Difference between revisions of "SR5:Mentor Spirits"

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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.
 
|}
 
|}
 +
 
==Bear==
 
==Bear==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Bear|Similar=Strength, Protection
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice for tests to resist damage (not including Drain)
|-
+
|Magician=+2 dice for health spells, preparations, and health spell rituals
|Strength, Protection
+
|Adept=1 free level of Rapid Healing
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice for tests to resist damage (not including Drain)
 
|rowspan="3"|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==
 
==Cat==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Cat|Similar=Mystery, Stealth
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice to either Gymnastics or Infiltration Tests (choose one)
|-
+
|Magician=+2 dice for illusion spells, preparations, and illusion spell rituals
|Mystery, Stealth
+
|Adept=2 free levels of Light Body
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice to either Gymnastics or Infiltration Tests (choose one)
 
|rowspan="3"|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==
 
==Dog==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Dog|Similar=Friendship, Loyalty
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice for Tracking tests
|-
+
|Magician=+2 dice for Detection spells, preparations, and rituals.
|Friendship, Loyalty
+
|Adept=2 free Improved Sense powers.
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice for Tracking tests
 
|rowspan="3"|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==
 
==Dragonslayer==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Dragonslayer|Similar=Heroism, Adventure
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice pool modifier for one social skill of choice
|-
+
|Magician=+2 dice for Combat spells, preparations, and rituals.
|Heroism, Adventure
+
|Adept=1 free level of Enhanced Accuracy (skill) and 1 free level of Danger Sense
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice pool modifier for one social skill of choice
 
|rowspan="3"|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==
 
==Eagle==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Eagle|Similar=Nature, Warding
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice to Perception Tests
|-
+
|Magician=+2 dice for summoning spirits of air
|Nature, Warding
+
|Adept=1 free level of Combat Sense
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice to Perception Tests
 
|rowspan="3"|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==
 
==Fire-bringer==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Fire-bringer|Similar=Invention, Generosity
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice to Artisan skill tests or Alchemy skill tests (choose one)
|-
+
|Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.
|Invention, Generosity
+
|Adept=1 free level of Improved Ability on a non-combat skill
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice to Artisan skill tests or Alchemy skill tests (choose one)
 
|rowspan="3"|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==
 
==Mountain==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Mountain|Similar=Endurance, Stubbornness
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice to Survival Tests
|-
+
|Magician=+2 dice for Counterspelling Tests and anchored rituals
|Endurance, Stubbornness
+
|Adept=1 free level of Mystic Armor
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice to Survival Tests
 
|rowspan="3"|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==
 
==Rat==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Rat|Similar=Survival, Scavenging
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice for Sneaking Tests
|-
+
|Magician=+2 dice to Alchemy tests when harvesting reagents, and you may use reagents of any tradition
|Survival, Scavenging
+
|Adept=2 free levels of Natural Immunity
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice for Sneaking Tests
 
|rowspan="3"|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==
 
==Raven==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Raven|Similar=Deception, Mischief
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice for Con tests
|-
+
|Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.
|Deception, Mischief
+
|Adept=Free Traceless Walk and 1 level of Voice Control
|Core
+
|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 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.
 +
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice for Con tests
 
|rowspan="3"|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==
 
==Sea==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Sea|Similar=Chaos, Greed
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice for Swimming Tests.
|-
+
|Magician=+2 for summoning spirits of water
|Chaos, Greed
+
|Adept=1 free level of Improved Ability on an athletic skill (select when receiving this bonus).
|Core
+
|Disadvantage=You must make a Char isma + Willpower (3) Test to give away something you own or be char itable 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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice for Swimming Tests.
 
|rowspan="3"|You must make a Char isma + Willpower (3) Test to give away something you own or be char itable 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==
 
==Seducer==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Seducer|Similar=Seductress, Temptation
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice for Con Tests.
|-
+
|Magician=+2 dice for spells, preparations, and spell rituals of the Illusion category.
|Seductress, Temptation
+
|Adept=1 free level of Improved Ability for a skill in the Acting or Influence skill group.
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice for Con Tests.
 
|rowspan="3"|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==
 
==Shark==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Shark|Similar=Hunger, Violence
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice to Unarmed Combat tests
|-
+
|Magician=+2 dice for spells, preparations, and spell rituals of the Combat category.
|Hunger, Violence
+
|Adept=Free Killing Hands
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice to Unarmed Combat tests
 
|rowspan="3"|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==
 
==Snake==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Snake|Similar=Knowledge, Curiosity
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 to Arcana tests
|-
+
|Magician=+2 dice for spells, preparations, and spell rituals of the Detection category.
|Knowledge, Curiosity
+
|Adept=2 free levels of Kinesics
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 to Arcana tests
 
|rowspan="3"|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==
 
==Thunderbird==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Thunderbird|Similar=Anger, War
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice for Intimidation Tests
|-
+
|Magician=+2 dice for summoning spirits of air
|Anger, War
+
|Adept=1 free level of Critical Strike (skill)
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice for Intimidation Tests
 
|rowspan="3"|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==
 
==Wise Warrior==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Wise Warrior|Similar=Duty, Wisdom
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 to dice to Leadership or Instruction skill tests (choose one)
|-
+
|Magician=+2 dice for spells, preparations, and spell rituals in the Combat category.
|Duty, Wisdom
+
|Adept=1 free level of Improved Ability on a Combat skill.
|Core
+
|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.
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.
+
}}
  
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 to dice to Leadership or Instruction skill tests (choose one)
 
|rowspan="3"|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==
 
==Wolf==
{| class="wikitable" style="float:right;"
+
{{SR5:Mentor Spirits|Name=Wolf|Similar=Hunting, Fellowship
!SIMILAR ARCHETYPES!!SOURCE
+
|All=+2 dice to Tracking tests
|-
+
|Magician=+2 dice for spells, preparations, and rituals in the Combat category.
|Hunting, Fellowship
+
|Adept=2 free levels of Attribute Boost (Agility).
|Core
+
|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.
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.
+
}}
 
 
{| class="wikitable"
 
!colspan="2"|ADVANTAGES!!DISADVANTAGES
 
|-
 
!All
 
| +2 dice to Tracking tests
 
|rowspan="3"|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).
 
|}
 

Revision as of 16:53, 12 March 2016

5th Edition Lists
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures
Spell List Ritual List Spirit List Adept Powers List Mentor Spirits List Metamagics List Traditions List

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. |}

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 Char isma + Willpower (3) Test to give away something you own or be char itable 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).