |Adept=2 free levels of Piercing Senses | ||
+ | |Disadvantage=A follower of Giraffe stumbles through social etiquette, as she believes the small talk and chitchat that are the core of social chatter are fundamentally dishonest and not worthy of her efforts. She can make a wide range of situations awkward and receives –2 dice for Etiquette skill tests. | ||
+ | |Description=A follower of the Giraffe mentor spirit sees beyond the horizon. She seeks to see/hear the truth beyond what is presented. A giraffe follower may seem a little off as she either looks off into space and appears to not pay attention or looks too intently at you as if she’s judging your soul. | ||
+ | |Source=SR5:HS | ||
+ | }} | ||
+ | |||
+ | ==Horse== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Horse | ||
+ | |Similar= | ||
+ | |All=+2 dice to Running or Pilot Ground Craft) tests (choose one) | ||
+ | |Magician=Reduce Drain Value from Reckless Summoning by 1 | ||
+ | |Adept=May learn to use the Movement critter power as a metamagic (self only, 3 times a day) | ||
+ | |Disadvantage=Followers of the Horse can’t sit still for long nor be confined indoors. They must spend at least four hours a day outside and be able to run or drive around (any method of travel faster than walking). If followers are not able to meet this condition, they suffer –1 die to all action skill tests. This penalty is cumulative, meaning if the follower is stuck at a desk all day (indoors and not moving around) for two days in a a row, they suffer –2 to all actions until they get that free time in. | ||
+ | |Description=Followers of the Horse mentor spirit are the embodiment of freedom. They must be out in the open air and allowed to roam the open road. Followers are never intentionally stubborn or malicious, but they do not like to feel impeded or confined by someone else. This unfortunately also means that followers of Horse may sacrifice personal relationships for freedom. | ||
+ | |Source=SR5:HS | ||
+ | }} | ||
+ | |||
+ | ==Monkey== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Monkey | ||
+ | |Similar= | ||
+ | |All=+2 to Gymnastics Tests involving climbing. | ||
+ | |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category | ||
+ | |Adept=2 free levels of Hang Time (SR5:SG p. 171) | ||
+ | |Disadvantage=Because Monkey is not an assassin, the magician must succeed in a Charisma + Willpower (3) Test in order to strike a surprised opponent. Monkey must be able to watch his prank go off or see the look on the opponent’s face after taunting them, otherwise he suffers -1 to all Magic tests until the next sunrise/sunset. | ||
+ | |Description=Monkey is clever and playful and finds people amusing. A follower of Monkey is a foe of evil and enjoys taunting and frustrating the plans of those who would harm him or his friends. Magicians following Monkey like to taunt opponents, using magic to misdirect, confuse, or otherwise trick them into "learning their lesson" rather than seriously harming or killing them. | ||
+ | |Source=SR5:HT | ||
}} | }} | ||
==Mountain== | ==Mountain== | ||
− | {{SR5:Mentor Spirits|Name=Mountain|Similar=Endurance, Stubbornness | + | {{SR5:Mentor Spirits |
− | |All=+2 dice to Survival Tests | + | |Name=Mountain |
− | |Magician=+2 dice for Counterspelling Tests and anchored rituals | + | |Similar=Endurance, Stubbornness |
− | |Adept=1 free level of Mystic Armor | + | |All=+2 dice to Survival Tests |
− | |Disadvantage=When a Mountain magician makes a plan, she sticks to it. You must make a Charisma + Willpower (3) Test to abandon a planned course of action in favor of a new one. If you fail, you must endeavor to continue with your original plan, even if it means going on alone. Similarly, you must succeed in a Charisma + Willpower (3) Test to proceed in anything without a plan. | + | |Magician=+2 dice for Counterspelling Tests and anchored rituals |
− | |Description=Mountain is rooted in the very heart of the Earth but reaches toward lofty heights. She has limitless strength and endurance, but Mountain’s inflexible nature limits her. Mountain is a stubborn and unyielding force, and Mountain magicians are difficult to persuade once they have made up their minds about something. | + | |Adept=1 free level of Mystic Armor |
+ | |Disadvantage=When a Mountain magician makes a plan, she sticks to it. You must make a Charisma + Willpower (3) Test to abandon a planned course of action in favor of a new one. If you fail, you must endeavor to continue with your original plan, even if it means going on alone. Similarly, you must succeed in a Charisma + Willpower (3) Test to proceed in anything without a plan. | ||
+ | |Description=Mountain is rooted in the very heart of the Earth but reaches toward lofty heights. She has limitless strength and endurance, but Mountain’s inflexible nature limits her. Mountain is a stubborn and unyielding force, and Mountain magicians are difficult to persuade once they have made up their minds about something. | ||
+ | |Source=SR5 | ||
+ | }} | ||
+ | |||
+ | ==Oracle== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Oracle | ||
+ | |Similar=Teacher, Mystic | ||
+ | |All=+2 dice pool modifier for Arcana Tests | ||
+ | |Magician=+2 dice for Detection spells, preparations, and rituals | ||
+ | |Adept=Free Astral Perception | ||
+ | |Disadvantage=You hate mysteries with a passion and can disappear for days trying to track down the answer. When confronted by a particularly haunting question (gamemaster’s discretion), you must take a Willpower + Intuition (3) Test. Failure means you must undertake an Intuition + Logic [Mental] (5, 1 hour) Extended Test to try researching the answer. Completion of the Extended Test does not necessarily mean you found the answer, but it at least silences the question in your mind for the time being. | ||
+ | |||
+ | When a follower of Oracle becomes a Grade 1 initiate (p. 324, SR5), she must choose Divination (p. 147) for her first metamagic rather than a Power Point or any other benefit. | ||
+ | |Description=Past, present, and future—Oracle knows all and sees all. She peels back the veil of mystery and reveals what has been, what is, and what will be. Nothing escapes her notice, and things that are hidden do not remain hidden for long. | ||
+ | |Source=SR5:SG | ||
+ | }} | ||
+ | |||
+ | ==Peacemaker== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Peacemaker | ||
+ | |Similar=Mediator, Pacifist | ||
+ | |All=+2 dice pool modifier for Negotiation Tests | ||
+ | |Magician=+2 dice to Detection spells, preparations, and rituals | ||
+ | |Adept=2 free levels of Enhanced Perception | ||
+ | |Disadvantage=You see even enemies as potential friends and go out of your way to keep from hurting anyone unless the situation truly warrants it. At the very beginning of combat, you must pass a Charisma + Intuition (3) Test; failure means you are unable to take actions that cause Physical damage for the duration of combat. At the beginning of a new Combat Turn, you may choose to retake the test if you failed the first time and you or a member of your team suffered damage in the previous Combat Turn. | ||
+ | |Description=Deep down, all Peacemaker wants is for everyone to get along, even if they are currently mortal enemies. She believes every argument can be solved in some way; on the other hand, she knows some arguments require force or bodily harm in order get one’s point across. | ||
+ | |Source=SR5:SG | ||
+ | }} | ||
+ | |||
+ | ==Raccoon== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Raccoon | ||
+ | |Similar= | ||
+ | |All=+2 to Palming skill tests | ||
+ | |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category. | ||
+ | |Adept=2 Improved Sense powers | ||
+ | |Disadvantage=The Raccoon is commonly one of the Thief totems, so the followers can tend to err on the side of greed. A follower of Raccoon must make a Charisma + Willpower (3) Test to resist the urge to open that next locked door to look for something to steal, or to follow that Matrix rabbit trail in the quest for more paydata. | ||
+ | |Description=Followers of Raccoon would not call themselves thieves. Maybe entrepreneurs. They are inquisitive and have an intense curiosity about things, which can lead them into danger. They are above petty thefts and don’t delve into violent robberies. Followers of Raccoon are artists in the field of pilfering or trickery, and will strategize a plan that emphasizes their talent and flamboyance. | ||
+ | |Source=SR5:HS | ||
}} | }} | ||
==Rat== | ==Rat== | ||
− | {{SR5:Mentor Spirits|Name=Rat|Similar=Survival, Scavenging | + | {{SR5:Mentor Spirits |
− | |All=+2 dice for Sneaking Tests | + | |Name=Rat |
− | |Magician=+2 dice to Alchemy tests when harvesting reagents, and you may use reagents of any tradition | + | |Similar=Survival, Scavenging |
− | |Adept=2 free levels of Natural Immunity | + | |All=+2 dice for Sneaking Tests |
− | |Disadvantage=A Rat magician must make a Charisma + Willpower (3) Test to not immediately flee or seek cover whenever caught in a combat situation. If there is nowhere to flee, she is forced to fight. | + | |Magician=+2 dice to Alchemy tests when harvesting reagents, and you may use reagents of any tradition |
− | |Description=Rat is found wherever humans and the things they discard are, for what other bounty can sustain him? Rat is a scavenger, a stealthy thief who takes what he needs to survive. He dislikes working out in the open, preferring to stick to the shadows. Rat avoids fights whenever he can when he must fight, he fights to kill quickly and move on. | + | |Adept=2 free levels of Natural Immunity |
+ | |Disadvantage=A Rat magician must make a Charisma + Willpower (3) Test to not immediately flee or seek cover whenever caught in a combat situation. If there is nowhere to flee, she is forced to fight. | ||
+ | |Description=Rat is found wherever humans and the things they discard are, for what other bounty can sustain him? Rat is a scavenger, a stealthy thief who takes what he needs to survive. He dislikes working out in the open, preferring to stick to the shadows. Rat avoids fights whenever he can when he must fight, he fights to kill quickly and move on. | ||
+ | |Source=SR5 | ||
}} | }} | ||
==Raven== | ==Raven== | ||
− | {{SR5:Mentor Spirits|Name=Raven|Similar=Deception, Mischief | + | {{SR5:Mentor Spirits |
− | |All=+2 dice for Con tests | + | |Name=Raven |
− | |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category. | + | |Similar=Deception, Mischief |
− | |Adept=Free Traceless Walk and 1 level of Voice Control | + | |All=+2 dice for Con tests |
− | |Disadvantage=You must make a Charisma + Willpower (3) Test to avoid exploiting someone else’s misfortune to your own advantage or to pull a clever trick or prank even if it’s to the disadvantage of your friends. | + | |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category. |
− | |Description=Raven is a harbinger of trouble in cultures worldwide. He is a trickster and a transformer, dark and devious. Raven thrives off the bounty of carnage and chaos, but does not cause them—he merely knows an opportunity when he sees one. Raven loves to eat and rarely refuses an offer of food. | + | |Adept=Free Traceless Walk and 1 level of Voice Control |
+ | |Disadvantage=You must make a Charisma + Willpower (3) Test to avoid exploiting someone else’s misfortune to your own advantage or to pull a clever trick or prank even if it’s to the disadvantage of your friends. | ||
+ | |Description=Raven is a harbinger of trouble in cultures worldwide. He is a trickster and a transformer, dark and devious. Raven thrives off the bounty of carnage and chaos, but does not cause them—he merely knows an opportunity when he sees one. Raven loves to eat and rarely refuses an offer of food. | ||
− | Raven is cousin to Coyote, who shares trickster inclinations with Raven but lacks his darkness and propensity for carnage. | + | Raven is cousin to Coyote, who shares trickster inclinations with Raven but lacks his darkness and propensity for carnage. |
+ | |Source=SR5 | ||
}} | }} | ||
==Sea== | ==Sea== | ||
− | {{SR5:Mentor Spirits|Name=Sea|Similar=Chaos, Greed | + | {{SR5:Mentor Spirits |
− | |All=+2 dice for Swimming Tests. | + | |Name=Sea |
− | |Magician=+2 for summoning spirits of water | + | |Similar=Chaos, Greed |
− | |Adept=1 free level of Improved Ability on an athletic skill (select when receiving this bonus). | + | |All=+2 dice for Swimming Tests. |
− | |Disadvantage=You must make a Charisma + Willpower (3) Test to give away something you own or be charitable in some way. | + | |Magician=+2 for summoning spirits of water |
− | |Description=Sea is the birthplace of all living creatures. She is unfathomable and moody, tranquil and comforting one moment, fearsome and destructive the next. Though she possesses great wealth, she jealously guards what comes into her hands. Sea can be a powerful ally, but she must be courted with great care. | + | |Adept=1 free level of Improved Ability on an athletic skill (select when receiving this bonus). |
+ | |Disadvantage=You must make a Charisma + Willpower (3) Test to give away something you own or be charitable in some way. | ||
+ | |Description=Sea is the birthplace of all living creatures. She is unfathomable and moody, tranquil and comforting one moment, fearsome and destructive the next. Though she possesses great wealth, she jealously guards what comes into her hands. Sea can be a powerful ally, but she must be courted with great care. | ||
+ | |Source=SR5 | ||
}} | }} | ||
==Seducer== | ==Seducer== | ||
− | {{SR5:Mentor Spirits|Name=Seducer|Similar=Seductress, Temptation | + | {{SR5:Mentor Spirits |
− | |All=+2 dice for Con Tests. | + | |Name=Seducer |
− | |Magician=+2 dice for spells, preparations, and spell rituals of the Illusion category. | + | |Similar=Seductress, Temptation |
− | |Adept=1 free level of Improved Ability for a skill in the Acting or Influence skill group. | + | |All=+2 dice for Con Tests. |
− | |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing a vice or indulgence (drugs, BTLs, sex, and so on) when it is made available. | + | |Magician=+2 dice for spells, preparations, and spell rituals of the Illusion category. |
− | |Description=The Seducer is the incarnation of desire. He has many whims and vices that he must frequently satisfy. He encourages jealousy and greed, and seeks to inflame the wants of others. He avoids direct confrontation but gains pleasure when others fight for his attention or on his behalf. He exists to exploit weaknesses and will not hesitate to sacrifice those who get in his way. | + | |Adept=1 free level of Improved Ability for a skill in the Acting or Influence skill group. |
+ | |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing a vice or indulgence (drugs, BTLs, sex, and so on) when it is made available. | ||
+ | |Description=The Seducer is the incarnation of desire. He has many whims and vices that he must frequently satisfy. He encourages jealousy and greed, and seeks to inflame the wants of others. He avoids direct confrontation but gains pleasure when others fight for his attention or on his behalf. He exists to exploit weaknesses and will not hesitate to sacrifice those who get in his way. | ||
+ | |Source=SR5 | ||
}} | }} | ||
==Shark== | ==Shark== | ||
− | {{SR5:Mentor Spirits|Name=Shark|Similar=Hunger, Violence | + | {{SR5:Mentor Spirits |
− | |All=+2 dice to Unarmed Combat tests | + | |Name=Shark |
− | |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category. | + | |Similar=Hunger, Violence |
− | |Adept=Free Killing Hands | + | |All=+2 dice to Unarmed Combat tests |
− | |Disadvantage=You might go berserk when you take Physical damage in combat. Every time it happens, make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you run out of targets before the time’s up, you keep attacking their bodies. | + | |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category. |
− | |Description=Shark is a cold and relentless hunter. His power is known to all who live near the sea. When Shark strikes, he does so without mercy, driven into a frenzy by the blood of his prey. Shark magicians tend to be wanderers, always on the move. They are fierce and deadly warriors. A Shark magician believes the only good enemy is a dead enemy. If challenged, he does not waste time with threats or boasts but strikes to kill. | + | |Adept=Free Killing Hands |
+ | |Disadvantage=You might go berserk when you take Physical damage in combat. Every time it happens, make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you run out of targets before the time’s up, you keep attacking their bodies. | ||
+ | |Description=Shark is a cold and relentless hunter. His power is known to all who live near the sea. When Shark strikes, he does so without mercy, driven into a frenzy by the blood of his prey. Shark magicians tend to be wanderers, always on the move. They are fierce and deadly warriors. A Shark magician believes the only good enemy is a dead enemy. If challenged, he does not waste time with threats or boasts but strikes to kill. | ||
+ | |Source=SR5 | ||
}} | }} | ||
==Snake== | ==Snake== | ||
− | {{SR5:Mentor Spirits|Name=Snake|Similar=Knowledge, Curiosity | + | {{SR5:Mentor Spirits |
− | |All=+2 to Arcana tests | + | |Name=Snake |
− | |Magician=+2 dice for spells, preparations, and spell rituals of the Detection category. | + | |Similar=Knowledge, Curiosity |
− | |Adept=2 free levels of Kinesics | + | |All=+2 to Arcana tests |
− | |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing secrets or knowledge that few people know about when you receive hints of its existence. | + | |Magician=+2 dice for spells, preparations, and spell rituals of the Detection category. |
− | |Description=Snake is wise and knows many secrets. She is a good counselor, but always exacts a price for her advice. Snake characters fight only to protect themselves and others. They are obsessed with learning secrets and take great risks in order to do so. They trade their knowledge to others for whatever they can get in exchange. | + | |Adept=2 free levels of Kinesics |
+ | |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing secrets or knowledge that few people know about when you receive hints of its existence. | ||
+ | |Description=Snake is wise and knows many secrets. She is a good counselor, but always exacts a price for her advice. Snake characters fight only to protect themselves and others. They are obsessed with learning secrets and take great risks in order to do so. They trade their knowledge to others for whatever they can get in exchange. | ||
+ | |Source=SR5 | ||
+ | }} | ||
+ | |||
+ | ==Spider== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Spider | ||
+ | |Similar= | ||
+ | |All=+2 dice to Computer skill tests | ||
+ | |Magician=+2 dice for Illusion spells | ||
+ | |Adept=Hang time (2) | ||
+ | |Disadvantage=Followers of Spider are already paranoid about people having any misconceptions about them being insect shamans. They will keep such details from casual conversation. Followers of Spider also have taken advantage of the Matrix more than more traditional shamas in creating connections. This makes followers more agoraphobic as they avoid uncontrolled social situations and unfamiliar environments. They receive a –1 dice pool modifier to Magic tests while out in the open (this includes very large indoor rooms such as auditoriums, theatres, and stadiums). The penalty doubles if there is a large crowd of people to deal with. | ||
+ | |Description=Spider likes to feel a connection to everything. To be at the center of a web connecting all sorts of news and able to feel the pulse of the world. Followers of Spider like to be in the know, establishing connections, be it directly with people or through surveillance. Some may feel that followers of Spider are nothing more than Awakened bloggers who scan the Matrix for tidbits of the truth. | ||
+ | |Source=SR5:HS | ||
}} | }} | ||
==Thunderbird== | ==Thunderbird== | ||
− | {{SR5:Mentor Spirits|Name=Thunderbird|Similar=Anger, War | + | {{SR5:Mentor Spirits |
− | |All=+2 dice for Intimidation Tests | + | |Name=Thunderbird |
− | |Magician=+2 dice for summoning spirits of air | + | |Similar=Anger, War |
− | |Adept=1 free level of Critical Strike (skill) | + | |All=+2 dice for Intimidation Tests |
− | |Disadvantage=A Thunderbird magician must succeed in a Charisma + Willpower (3) Test to avoid responding to an insult in kind. | + | |Magician=+2 dice for summoning spirits of air |
− | |Description=Thunderbird is a majestic creature who is storm incarnate. Her wings are dark clouds, her beak and claws lightning, and her cries the clap of thunder. She is a primal force, often savage but necessary to the survival of the land and the continuation of the cycle of life. Thunderbird is a force to be respected and approached with great care, lest her anger be roused. | + | |Adept=1 free level of Critical Strike (skill) |
+ | |Disadvantage=A Thunderbird magician must succeed in a Charisma + Willpower (3) Test to avoid responding to an insult in kind. | ||
+ | |Description=Thunderbird is a majestic creature who is storm incarnate. Her wings are dark clouds, her beak and claws lightning, and her cries the clap of thunder. She is a primal force, often savage but necessary to the survival of the land and the continuation of the cycle of life. Thunderbird is a force to be respected and approached with great care, lest her anger be roused. | ||
+ | |Source=SR5 | ||
+ | }} | ||
+ | |||
+ | ==Whale== | ||
+ | {{SR5:Mentor Spirits | ||
+ | |Name=Whale | ||
+ | |Similar= | ||
+ | |All=+2 dice to Swimming or Pilot (Watercraft) skill tests (choose one) | ||
+ | |Magician=+2 to Conjuring skill tests for spirits of wate | ||
+ | |Adept=Receive 2 ranks in Iron Lungs (SR5:SS p. 23) for free. | ||
+ | |Disadvantage=Because of their personal sense of ethics, followers of the whale must honor any agreement they enter into. This can be an oath to an organization or a verbal contract with a corporation. Failing to honor the contract or oath results in a loss of a point of Magic. The Whale mentor spirit understands if circumstances to complete the contract are out of the Awakened’s hands. For everything else, the follower can attempt to atone, but at the gamemaster’s discretion. | ||
+ | |Description=Followers of Whale appreciate beauty and the longtime traditions of working in the arts. With a long life, they also hold personal honor and loyalty in high esteem. Those Whale adopts into her personal circle receive her total loyalty, and she expects the same in return. Followers of Whale are patient in their work and will take the time to make sure all the details are complete. | ||
+ | |Source=SR5:HS | ||
}} | }} | ||
==Wise Warrior== | ==Wise Warrior== | ||
− | {{SR5:Mentor Spirits|Name=Wise Warrior|Similar=Duty, Wisdom | + | {{SR5:Mentor Spirits |
− | |All=+2 to dice to Leadership or Instruction skill tests (choose one) | + | |Name=Wise Warrior |
− | |Magician=+2 dice for spells, preparations, and spell rituals in the Combat category. | + | |Similar=Duty, Wisdom |
− | |Adept=1 free level of Improved Ability on a Combat skill. | + | |All=+2 to dice to Leadership or Instruction skill tests (choose one) |
− | |Disadvantage=If you act dishonorably or without courtesy, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you atone for your behavior. | + | |Magician=+2 dice for spells, preparations, and spell rituals in the Combat category. |
− | |Description=The Wise Warrior is skilled in the art of war, for battle is an art to her, an exercise in the powers of the mind as well as the body. She studies the tactics of her foes and overcomes them through a combination of superior strategy and battle prowess. The Wise Warrior does not act out of savagery or battle-lust, but from a position of knowledge and wisdom. Wise Warriors must follow the warrior’s code of honor and conduct themselves properly or risk the loss of favor. | + | |Adept=1 free level of Improved Ability on a Combat skill. |
+ | |Disadvantage=If you act dishonorably or without courtesy, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you atone for your behavior. | ||
+ | |Description=The Wise Warrior is skilled in the art of war, for battle is an art to her, an exercise in the powers of the mind as well as the body. She studies the tactics of her foes and overcomes them through a combination of superior strategy and battle prowess. The Wise Warrior does not act out of savagery or battle-lust, but from a position of knowledge and wisdom. Wise Warriors must follow the warrior’s code of honor and conduct themselves properly or risk the loss of favor. | ||
+ | |Source=SR5 | ||
}} | }} | ||
==Wolf== | ==Wolf== | ||
− | {{SR5:Mentor Spirits|Name=Wolf|Similar=Hunting, Fellowship | + | {{SR5:Mentor Spirits |
− | |All=+2 dice to Tracking tests | + | |Name=Wolf |
− | |Magician=+2 dice for spells, preparations, and rituals in the Combat category. | + | |Similar=Hunting, Fellowship |
− | |Adept=2 free levels of Attribute Boost (Agility). | + | |All=+2 dice to Tracking tests |
− | |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to retreat from a fight. | + | |Magician=+2 dice for spells, preparations, and rituals in the Combat category. |
− | |Description=Wolf is recognized as a hunter and warrior worldwide. He is devoted to the other members of his pack. As the ancient saying goes, Wolf wins every fight but one—the one that kills him. Wolf magicians are loyal to friends and family unto death. They do not show cowardice in battle, and their word is their bond. | + | |Adept=2 free levels of Attribute Boost (Agility). |
+ | |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to retreat from a fight. | ||
+ | |Description=Wolf is recognized as a hunter and warrior worldwide. He is devoted to the other members of his pack. As the ancient saying goes, Wolf wins every fight but one—the one that kills him. Wolf magicians are loyal to friends and family unto death. They do not show cowardice in battle, and their word is their bond. | ||
+ | |Source=SR5 | ||
}} | }} | ||
+ | |||
=Toxic Mentor Spirits= | =Toxic Mentor Spirits= | ||
See '''[[SR5:Magic:Dark Magic#Toxic Magic|Dark Magic, Toxic Magic]]''' for more details. | See '''[[SR5:Magic:Dark Magic#Toxic Magic|Dark Magic, Toxic Magic]]''' for more details. | ||
− | ==Doom== | + | ==Doom(TOXIC)== |
− | {{SR5:Mentor Spirits|Name=Doom|Similar=Destroyer, Reaper | + | {{SR5:Mentor Spirits |
− | |All=+2 to Demolitions or a single Combat Skill of the character’s choice | + | |Name=Doom |
− | |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category | + | |Similar=Destroyer, Reaper |
− | |Adept=Free Killing Hands power | + | |All=+2 to Demolitions or a single Combat Skill of the character’s choice |
− | |Disadvantage=Followers of Doom must succeed in a Willpower + Charisma (3) Test to avoid a fight once it has begun, or to not enact a plan to do violence. If they fail, they must engage in combat until all opponents are defeated or flee. | + | |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category |
− | |Description=Doom embodies the desire of toxics to bring an end to all life on the planet. They seek to hasten the inevitable (as they see it) apocalypse and turn the world into a barren, polluted landscape. Followers of Doom see humanity as too tragically flawed to be allowed to survive, and thus carry out an agenda of total destruction. As a result of their nihilistic outlook, followers of Doom are isolationist and anti-social. | + | |Adept=Free Killing Hands power |
− | |Source=SR5:SG}} | + | |Disadvantage=Followers of Doom must succeed in a Willpower + Charisma (3) Test to avoid a fight once it has begun, or to not enact a plan to do violence. If they fail, they must engage in combat until all opponents are defeated or flee. |
+ | |Description=Doom embodies the desire of toxics to bring an end to all life on the planet. They seek to hasten the inevitable (as they see it) apocalypse and turn the world into a barren, polluted landscape. Followers of Doom see humanity as too tragically flawed to be allowed to survive, and thus carry out an agenda of total destruction. As a result of their nihilistic outlook, followers of Doom are isolationist and anti-social. | ||
+ | |Source=SR5:SG | ||
+ | }} | ||
− | ==Disease== | + | ==Disease(TOXIC)== |
− | {{SR5:Mentor Spirits|Name=Disease|Similar=Pestilent Rat, Contagion | + | {{SR5:Mentor Spirits |
− | |All=+2 to resist all pathogens and toxins | + | |Name=Disease |
− | |Magician=+2 dice for summoning or binding plague spirits (toxic spirits of man) | + | |Similar=Pestilent Rat, Contagion |
− | |Adept=Free Plague Cloud power (see p. 173) | + | |All=+2 to resist all pathogens and toxins |
− | |Disadvantage=Followers of Disease must make a Charisma + Willpower (3) Test to not flee or seek cover whenever in a combat situation, unless they outnumber their opponents. If they begin a fight with greater numbers but then their side is reduced so that they no longer outnumber their opponents, they must make a test to avoid fleeing. | + | |Magician=+2 dice for summoning or binding plague spirits (toxic spirits of man) |
− | |Description=Disease embodies the infection and virulence that is rampant in many areas of toxicity. It is the ultimate parasite of the world, subsisting off of the waste of others, growing and gaining strength in hidden or forgotten places. Followers of disease seek to spread its influence throughout the world, in a slow but steady infection of all things. Contrary to the norm, followers of Disease collaborate with each other and work in groups to achieve their goal. They find strength in numbers and avoid direct confrontation whenever possible, preferring to spread their infection and sap their enemies’ strength in subtle ways. | + | |Adept=Free Plague Cloud power (see p. 173) |
− | |Source=SR5:SG}} | + | |Disadvantage=Followers of Disease must make a Charisma + Willpower (3) Test to not flee or seek cover whenever in a combat situation, unless they outnumber their opponents. If they begin a fight with greater numbers but then their side is reduced so that they no longer outnumber their opponents, they must make a test to avoid fleeing. |
+ | |Description=Disease embodies the infection and virulence that is rampant in many areas of toxicity. It is the ultimate parasite of the world, subsisting off of the waste of others, growing and gaining strength in hidden or forgotten places. Followers of disease seek to spread its influence throughout the world, in a slow but steady infection of all things. Contrary to the norm, followers of Disease collaborate with each other and work in groups to achieve their goal. They find strength in numbers and avoid direct confrontation whenever possible, preferring to spread their infection and sap their enemies’ strength in subtle ways. | ||
+ | |Source=SR5:SG | ||
+ | }} | ||
− | ==Mutation== | + | ==Mutation(TOXIC)== |
− | {{SR5:Mentor Spirits|Name=Mutation|Similar=Mutant Beast, Dark Darwinist | + | {{SR5:Mentor Spirits |
− | |All=+2 dice to a Physical skill of the character’s choice | + | |Name=Mutation |
− | |Magician=+2 dice for spells, preparations, and spell rituals of the Health category | + | |Similar=Mutant Beast, Dark Darwinist |
− | |Adept=Free Attribute Boost (level 2) power for a Physical Attribute of the character’s choice | + | |All=+2 dice to a Physical skill of the character’s choice |
− | |Disadvantage=If a follower of Mutation finds themselves inferior to an opponent, they suffer a –1 penalty on all actions until they defeat their rival in that area, or overcome or compensate for the weakness in another way (such as acquiring a new power, spell, or augmentation). | + | |Magician=+2 dice for spells, preparations, and spell rituals of the Health category |
− | |Description=Mutation is the ultimate changer of ways. It seeks to alter every living thing into a new form, a new creation in its image. Mutation doesn’t hate life, but wants all life to be remade into whatever new forms it chooses. Followers of mutation conspire to control, manipulate, and change all living things. To that end, they spread pollution and corruption in subtle ways to make the change of mutation happen. Mutation also believes in improving living things through experiment and change. Its followers are obsessed with self-improvement, always looking for ways to make themselves better. | + | |Adept=Free Attribute Boost (level 2) power for a Physical Attribute of the character’s choice |
− | |Source=SR5:SG}} | + | |Disadvantage=If a follower of Mutation finds themselves inferior to an opponent, they suffer a –1 penalty on all actions until they defeat their rival in that area, or overcome or compensate for the weakness in another way (such as acquiring a new power, spell, or augmentation). |
+ | |Description=Mutation is the ultimate changer of ways. It seeks to alter every living thing into a new form, a new creation in its image. Mutation doesn’t hate life, but wants all life to be remade into whatever new forms it chooses. Followers of mutation conspire to control, manipulate, and change all living things. To that end, they spread pollution and corruption in subtle ways to make the change of mutation happen. Mutation also believes in improving living things through experiment and change. Its followers are obsessed with self-improvement, always looking for ways to make themselves better. | ||
+ | |Source=SR5:SG | ||
+ | }} | ||
− | ==Pollution== | + | ==Pollution(TOXIC)== |
− | {{SR5:Mentor Spirits|Name=Pollution | + | {{SR5:Mentor Spirits |
− | |All=+2 dice for Chemistry Tests when dealing with pollutants in any way; may default even if they do not have the Chemistry skill | + | |Name=Pollution |
− | |Magician=+2 dice to summon or bind toxic toxic spirits of air, earth, or water (choose one) | + | |Similar= |
− | |Adept=Free Toxic Strike (see p. 176) power | + | |All=+2 dice for Chemistry Tests when dealing with pollutants in any way; may default even if they do not have the Chemistry skill |
− | |Disadvantage=If they are in an area cleaner than their normal habitation, followers of Pollution must make a Willpower + Charisma (3) Test every day. If they fail, they must spend at least eight hours that day actively despoiling the land, regardless of any other plans they had for that time. | + | |Magician=+2 dice to summon or bind toxic toxic spirits of air, earth, or water (choose one) |
− | |Description=Pollution embodies the defilement of the natural world and its destruction. Followers of pollution celebrate in the rape of the natural world and believe that pollution is the ultimate primal force in the Sixth World. Followers of Pollution believe they grow stronger as the industries of mankind grow and produce more of the irresistible power of corrupting chemicals. | + | |Adept=Free Toxic Strike (see p. 176) power |
− | |Source=SR5:SG}} | + | |Disadvantage=If they are in an area cleaner than their normal habitation, followers of Pollution must make a Willpower + Charisma (3) Test every day. If they fail, they must spend at least eight hours that day actively despoiling the land, regardless of any other plans they had for that time. |
+ | |Description=Pollution embodies the defilement of the natural world and its destruction. Followers of pollution celebrate in the rape of the natural world and believe that pollution is the ultimate primal force in the Sixth World. Followers of Pollution believe they grow stronger as the industries of mankind grow and produce more of the irresistible power of corrupting chemicals. | ||
+ | |Source=SR5:SG | ||
+ | }} |
Latest revision as of 21:17, 26 February 2020
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Spell List | Ritual List | Spirit List | Adept Powers List | Mentor Spirits List | Metamagics List | Traditions List |
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In the search for magical enlightenment, affiliation, or purpose, many Awakened individuals are drawn toward certain animals, mythological figures, or concepts. This may be an idol they grew up with, a tribal totem, or something they look up to achieve in their life. It could also relate to their religious or magical beliefs. So strong are the feelings for this person or idea that once the individual Awakens, the idea takes a life on its own. It becomes what is known as a mentor spirit.
This mentor spirit is much like other spirits in that it has its own personality, but it’s not a spirit in the summon-and-banish sense of the term. It can be seen and heard by those it chooses, and even physically interact with its followers. Your mentor spirit can have significant influence over you, giving you benefits when you remain true or punishing you if you go astray (usually with temporary reductions to your Magic rating).
Magical mentorship can come in different forms. Often you have your own link to your mentor spirit, but an Awakened guild or society can become linked to a mentor spirit as a group.
There is no real understanding of the nature of mentor spirits, but their general goal is clear: They want to keep Awakened individuals on the path that helped introduce the mentor spirit to the Earth in the first place. For gamemasters, mentor spirits can be used as a tool to communicate information to the magician and enhance role-playing. The mentor spirit can provide cryptic clues, riddles, omens, and sometimes even straightforward advice. Any Awakened character can connect with a mentor spirit by taking the Mentor Spirit quality (p. 76). Gamemasters may also choose to award mentor spirits in the course of role playing, provided the player character has done enough to deserve it.
Contents
- 1 Adversary
- 2 Alligator
- 3 Arcana
- 4 Bat
- 5 Bear
- 6 Boar
- 7 Berserker
- 8 Cat
- 9 Chaos
- 10 Dog
- 11 Dolphin
- 12 Dove
- 13 Dragonslayer
- 14 Eagle
- 15 Fire-bringer
- 16 Giraffe
- 17 Horse
- 18 Monkey
- 19 Mountain
- 20 Oracle
- 21 Peacemaker
- 22 Raccoon
- 23 Rat
- 24 Raven
- 25 Sea
- 26 Seducer
- 27 Shark
- 28 Snake
- 29 Spider
- 30 Thunderbird
- 31 Whale
- 32 Wise Warrior
- 33 Wolf
- 34 Toxic Mentor Spirits
Adversary
SIMILAR ARCHETYPES | SOURCE |
---|---|
Chaos, Anarchy | SR5:HT |
Wherever there is cosmological order, there is an entity that wishes to overthrow it. The Adversary is the original rebel against the powers that be. Followers of the Adversary have serious issues with authority and conformity. Followers range from those dedicated to helping the underprivileged and abused (by “the man”) to the one who indulges his love of anarchy for its own sake. Free will and cynicism are the Adversary follower’s tools and trade.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 to demolition skill tests | Because of their deep-seated hatred for authority, a teammate’s use of leadership skill is counterproductive to followers of Adversary, invoking either a negative dice penalty or loss of initiative. If the plan doesn’t go the way that the adversary follower wants it to go, it takes a Charisma + Willpower (3) Test for him to get him to cooperate. |
Magician | +2 dice to Counterspelling and Disenchanting Tests | |
Adept | One free level of Iron Will |
Alligator
SIMILAR ARCHETYPES | SOURCE |
---|---|
Crocodile, Sloth, Greed | SR5:HS |
A follower of the Gator mentor spirit feels at home in cities as well as swamps and rivers. Gator shamans are ill-tempered and lazy, expecting a larger share for the work he does—assuming you can get him to agree to do it. He is also a miser when it comes to having to pay for anything including meals and he’s a real big eater. The virtuous aspects of the gator magician is that he’s a strong fighter and will finish what he agrees to do. They may seem to be motionless, but once roused to action they are ferocious and nearly unstoppable.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 to Intimidation skill tests | A follower of the alligator is stubborn in changing plan or action after he has committed to it. When the rest of the team goes to plan B, the magician must succeed in a Charisma + Willpower (3) Test to make the mental adjustment. Otherwise, they continue trying to execute plan A. |
Magician | +2 to Conjuring skill tests for spirits of water or man (choose one) | |
Adept | Receives Inertia Strike power for free |
Arcana
SIMILAR ARCHETYPES | SOURCE |
---|---|
Gambler, Lady Luck | SR5:FA |
Arcana is not a traditional mentor spirit as such, but an interaction that its followers describe as an intimacy with the Tarot. Followers of the Arcana place their decisions and fates in the hands of the cards, as they believe that their destiny can be found there, along with great power. While the traditional mentor relationship isn't present, the influence of the Arcana is felt in more tangible ways. Those under the sway of Arcana are not just seers or fortune tellers, but believers in the will of magic itself. Of course, the will of the Tarot is always open to interpretation, and so adherents are not monolithic in their belief or practice. For its part, while Arcana might not speak with words, the cards are always present for guidance.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | Once per day, when making a decision or test influenced by a Tarot reading/card, may re-roll misses as if they used Edge. | Followers of the Arcana must use Tarot decks or individual cards as foci and fetishes, or else take -2 when attempting to use them. The Tarot Arcana plays such a major part in the lives of its adherents that when a follower of Arcana becomes a grade 1 initiate, they must choose centering or adept centering for their first benefit, with the cards of Tarot being the focus of their centering. |
Magician | +1 dice pool modifier for casting Detection spells, an additional +2 dice pool modifier to cast Clairvoyance spells. | |
Adept | Gain 2 free levels of Danger Sense. |
Bat
SIMILAR ARCHETYPES | SOURCE |
---|---|
Wanderer | SR5:HT |
Bat is well-traveled, rarely staying in one place. As a seeker, she sets far-reaching goals and gets restless when not moving. She is adaptable and can make herself at home anywhere. Magicians following Bat keep things light and portable for traveling.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 to Navigation Tests | A follower of Bat is easily distracted and becomes irritable during enforced inaction. She prefers spontaneity to routine. Every week that the magician stays in the same place, she takes a -1 penalty to all actions until she finds a new place to stay. Also, unless she succeeds in a Charisma + Willpower (3) Test, she cannot enter a hangout (bar, club, restaurant) more than once in a week without suffering a -1 to all Magic tests for the next twenty-four hours. |
Magician | +1 die to Conjuring Tests for any spirit | |
Adept | Free Motion Sense (SR5:SG p. 172) |
Bear
SIMILAR ARCHETYPES | SOURCE |
---|---|
Strength, Protection | SR5 |
This mentor symbolizes strength and protection. He is a healer and cannot turn down those in need without good reason, and he defends those under his care. Bear is more than a gentle healer; he is a ferocious protector, disregarding his own safety in combat if wounded or if someone he is protecting is injured.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice for tests to resist damage (not including Drain) | You might go berserk when you take Physical damage in combat or if someone under your care is badly injured. Make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you incapacitate the target(s) before the time is up, the berserk fury dissipates. |
Magician | +2 dice for health spells, preparations, and health spell rituals | |
Adept | 1 free level of Rapid Healing |
Boar
SIMILAR ARCHETYPES | SOURCE |
---|---|
SR5:HS |
Followers of the Boar are static in their ways. They keep to a daily routine and hold on to their stuff till it wears away. Some people would call them boring or unspontaneous, others would call them hoarders. Followers believe themselves to be loyal to the places that are part of their routine, and they are very protective of their territory.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | Home Ground Quality is gained for free. | A follower of Boar does not like it if there are others intruding in his space or disrupting his routine. At best, the follower protects the bar and employees of the bar he always goes to. At worst, he will start a fight for a specific table or stool that he thinks is his. A warning is optional and usually proffered by the follower’s friends. It takes a Charisma + Willpower (3) Test for a follower of Boar to leave his home, safehouse, or routine permanently, otherwise he will keep coming back, even at the risk of his own safety. If the Boar does leave, he receives a –1 penalty to all active skill tests for three weeks until he finally settles into a new place and routine. |
Magician | +1 to the number of services gained when successfully summoning a spirit | |
Adept | Gains Rooting (2) (SR5:SS p.24) power for free. |
Berserker
SIMILAR ARCHETYPES | SOURCE |
---|---|
Warrior, Warmonger | SR5:SG |
Those who follow the path of Berserker love fighting just for the sake of fighting, be it with words, fists, or spells. He is the greatest of all warriors, capable of wading into battle without fear, and he will wage his war singlehandedly if necessary.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice pool modifier for Composure Tests | Berserker’s followers have very short fuses. Whenever someone strongly disagrees with you (gamemaster’s discretion), you must pass a Charisma + Willpower (3) Test to keep from striking out against the offender. If the test fails, the attack can be in any form you choose (fist, spell, etc.), but it must have the intent to cause damage. |
Magician | +2 dice for Physical-type Combat spells, preparations, and rituals | |
Adept | 2 free levels of Mystic Armor or Pain Resistance, or 1 free level of each |
Cat
SIMILAR ARCHETYPES | SOURCE |
---|---|
Mystery, Stealth | SR5 |
Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, including those involving the afterlife. She certainly knows many secrets but rarely decides to share them, and never with anyone who is not worthy. She is stealthy, sly, and arrogant. Cat toys with her prey—threatening, taunting, and confusing her targets—rather than going directly for the kill.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to either Gymnastics or Infiltration Tests (choose one) | Cat magicians toy with their prey. Unless you succeed in a Charisma + Willpower (3) Test at the start of combat, you cannot make an attack that incapacitates your target. If you take any Physical damage, all this playing around stops. |
Magician | +2 dice for illusion spells, preparations, and illusion spell rituals | |
Adept | 2 free levels of Light Body |
Chaos
SIMILAR ARCHETYPES | SOURCE |
---|---|
Trickster, Troublemaker | SR5:SG |
Adherents of Chaos seemingly do things at random and love to start arguments or barroom brawls just for kicks, often through random trickery. While most people have a rather fixed sense of right and wrong, a Chaos follower’s moral compass points in a different direction from moment to moment.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice pool modifier for Con Tests | You are an inveterate gossip trying to stir up trouble, especially between friends, and thus cannot keep damaging secrets to yourself. Also, anytime you encounter a public situation deemed too quiet or stable (gamemaster’s discretion), make a Willpower + Intuition (3) Test. Failure means that you are compelled to stir the pot in any way you desire, be it attacking, telling lies, or throwing a drink on someone nearby. |
Magician | +2 dice to Illusion spells, preparations, and rituals | |
Adept | 2 free levels of Improved Potential (can be 2 levels for the same limit, or 1 level apiece to affect 2 different limits) |
Dog
SIMILAR ARCHETYPES | SOURCE |
---|---|
Friendship, Loyalty | SR5 |
Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. Dog protects people from harmful magic and dangerous spirits. Dog is loyal, generous, and helpful to those who show him kindness. He is single-minded, often to the point of stubbornness.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice for Tracking tests | A Dog magician is stubbornly loyal. You can never leave someone behind, betray your comrades, or let another sacrifice themselves in your place without making a successful Charisma + Willpower (3) Test. |
Magician | +2 dice for Detection spells, preparations, and rituals. | |
Adept | 2 free Improved Sense powers. |
Dolphin
SIMILAR ARCHETYPES | SOURCE |
---|---|
SR5:HS |
Followers of Dolphin are graceful, free-spirited characters who enjoy playful banter and have to move when music plays. They see things optimistically and believe there is good in the world despite current conditions of corporate politics and pollution. They are not naïve—at least, they don’t believe they are. They just have faith in humanity. Somehow.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice on Artisan skill tests or Pilot (Watercraft) skill tests (choose one) | Followers are altruistic when it comes to helping people and cannot turn a blind eye to those who they believe deserve their help. It is difficult for them not to get involved when they see someone being bullied or obviously polluting the environment. If they see such a situation, it takes a Charisma + Willpower (3) Test for a follower of Dolphin not to intervene. If the job that the follower of Dolphin is on involves polluting the environment or becoming the bully/enforcer on those less deserving, then the follower loses 2 dice after each such deed until she atones. Atonement is up to the gamemaster but can involve time and money spent with charities. |
Magician | +2 for health spells, preparations, and spell rituals. | |
Adept | Gain Flexibility (2) power for free |
Dove
SIMILAR ARCHETYPES | SOURCE |
---|---|
Peace | SR5:FA |
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice pool modifier for Negotiation tests | Dove discourages combat wherever possible. As such, those that follow Dove are at a -2 dice pool penalty to cast Combat spells or when using lethal force. |
Magician | +1 dice pool modifier for casting Health spells, +1 dice pool modifier to summon air spirits | |
Adept | Gain 1 free level of Enhanced Perception |
Dragonslayer
SIMILAR ARCHETYPES | SOURCE |
---|---|
Heroism, Adventure | SR5 |
This most heroic of mentor spirits is also the most fun loving. Though he fights to protect his own against all dangers, he loves a good party even more. He is a big brother who takes a friendly interest in everything his family does. Though sometimes naïve, he makes a staunch friend and a deadly enemy. The dragons he slays have changed with the times: current beasts include crime, pollution, corruption, and of course, actual dragons. Dragonslayer fights hard and plays hard. Once he has given his oath, he never breaks it. A Dragonslayer magician behaves with honor and respect, and demands the same from those around him.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice pool modifier for one social skill of choice | If you break a promise, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you make good on your promise. |
Magician | +2 dice for Combat spells, preparations, and rituals. | |
Adept | 1 free level of Enhanced Accuracy (skill) and 1 free level of Danger Sense |
Eagle
SIMILAR ARCHETYPES | SOURCE |
---|---|
Nature, Warding | SR5 |
Eagle is the highest-flying bird in the sky, considered the most noble by many cultures. He is proud and solitary, and sees everything happening in the world below. Eagles are noble defenders of the purity of nature. They are intolerant of those who do not share their views and have a strong distrust of technology and its tools. Those who damage nature are Eagle’s enemies, and Eagle will brave great danger to defeat polluters and other evildoers.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to Perception Tests | You get the Allergy (pollutants, mild) quality (p. 322; no bonus Karma for this negative quality). |
Magician | +2 dice for summoning spirits of air | |
Adept | 1 free level of Combat Sense |
Fire-bringer
SIMILAR ARCHETYPES | SOURCE |
---|---|
Invention, Generosity | SR5 |
The Fire-Bringer stole the secret of fire from the heavens and gave it to metahumanity as a gift and a tool. He is a figure of kindness and concern, but his good intentions sometimes get him into trouble and his plans may fail to work out the way he envisions them. He is a shaper and a creator, forming new things from the primal clay and breathing the fiery spark of life into them. Fire-Bringers devote themselves to the betterment of others, even at their own expense. Most followers of Fire-Bringer throw themselves into a particular cause with great zeal.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to Artisan skill tests or Alchemy skill tests (choose one) | When someone sincerely asks you for help, you can’t refuse without succeeding in a Simple Charisma + Willpower (3) Test. |
Magician | +2 dice for spells, preparations, and spell rituals in the Manipulation category. | |
Adept | 1 free level of Improved Ability on a non-combat skill |
Giraffe
SIMILAR ARCHETYPES | SOURCE |
---|---|
SR5:HS |
A follower of the Giraffe mentor spirit sees beyond the horizon. She seeks to see/hear the truth beyond what is presented. A giraffe follower may seem a little off as she either looks off into space and appears to not pay attention or looks too intently at you as if she’s judging your soul.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 Assensing skill tests or +2 to Judge Intentions test (choose one) | A follower of Giraffe stumbles through social etiquette, as she believes the small talk and chitchat that are the core of social chatter are fundamentally dishonest and not worthy of her efforts. She can make a wide range of situations awkward and receives –2 dice for Etiquette skill tests. |
Magician | +2 to Conjuring skill tests of air spirits | |
Adept | 2 free levels of Piercing Senses |
Horse
SIMILAR ARCHETYPES | SOURCE |
---|---|
SR5:HS |
Followers of the Horse mentor spirit are the embodiment of freedom. They must be out in the open air and allowed to roam the open road. Followers are never intentionally stubborn or malicious, but they do not like to feel impeded or confined by someone else. This unfortunately also means that followers of Horse may sacrifice personal relationships for freedom.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to Running or Pilot Ground Craft) tests (choose one) | Followers of the Horse can’t sit still for long nor be confined indoors. They must spend at least four hours a day outside and be able to run or drive around (any method of travel faster than walking). If followers are not able to meet this condition, they suffer –1 die to all action skill tests. This penalty is cumulative, meaning if the follower is stuck at a desk all day (indoors and not moving around) for two days in a a row, they suffer –2 to all actions until they get that free time in. |
Magician | Reduce Drain Value from Reckless Summoning by 1 | |
Adept | May learn to use the Movement critter power as a metamagic (self only, 3 times a day) |
Monkey
SIMILAR ARCHETYPES | SOURCE |
---|---|
SR5:HT |
Monkey is clever and playful and finds people amusing. A follower of Monkey is a foe of evil and enjoys taunting and frustrating the plans of those who would harm him or his friends. Magicians following Monkey like to taunt opponents, using magic to misdirect, confuse, or otherwise trick them into "learning their lesson" rather than seriously harming or killing them.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 to Gymnastics Tests involving climbing. | Because Monkey is not an assassin, the magician must succeed in a Charisma + Willpower (3) Test in order to strike a surprised opponent. Monkey must be able to watch his prank go off or see the look on the opponent’s face after taunting them, otherwise he suffers -1 to all Magic tests until the next sunrise/sunset. |
Magician | +2 dice for spells, preparations, and spell rituals in the Manipulation category | |
Adept | 2 free levels of Hang Time (SR5:SG p. 171) |
Mountain
SIMILAR ARCHETYPES | SOURCE |
---|---|
Endurance, Stubbornness | SR5 |
Mountain is rooted in the very heart of the Earth but reaches toward lofty heights. She has limitless strength and endurance, but Mountain’s inflexible nature limits her. Mountain is a stubborn and unyielding force, and Mountain magicians are difficult to persuade once they have made up their minds about something.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to Survival Tests | When a Mountain magician makes a plan, she sticks to it. You must make a Charisma + Willpower (3) Test to abandon a planned course of action in favor of a new one. If you fail, you must endeavor to continue with your original plan, even if it means going on alone. Similarly, you must succeed in a Charisma + Willpower (3) Test to proceed in anything without a plan. |
Magician | +2 dice for Counterspelling Tests and anchored rituals | |
Adept | 1 free level of Mystic Armor |
Oracle
SIMILAR ARCHETYPES | SOURCE |
---|---|
Teacher, Mystic | SR5:SG |
Past, present, and future—Oracle knows all and sees all. She peels back the veil of mystery and reveals what has been, what is, and what will be. Nothing escapes her notice, and things that are hidden do not remain hidden for long.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice pool modifier for Arcana Tests | You hate mysteries with a passion and can disappear for days trying to track down the answer. When confronted by a particularly haunting question (gamemaster’s discretion), you must take a Willpower + Intuition (3) Test. Failure means you must undertake an Intuition + Logic [Mental] (5, 1 hour) Extended Test to try researching the answer. Completion of the Extended Test does not necessarily mean you found the answer, but it at least silences the question in your mind for the time being.
When a follower of Oracle becomes a Grade 1 initiate (p. 324, SR5), she must choose Divination (p. 147) for her first metamagic rather than a Power Point or any other benefit. |
Magician | +2 dice for Detection spells, preparations, and rituals | |
Adept | Free Astral Perception |
Peacemaker
SIMILAR ARCHETYPES | SOURCE |
---|---|
Mediator, Pacifist | SR5:SG |
Deep down, all Peacemaker wants is for everyone to get along, even if they are currently mortal enemies. She believes every argument can be solved in some way; on the other hand, she knows some arguments require force or bodily harm in order get one’s point across.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice pool modifier for Negotiation Tests | You see even enemies as potential friends and go out of your way to keep from hurting anyone unless the situation truly warrants it. At the very beginning of combat, you must pass a Charisma + Intuition (3) Test; failure means you are unable to take actions that cause Physical damage for the duration of combat. At the beginning of a new Combat Turn, you may choose to retake the test if you failed the first time and you or a member of your team suffered damage in the previous Combat Turn. |
Magician | +2 dice to Detection spells, preparations, and rituals | |
Adept | 2 free levels of Enhanced Perception |
Raccoon
SIMILAR ARCHETYPES | SOURCE |
---|---|
SR5:HS |
Followers of Raccoon would not call themselves thieves. Maybe entrepreneurs. They are inquisitive and have an intense curiosity about things, which can lead them into danger. They are above petty thefts and don’t delve into violent robberies. Followers of Raccoon are artists in the field of pilfering or trickery, and will strategize a plan that emphasizes their talent and flamboyance.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 to Palming skill tests | The Raccoon is commonly one of the Thief totems, so the followers can tend to err on the side of greed. A follower of Raccoon must make a Charisma + Willpower (3) Test to resist the urge to open that next locked door to look for something to steal, or to follow that Matrix rabbit trail in the quest for more paydata. |
Magician | +2 dice for spells, preparations, and spell rituals in the Manipulation category. | |
Adept | 2 Improved Sense powers |
Rat
SIMILAR ARCHETYPES | SOURCE |
---|---|
Survival, Scavenging | SR5 |
Rat is found wherever humans and the things they discard are, for what other bounty can sustain him? Rat is a scavenger, a stealthy thief who takes what he needs to survive. He dislikes working out in the open, preferring to stick to the shadows. Rat avoids fights whenever he can when he must fight, he fights to kill quickly and move on.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice for Sneaking Tests | A Rat magician must make a Charisma + Willpower (3) Test to not immediately flee or seek cover whenever caught in a combat situation. If there is nowhere to flee, she is forced to fight. |
Magician | +2 dice to Alchemy tests when harvesting reagents, and you may use reagents of any tradition | |
Adept | 2 free levels of Natural Immunity |
Raven
SIMILAR ARCHETYPES | SOURCE |
---|---|
Deception, Mischief | SR5 |
Raven is a harbinger of trouble in cultures worldwide. He is a trickster and a transformer, dark and devious. Raven thrives off the bounty of carnage and chaos, but does not cause them—he merely knows an opportunity when he sees one. Raven loves to eat and rarely refuses an offer of food.
Raven is cousin to Coyote, who shares trickster inclinations with Raven but lacks his darkness and propensity for carnage.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice for Con tests | You must make a Charisma + Willpower (3) Test to avoid exploiting someone else’s misfortune to your own advantage or to pull a clever trick or prank even if it’s to the disadvantage of your friends. |
Magician | +2 dice for spells, preparations, and spell rituals in the Manipulation category. | |
Adept | Free Traceless Walk and 1 level of Voice Control |
Sea
SIMILAR ARCHETYPES | SOURCE |
---|---|
Chaos, Greed | SR5 |
Sea is the birthplace of all living creatures. She is unfathomable and moody, tranquil and comforting one moment, fearsome and destructive the next. Though she possesses great wealth, she jealously guards what comes into her hands. Sea can be a powerful ally, but she must be courted with great care.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice for Swimming Tests. | You must make a Charisma + Willpower (3) Test to give away something you own or be charitable in some way. |
Magician | +2 for summoning spirits of water | |
Adept | 1 free level of Improved Ability on an athletic skill (select when receiving this bonus). |
Seducer
SIMILAR ARCHETYPES | SOURCE |
---|---|
Seductress, Temptation | SR5 |
The Seducer is the incarnation of desire. He has many whims and vices that he must frequently satisfy. He encourages jealousy and greed, and seeks to inflame the wants of others. He avoids direct confrontation but gains pleasure when others fight for his attention or on his behalf. He exists to exploit weaknesses and will not hesitate to sacrifice those who get in his way.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice for Con Tests. | You must succeed in a Charisma + Willpower (3) Test to avoid pursuing a vice or indulgence (drugs, BTLs, sex, and so on) when it is made available. |
Magician | +2 dice for spells, preparations, and spell rituals of the Illusion category. | |
Adept | 1 free level of Improved Ability for a skill in the Acting or Influence skill group. |
Shark
SIMILAR ARCHETYPES | SOURCE |
---|---|
Hunger, Violence | SR5 |
Shark is a cold and relentless hunter. His power is known to all who live near the sea. When Shark strikes, he does so without mercy, driven into a frenzy by the blood of his prey. Shark magicians tend to be wanderers, always on the move. They are fierce and deadly warriors. A Shark magician believes the only good enemy is a dead enemy. If challenged, he does not waste time with threats or boasts but strikes to kill.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to Unarmed Combat tests | You might go berserk when you take Physical damage in combat. Every time it happens, make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you run out of targets before the time’s up, you keep attacking their bodies. |
Magician | +2 dice for spells, preparations, and spell rituals of the Combat category. | |
Adept | Free Killing Hands |
Snake
SIMILAR ARCHETYPES | SOURCE |
---|---|
Knowledge, Curiosity | SR5 |
Snake is wise and knows many secrets. She is a good counselor, but always exacts a price for her advice. Snake characters fight only to protect themselves and others. They are obsessed with learning secrets and take great risks in order to do so. They trade their knowledge to others for whatever they can get in exchange.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 to Arcana tests | You must succeed in a Charisma + Willpower (3) Test to avoid pursuing secrets or knowledge that few people know about when you receive hints of its existence. |
Magician | +2 dice for spells, preparations, and spell rituals of the Detection category. | |
Adept | 2 free levels of Kinesics |
Spider
SIMILAR ARCHETYPES | SOURCE |
---|---|
SR5:HS |
Spider likes to feel a connection to everything. To be at the center of a web connecting all sorts of news and able to feel the pulse of the world. Followers of Spider like to be in the know, establishing connections, be it directly with people or through surveillance. Some may feel that followers of Spider are nothing more than Awakened bloggers who scan the Matrix for tidbits of the truth.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to Computer skill tests | Followers of Spider are already paranoid about people having any misconceptions about them being insect shamans. They will keep such details from casual conversation. Followers of Spider also have taken advantage of the Matrix more than more traditional shamas in creating connections. This makes followers more agoraphobic as they avoid uncontrolled social situations and unfamiliar environments. They receive a –1 dice pool modifier to Magic tests while out in the open (this includes very large indoor rooms such as auditoriums, theatres, and stadiums). The penalty doubles if there is a large crowd of people to deal with. |
Magician | +2 dice for Illusion spells | |
Adept | Hang time (2) |
Thunderbird
SIMILAR ARCHETYPES | SOURCE |
---|---|
Anger, War | SR5 |
Thunderbird is a majestic creature who is storm incarnate. Her wings are dark clouds, her beak and claws lightning, and her cries the clap of thunder. She is a primal force, often savage but necessary to the survival of the land and the continuation of the cycle of life. Thunderbird is a force to be respected and approached with great care, lest her anger be roused.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice for Intimidation Tests | A Thunderbird magician must succeed in a Charisma + Willpower (3) Test to avoid responding to an insult in kind. |
Magician | +2 dice for summoning spirits of air | |
Adept | 1 free level of Critical Strike (skill) |
Whale
SIMILAR ARCHETYPES | SOURCE |
---|---|
SR5:HS |
Followers of Whale appreciate beauty and the longtime traditions of working in the arts. With a long life, they also hold personal honor and loyalty in high esteem. Those Whale adopts into her personal circle receive her total loyalty, and she expects the same in return. Followers of Whale are patient in their work and will take the time to make sure all the details are complete.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to Swimming or Pilot (Watercraft) skill tests (choose one) | Because of their personal sense of ethics, followers of the whale must honor any agreement they enter into. This can be an oath to an organization or a verbal contract with a corporation. Failing to honor the contract or oath results in a loss of a point of Magic. The Whale mentor spirit understands if circumstances to complete the contract are out of the Awakened’s hands. For everything else, the follower can attempt to atone, but at the gamemaster’s discretion. |
Magician | +2 to Conjuring skill tests for spirits of wate | |
Adept | Receive 2 ranks in Iron Lungs (SR5:SS p. 23) for free. |
Wise Warrior
SIMILAR ARCHETYPES | SOURCE |
---|---|
Duty, Wisdom | SR5 |
The Wise Warrior is skilled in the art of war, for battle is an art to her, an exercise in the powers of the mind as well as the body. She studies the tactics of her foes and overcomes them through a combination of superior strategy and battle prowess. The Wise Warrior does not act out of savagery or battle-lust, but from a position of knowledge and wisdom. Wise Warriors must follow the warrior’s code of honor and conduct themselves properly or risk the loss of favor.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 to dice to Leadership or Instruction skill tests (choose one) | If you act dishonorably or without courtesy, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you atone for your behavior. |
Magician | +2 dice for spells, preparations, and spell rituals in the Combat category. | |
Adept | 1 free level of Improved Ability on a Combat skill. |
Wolf
SIMILAR ARCHETYPES | SOURCE |
---|---|
Hunting, Fellowship | SR5 |
Wolf is recognized as a hunter and warrior worldwide. He is devoted to the other members of his pack. As the ancient saying goes, Wolf wins every fight but one—the one that kills him. Wolf magicians are loyal to friends and family unto death. They do not show cowardice in battle, and their word is their bond.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to Tracking tests | You must succeed in a Charisma + Willpower (3) Test to retreat from a fight. |
Magician | +2 dice for spells, preparations, and rituals in the Combat category. | |
Adept | 2 free levels of Attribute Boost (Agility). |
Toxic Mentor Spirits
See Dark Magic, Toxic Magic for more details.
Doom(TOXIC)
SIMILAR ARCHETYPES | SOURCE |
---|---|
Destroyer, Reaper | SR5:SG |
Doom embodies the desire of toxics to bring an end to all life on the planet. They seek to hasten the inevitable (as they see it) apocalypse and turn the world into a barren, polluted landscape. Followers of Doom see humanity as too tragically flawed to be allowed to survive, and thus carry out an agenda of total destruction. As a result of their nihilistic outlook, followers of Doom are isolationist and anti-social.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 to Demolitions or a single Combat Skill of the character’s choice | Followers of Doom must succeed in a Willpower + Charisma (3) Test to avoid a fight once it has begun, or to not enact a plan to do violence. If they fail, they must engage in combat until all opponents are defeated or flee. |
Magician | +2 dice for spells, preparations, and spell rituals of the Combat category | |
Adept | Free Killing Hands power |
Disease(TOXIC)
SIMILAR ARCHETYPES | SOURCE |
---|---|
Pestilent Rat, Contagion | SR5:SG |
Disease embodies the infection and virulence that is rampant in many areas of toxicity. It is the ultimate parasite of the world, subsisting off of the waste of others, growing and gaining strength in hidden or forgotten places. Followers of disease seek to spread its influence throughout the world, in a slow but steady infection of all things. Contrary to the norm, followers of Disease collaborate with each other and work in groups to achieve their goal. They find strength in numbers and avoid direct confrontation whenever possible, preferring to spread their infection and sap their enemies’ strength in subtle ways.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 to resist all pathogens and toxins | Followers of Disease must make a Charisma + Willpower (3) Test to not flee or seek cover whenever in a combat situation, unless they outnumber their opponents. If they begin a fight with greater numbers but then their side is reduced so that they no longer outnumber their opponents, they must make a test to avoid fleeing. |
Magician | +2 dice for summoning or binding plague spirits (toxic spirits of man) | |
Adept | Free Plague Cloud power (see p. 173) |
Mutation(TOXIC)
SIMILAR ARCHETYPES | SOURCE |
---|---|
Mutant Beast, Dark Darwinist | SR5:SG |
Mutation is the ultimate changer of ways. It seeks to alter every living thing into a new form, a new creation in its image. Mutation doesn’t hate life, but wants all life to be remade into whatever new forms it chooses. Followers of mutation conspire to control, manipulate, and change all living things. To that end, they spread pollution and corruption in subtle ways to make the change of mutation happen. Mutation also believes in improving living things through experiment and change. Its followers are obsessed with self-improvement, always looking for ways to make themselves better.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice to a Physical skill of the character’s choice | If a follower of Mutation finds themselves inferior to an opponent, they suffer a –1 penalty on all actions until they defeat their rival in that area, or overcome or compensate for the weakness in another way (such as acquiring a new power, spell, or augmentation). |
Magician | +2 dice for spells, preparations, and spell rituals of the Health category | |
Adept | Free Attribute Boost (level 2) power for a Physical Attribute of the character’s choice |
Pollution(TOXIC)
SIMILAR ARCHETYPES | SOURCE |
---|---|
SR5:SG |
Pollution embodies the defilement of the natural world and its destruction. Followers of pollution celebrate in the rape of the natural world and believe that pollution is the ultimate primal force in the Sixth World. Followers of Pollution believe they grow stronger as the industries of mankind grow and produce more of the irresistible power of corrupting chemicals.
ADVANTAGES | DISADVANTAGES | |
---|---|---|
All | +2 dice for Chemistry Tests when dealing with pollutants in any way; may default even if they do not have the Chemistry skill | If they are in an area cleaner than their normal habitation, followers of Pollution must make a Willpower + Charisma (3) Test every day. If they fail, they must spend at least eight hours that day actively despoiling the land, regardless of any other plans they had for that time. |
Magician | +2 dice to summon or bind toxic toxic spirits of air, earth, or water (choose one) | |
Adept | Free Toxic Strike (see p. 176) power |