Difference between revisions of "SR5:Mentor Spirits"
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|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. | |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. | ||
}} | }} | ||
+ | =Toxic Mentor Spirits= | ||
+ | See '''[[SR5:Magic:Dark Magic#Toxic Magic|Dark Magic, Toxic Magic]]''' for more details. | ||
+ | ==Doom== | ||
+ | {{SR5:Mentor Spirits|Name=Doom|Similar=Destroyer, Reaper | ||
+ | |All=+2 to Demolitions or a single Combat Skill of the character’s choice | ||
+ | |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category | ||
+ | |Adept=Free Killing Hands power | ||
+ | |Disadvantages=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== | ||
+ | {{SR5:Mentor Spirits|Name=Disease|Similar=Pestilent Rat, Contagion | ||
+ | |All=+2 to resist all pathogens and toxins | ||
+ | |Magician=+2 dice for summoning or binding plague spirits (toxic spirits of man) | ||
+ | |Adept=Free Plague Cloud power (see p. 173) | ||
+ | |Disadvantages=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== | ||
+ | {{SR5:Mentor Spirits|Name=Mutation|Similar=Mutant Beast, Dark Darwinist | ||
+ | |All=+2 dice to a Physical skill of the character’s choice | ||
+ | |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 | ||
+ | |Disadvantages=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== | ||
+ | {{SR5:Mentor Spirits|Name=Pollution | ||
+ | |All=+2 dice for Chemistry Tests when dealing with pollutants in any way; may default even if they do not have the Chemistry skill | ||
+ | |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 | ||
+ | |Disadvantages=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}} |
Revision as of 18:40, 13 March 2016
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
Bear
SIMILAR ARCHETYPES | SOURCE |
---|---|
Strength, Protection | Core |
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 |
Cat
SIMILAR ARCHETYPES | SOURCE |
---|---|
Mystery, Stealth | Core |
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 |
Dog
SIMILAR ARCHETYPES | SOURCE |
---|---|
Friendship, Loyalty | Core |
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. |
Dragonslayer
SIMILAR ARCHETYPES | SOURCE |
---|---|
Heroism, Adventure | Core |
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 | Core |
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 | Core |
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 |
Mountain
SIMILAR ARCHETYPES | SOURCE |
---|---|
Endurance, Stubbornness | Core |
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 |
Rat
SIMILAR ARCHETYPES | SOURCE |
---|---|
Survival, Scavenging | Core |
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 | Core |
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 | Core |
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 | Core |
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 | Core |
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 | Core |
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 |
Thunderbird
SIMILAR ARCHETYPES | SOURCE |
---|---|
Anger, War | Core |
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) |
Wise Warrior
SIMILAR ARCHETYPES | SOURCE |
---|---|
Duty, Wisdom | Core |
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 | Core |
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
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 | |
Magician | +2 dice for spells, preparations, and spell rituals of the Combat category | |
Adept | Free Killing Hands power |
Disease
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 | |
Magician | +2 dice for summoning or binding plague spirits (toxic spirits of man) | |
Adept | Free Plague Cloud power (see p. 173) |
Mutation
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 | |
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
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 | |
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 |