Mentor spirit
Contents
- 1 Mentor spirits
- 1.1 Adversary
- 1.2 Alligator
- 1.3 Bat
- 1.4 Bear
- 1.5 Boar
- 1.6 Berserker
- 1.7 Cat
- 1.8 Chaos
- 1.9 Dog
- 1.10 Dolphin
- 1.11 Dragonslayer
- 1.12 Eagle
- 1.13 Fire-Bringer
- 1.14 Giraffe
- 1.15 Horse
- 1.16 Monkey
- 1.17 Mountain
- 1.18 Oracle
- 1.19 Peacemaker
- 1.20 Raccoon
- 1.21 Rat
- 1.22 Raven
- 1.23 Sea
- 1.24 Seducer
- 1.25 Shark
- 1.26 Snake
- 1.27 Spider
- 1.28 Thunderbird
- 1.29 Whale
- 1.30 Wise Warrior
- 1.31 Wolf
- 2 Toxic mentors
- 3 Forbidden Arcana
- 4 Globalization and Mentors
- 5 Other
- 5.1 Architect
- 5.2 Artist
- 5.3 Badger
- 5.4 Blacksmith
- 5.5 Brother in Arms
- 5.6 Capricorn
- 5.7 Coyote
- 5.8 Dachshund
- 5.9 Doberman
- 5.10 Electro-Marten
- 5.11 Eurasian Jay
- 5.12 Fox
- 5.13 Gambler
- 5.14 German Shepherd
- 5.15 Goddess
- 5.16 Great Mother (SASS)
- 5.17 Groundhog
- 5.18 Guanyin
- 5.19 Heinzelmannchen
- 5.20 Klabautermann
- 5.21 Lion
- 5.22 Little Red Riding Hood
- 5.23 Luna
- 5.24 Mystic Guardian
- 5.25 Oak (SHB)
- 5.26 Pig
- 5.27 Raven (Alt)
- 5.28 Raven (German)
- 5.29 Seal
- 5.30 Squirrel
- 5.31 Tatzelwurm
- 5.32 Tide
- 5.33 Treasure Hunter
- 5.34 Weimaraner
- 5.35 Wild Hunt
- 5.36 Wolpertinger
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. Gamemasters may also choose to award mentor spirits in the course of role playing, provided the player character has done enough to deserve it.
Mentor spirits
Adversary
Hard Targets
- Similar
- Chaos, Anarchy.
- Magician
- +2 dice to Counterspelling and Disenchanting Tests.
- Adept
- Iron Will (1) for free.
- All
- +2 to demolition skill tests.
- 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.
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.
Alligator
Howling Shadows
- Similar
- Crocodile, Sloth, Greed.
- Magician
- +2 to Conjuring skill tests for spirits of water or man (choose one).
- Adept
- Inertia Strike for free.
- All
- +2 to Intimidation skill tests.
- 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.
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.
Bat
Hard Targets
- Similar
- Wanderer.
- Magician
- +1 die to Conjuring Tests for any spirit.
- Adept
- Motion Sense for free.
- All
- +2 to Navigation Tests.
- 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.
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.
Bear
SR5 Core Rulebook
- Similar
- Strength, Protection.
- Magician
- +2 dice for health spells, preparations, and health spell rituals.
- Adept
- Rapid Healing (1) for free.
- 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.
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.
Boar
Howling Shadows
- Magician
- +1 to the number of services gained when successfully summoning a spirit.
- Adept
- Rooting (2) for free.
- All
- Home Ground quality 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.
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.
Berserker
Street Grimoire
- Similar
- Warrior, Warmonger.
- Magician
- +2 dice for Physical-type Combat spells, preparations, and rituals.
- Adept
- Mystic Armor (2) or Pain Resistance (2), or one level of each free.
- All
- +2 dice pool modifier for Composure Tests.
- 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.
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.
Cat
SR5 Core Rulebook
- Similar
- Mystery, Stealth.
- Magician
- +2 dice for illusion spells, preparations, and illusion spell rituals.
- Adept
- Light Body (2) for free.
- 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.
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.
Chaos
Street Grimoire
- Similar
- Trickster, Troublemaker.
- Magician
- +2 dice to Illusion spells, preparations, and rituals.
- Adept
- Improved Potential (2 levels for the same limit, or 1 level each for two different limits) free.
- All
- +2 dice pool modifier for Con Tests.
- 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.
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.
Dog
SR5 Core Rulebook
- Similar
- Friendship, Loyalty.
- Magician
- +2 dice for Detection spells, preparations, and rituals.
- Adept
- Improved Sense (two powers) for free.
- 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.
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.
Dolphin
Howling Shadows
- Magician
- +2 for health spells, preparations, and spell rituals.
- Adept
- Flexibility (2) for free.
- All
- +2 dice on Artisan skill tests or Pilot (Watercraft) skill tests (choose one).
- 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.
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.
Dragonslayer
SR5 Core Rulebook
- Similar
- Heroism, Adventure.
- Magician
- +2 dice for Combat spells, preparations, and rituals.
- Adept
- Enhanced Accuracy (1 skill) and Danger Sense (1) for free.
- 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.
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.
Eagle
SR5 Core Rulebook
- Similar
- Nature, Warding.
- Magician
- +2 dice for summoning spirits of air.
- Adept
- Combat Sense (1) for free.
- All
- +2 dice to Perception Tests.
- Disadvantage
- Allergy (pollutants, mild) quality without the bonus Karma.
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.
Fire-Bringer
SR5 Core Rulebook
- Similar
- Invention, Generosity.
- Magician
- +2 dice for spells, preparations, and spell rituals in the Manipulation category.
- Adept
- Improved Ability (1, non-combat skill) for free.
- 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.
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.
Giraffe
Howling Shadows
- Magician
- +2 to Conjuring skill tests of air spirits.
- Adept
- Piercing Senses (2) for free.
- All
- +2 Assensing skill tests or +2 to Judge Intentions test (choose one).
- 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.
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.
Horse
Howling Shadows
- Magician
- Reduce Drain Value from Reckless Summoning by 1.
- Adept
- May learn the Movement critter power as a metamagic (self only, 3 times a day).
- All
- +2 dice to Running or Pilot Ground Craft) tests (choose one).
- 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.
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.
Monkey
Hard Targets
- Magician
- +2 dice for spells, preparations, and spell rituals in the Manipulation category.
- Adept
- Hang Time (2) for free.
- All
- +2 to Gymnastics Tests involving climbing.
- 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.
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.
Mountain
SR5 Core Rulebook
- Similar
- Endurance, Stubbornness.
- Magician
- +2 dice for Counterspelling Tests and anchored rituals.
- Adept
- Mystic Armor (1) for free.
- 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.
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.
Oracle
Street Grimoire
- Similar
- Teacher, Mystic.
- Magician
- +2 dice for Detection spells, preparations, and rituals.
- Adept
- Astral Perception for free.
- All
- +2 dice pool modifier for Arcana Tests.
- 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.
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.
Peacemaker
Street Grimoire
- Similar
- Mediator, Pacifist.
- Magician
- +2 dice to Detection spells, preparations, and rituals.
- Adept
- Enhanced Perception (2) for free.
- All
- +2 dice pool modifier for Negotiation Tests.
- 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.
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.
Raccoon
Howling Shadows
- Magician
- +2 dice for spells, preparations, and spell rituals in the Manipulation category.
- Adept
- Improved Sense (2 powers) for free.
- All
- +2 to Palming skill tests.
- 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.
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.
Rat
SR5 Core Rulebook
- Similar
- Survival, Scavenging.
- Magician
- +2 dice to Alchemy tests when harvesting reagents, and you may use reagents of any tradition.
- Adept
- Natural Immunity (2) for free.
- 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.
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.
Raven
SR5 Core Rulebook
- Similar
- Deception, Mischief.
- Magician
- +2 dice for spells, preparations, and spell rituals in the Manipulation category.
- Adept
- Traceless Walk and Voice Control (1) for free.
- 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.
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.
Sea
SR5 Core Rulebook
- Similar
- Chaos, Greed.
- Magician
- +2 for summoning spirits of water.
- Adept
- Improved Ability (1 skill from athletics) for free.
- 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.
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.
Seducer
SR5 Core Rulebook
- Similar
- Seductress, Temptation.
- Magician
- +2 dice for spells, preparations, and spell rituals of the Illusion category.
- Adept
- Improved Ability (1 skill from acting or influence) for free.
- 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.
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.
Shark
SR5 Core Rulebook
- Similar
- Hunger, Violence.
- Magician
- +2 dice for spells, preparations, and spell rituals of the Combat category.
- Adept
- Killing Hands for free.
- 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.
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.
Snake
SR5 Core Rulebook
- Similar
- Knowledge, Curiosity.
- Magician
- +2 dice for spells, preparations, and spell rituals of the Detection category.
- Adept
- Kinesics (2) for free.
- 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.
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.
Spider
Howling Shadows
- Magician
- +2 dice for Illusion spells.
- Adept
- Hang Time (2) for free.
- All
- +2 dice to Computer skill tests.
- 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.
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.
Thunderbird
SR5 Core Rulebook
- Similar
- Anger, War.
- Magician
- +2 dice for summoning spirits of air.
- Adept
- Critical Strike (1 skill) for free.
- 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.
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.
Whale
Howling Shadows
- Magician
- +2 to Conjuring skill tests for spirits of wate.
- Adept
- Iron Lungs (2) for free.
- All
- +2 dice to Swimming or Pilot (Watercraft) skill tests (choose one).
- 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.
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.
Wise Warrior
SR5 Core Rulebook
- Similar
- Duty, Wisdom.
- Magician
- +2 dice for spells, preparations, and spell rituals in the Combat category.
- Adept
- Improved Ability (1, a combat skill) for free.
- 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.
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.
Wolf
SR5 Core Rulebook
- Similar
- Hunting, Fellowship.
- Magician
- +2 dice for spells, preparations, and rituals in the Combat category.
- Adept
- Attribute Boost (2, Agility) for free.
- All
- +2 dice to Tracking tests.
- Disadvantage
- You must succeed in a Charisma + Willpower (3) Test to retreat from a fight.
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 mentors
See Dark Magic and Toxic Magic for more details.
Doom
Street Grimoire
- Similar
- Destroyer, Reaper.
- Magician
- +2 dice for spells, preparations, and spell rituals of the Combat category.
- Adept
- Killing Hands for free.
- 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.
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.
Disease
Street Grimoire
- Special
- Toxic.
- Similar
- Pestilent Rat, Contagion.
- Magician
- +2 dice for summoning or binding plague spirits (toxic spirits of man).
- Adept
- Plague Cloud for free.
- 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.
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.
Mutation
Street Grimoire
- Special
- Toxic.
- Similar
- Mutant Beast, Dark Darwinist.
- Magician
- +2 dice for spells, preparations, and spell rituals of the Health category.
- Adept
- Attribute Boost (2, one physical attribute) for free.
- 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).
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.
Pollution
Street Grimoire
- Special
- Toxic.
- Magician
- +2 dice to summon or bind toxic toxic spirits of air, earth, or water (choose one).
- Adept
- Toxic Strike for free.
- 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.
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.
Forbidden Arcana
Dove
Forbidden Arcana, p. 94
- Similar
- Peace
- Magician
- +1 dice pool modifier for casting Health spells, +1 dice pool modifier to summon air spirits.
- Adept
- Enhanced Perception (1) for free.
- All
- +2 dice pool modifier for Negotiation tests.
- Disadvantages
- Dove discourages combat whenever possible. As such, those who follow Dove are at −2 dice pool modifier to cast Combat spells or when using lethal force.
The mentor spirit Dove is a messenger of peace and a mediator for harmony. Often, those who are found following Dove care so deeply that they are willing to endure harm for the safety of others. Doves seek to remain aware and in touch with the environment around her. She is in tune with her environment, and she prides herself on remaining aware in all circumstances. Encouraging purity and integrity, followers of Dove often have difficulty remaining true to their highest ideals, but Dove also represents gentleness and forgiveness, allowing those on her path to dust themselves off and try again.
Planar Entity
Forbidden Arcana, p. 95
- Similar
- None.
- Magician
- Determined by spirit type and gamemaster approval.
- Adept
- Determined by spirit type and gamemaster approval.
- All
- Determined by spirit type and gamemaster approval.
- Disadvantages
- Taking on an extraplanar entity into one’s soul is not without its drawbacks. Much of their mental ability is taken up keeping themselves from losing their identity as a result of their shared existence. Mages suffer a −2 dice pool penalty when making tests involving Willpower.
Taking Planar Entity as a mentor spirit is only available to Planar mages. The Planar mage must choose (with gamemaster permission) a free spirit or extraplanar entity to serve as a mentor spirit. The gamemaster determines what advantages the spirit brings to the pact with the player, but they should be complementary to the spirit’s influence. For example, a free fire spirit may grant +2 when casting fire-based spells, whereas a shedim may grant immunity to aging.
Arcana
Forbidden Arcana, p. 95
- Similar
- Gambler, Lady Luck
- Magician
- +1 dice pool modifier for casting Detection spells, an additional +2 dice pool modifier to cast Clairvoyance spells.
- Adept
- Danger Sense (2) for free.
- All
- Once per day, when making a decision or test influenced by a Tarot reading/card, may re-roll misses as if they had used Edge.
- Disadvantages
- 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.
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.
Holy Text
Forbidden Arcana, p. 95
- Similar
- Vedas, Dhammapada, Torah, Bible, Qur’an, Book of Mormon
- Magician
- +2 dice pool modifier when casting Health spells or using the Banishing skill (choose one).
- Adept
- Empathic Healing (1) or Mystic Armor (1) for free (choose one).
- All
- Gain +4 ranks of (Choose Holy Text) Knowledge Skill.
- Disadvantages
- Having a Holy Text means that some actions will be considered illicit or counter to the teachings of the text. When a follower of a Holy Text wishes to take an action that is contrary to the teaching of the text (whatever that text is), they must pass a Charisma + Willpower (4) Test to take the action.
Throughout history, the faithful of myriad faiths have claimed that their particular sacred scriptures spoke to them. For some, this guidance may come in the form of the words themselves, but for others, it is a more mystical experience where the text comes alive. Those who follow these texts have a solitary commitment to the values and insights they glean from them, and as such, there is nothing in this world that can shake their confidence or commitment to them. While the texts are all different, the discipline used in reading, understanding, and practicing their words is common.
Death
Forbidden Arcana, p. 96
- Similar
- Hades, Osiris, Hel, Dis Pater, Grim Reaper, Mannanan, Sheol
- Magician
- +2 dice pool modifier when casting the spells Death Touch, Manaball, Manabolt, One Less, Slaughter, Slay.
- Adept
- Killing Hands (1) or Plague Cloud for free (choose one).
- All
- +4 ranks of the Knowledge Skill Anatomy, Disease, Infected, or Undead (choose one).
- Disadvantages
- While followers of Death understand more than many how the body works, they are loathe to heal it, as they see the process of death and dying as the most sacred of events. In order for a follower of Death to attempt to help someone who is dying or injured, they must first pass a Charisma + Willpower (3) Test.
Every belief system deals with Death. Either they worship it as a god, or their god fights against it. But it is present. Those who take Death on as a mentor spirit are not necessarily evil (although there are those), but they would suggest they see the world for what it truly is. Temporary. Those who follow Death are not bothered by the final destination of the living, but rather they celebrate it and spend their time alive preparing for the inevitable. Along with the fixation on the un-living comes a knowledge of and fascination with those subjects that are traditionally taboo in most societies: undead, necromancy, corpses, and disease. These aren’t the focus of death followers, but they are well-versed in them, as they have all been touched by their master’s cold embrace.
War
Forbidden Arcana, p. 97
- Similar
- Ares, Mixcoatl, Chi You, Woden, Indra, Mars
- Magician
- +2 dice pool modifier when casting Combat spells, preparations, and rituals.
- Adept
- Critical Strike (1) for free.
- All
- After character creation, may purchase combat skills at rank 3 or higher for 1 less Karma.
- Disadvantages
- There is a distinct difference between noble combat, fighting when one has to, and winning at all costs. War is about the latter. As a result, those who follow War fear losing more than they fear anything or anyone else. If it looks as if they are going to lose a battle, those with the War mentor must pass a Charisma + Willpower (4) Test, or else use all means necessary— including the lives, nuyen, and honor of their teammates—to overcome their adversary.
Some have said war is hell. Others have said war is all there is. One thing is certain, however. War is inevitable. Since the first time one tribe fought another, there has been war, and there always will be. That is why gods of war have always been present in every pantheon. That is why the world’s nations and megacorporations still pay homage to War through military industrial complexes, R&D departments, troop deployments, flag-waving civil religion, and honoring the military above all else, regardless of right or wrong. The Worship of War is alive and well, and as War’s followers know, there is always more that can be taught to those willing to listen and act. War can’t be considered “good,” but not truly evil either. War is inherently selfish, using violence as a means to get what one wants, although sometimes what one wants is violence for its own sake. Either suits War just fine.
Tohu Wa-Bohu
Forbidden Arcana, p. 97
- Similar
- Tiamat, Yam, Abyss
- Magician
- Gain the Witness My Hate quality for free.
- Adept
- Accident for free.
- All
- +2 dice pool modifier for Intimidation or Demolitions tests (choose one).
- Disadvantages
- Followers of Tohu Wa-Bohu can be difficult to work with, as they don’t like goals, which seem to them like building instead of tearing down. Followers gain the Driven quality, in which the focus is the opportunity to destroy something meaningful. Further, they find it hard to work in groups given their destructive nature. They can never benefit from teamwork or leadership bonuses.
In the beginning, there was only chaos. A vast, swirling morass of emptiness without form or function. Sources vary about what comes next, (the Big Bang, YHWH, Marduk, aliens) but Tohu Wa-Bohu is the name given to the nameless IT that preceded the more-or-less ordered universe we have now. Tohu Wa-Bohu is no devil, demiurge, or force of evil. Neither is it a trickster, prankster, or simple force of chaos out to mix things up. Rather, it is the primal force of entropy that seeks to break down all life, all structure, all elements back into the chaotic dark from whence the universe emerged. Followers of Tohu Wa-Bohu do not seek to rule the world, nor do they seek to correct it. They seek its end. Whether they want it now, or after they have had their fun, is up for debate, as followers of Tohu Wa-Bohu live to see every form of order brought low and for everything reasonable to be tossed into disarray.
Green Man
Forbidden Arcana, p. 98
- Similar
- Tree, Viridios
- Magician
- +2 dice pool modifier to summon Plant Spirits.
- Adept
- Rooting (2) for free.
- All
- +2 dice pool modifier for Negotiation Tests.
- Disadvantages
- Followers of the Green Man value Earth’s flora above almost anything else. As such, they will not stand idly by while plant life is wantonly destroyed. That isn’t to say that every follower must avenge every broken branch, but when significant damage is being done to vegetation, they must pass a Charisma + Willpower (3) Test or use all means possible to stop the destruction.
The Green Man mentor spirit, not to be confused with the green man extraplanar spirit, is a totem of the natural life and death cycles of plants. Green Man is that life-giving and nurturing aspect of nature, and the embodiment of it. While most consider vegetation to be passive, there is rather a wild element to the growth and death gathered together in plant life. While other, more particular totems like Oak and Great Mother are also nature spirits, Green Man is solely focused on plant life in all of its diversity and breadth.
Sun
Forbidden Arcana, p. 98
- Similar
- Apollo, Ra, Doumu, Sol, Aryaman
- Magician
- +2 dice pool modifier when casting Sun- or Fire-based spells.
- Adept
- Temperature Tolerance (3, heat only) for free.
- All
- +2 dice pool modifier for Perception tests when outside during the day.
- Disadvantages
- Followers of Sun must pass a Charisma + Willpower (4) Test in order to purposefully deceive others.
Sun is the life giver of the world. Sun loves to shine on and give warmth to everyone. On the other hand, it does not trust those who do their deeds where Sun cannot see them. Similar to fire, the Sun can be a force for life through heat, light, and life, but can also be a force for great destruction if not respected. Those who follow Sun value honor, honesty, and integrity. As a result, shadowrunners who follow Sun are a rare sort indeed, often falling into groups of like-minded individuals. Sun is among the most likely mentors to strip powers away from wayward shamans, so those who follow it should be on their guard against giving offense.
Dark King
Forbidden Arcana, p. 98
- Magician
- +2 dice to Contractual Rituals.
- Adept
- Spirit Ram for free.
- All
- +2 dice to Intimidation tests.
- Disadvantages
- The odd connection followers have to the Dark King makes pain and dying much more significant. It’s as if the Dark King wants his followers to join his court soon and tell him of their collected secrets. Followers receive a −1 dice pool penalty when resisting physical damage.
Most know him as the keeper of the dead with a kingdom in the underworld. Followers of the Dark King know him as the keeper of many secrets, as “taking it to the grave” doesn’t apply to him. Followers are business suits who deal with secrets. Some are simple blackmailers or insider traders; others are more mystical, looking to negotiate with spirits for more esoteric knowledge. Unfortunately for some, the cost is at times no object.
Moon
Forbidden Arcana, p. 98
- Magician
- +2 dice for Illusion and transformation focused Manipulation spells, preparations, and spell rituals.
- Adept
- Stillness (3) for free.
- All
- +2 dice to Negotiation tests.
- Disadvantages
- Followers of Moon must make a Charisma + Willpower (4) Test in order to engage in direct confrontation; failure means they cannot make any action considered as such. Negotiation is not considered confrontation (Moon loves discussion), but arguments fall into that category.
Moon is changeable and secretive. She sees much from her high vantage point and keeps many secrets hidden from prying eyes under the veil of night. Moon is also a transformer, ever changing and unknowable. Followers of Moon are not aggressive, taking the subtler approach with any mission. They prefer to keep a low profile and act through subterfuge.
Oak
Forbidden Arcana, p. 99
- Magician
- +2 dice pool bonus when summoning plant or air spirits (choose 1 when selecting this mentor spirit).
- Adept
- Stillness (2) for free.
- All
- +1 to Damage Resistance tests.
- Disadvantages
- Must have a natural (meaning unaugmented) Body and Strength of 4 or greater to select this mentor spirit
Followers of Oak are stalwart and silent. They listen to the world around them and calculate their next action. A follower may be slow to act, but when they make their move, they do it with conviction. He protects others, shielding small plants and moss from the elements. Strong shields, buildings, and ships are made from Oak. Followers protect anyone they have agreed to defend steadfastly, even unto death.
Stag
Forbidden Arcana, p. 99
- Magician
- +2 to summoning earth spirits.
- Adept
- Light Body (2) for free.
- All
- +2 to Blades tests.
- Disadvantages
- Followers of the Stag demand respect, especially to those they give it to. Once disrespected, they must succeed in a Charisma + Willpower (3) Test, or they will deman satisfaction against the slight.
Stag is noble and swift, a spirit of life and death. Stag represents the timeless cycle of birth, death, and rebirth that encompasses all living things. Followers of the Stag live life to the fullest and do not forget slights to their dignity. Vengeance in the form of duels or single combat is quite common.
Great Mother
Forbidden Arcana, p. 99
- Magician
- +2 for health spells, preparations, and spell rituals.
- Adept
- Empathic Healing for free.
- All
- When not in an urban area, gain +1 to any skill test with skills in the Outdoors skill group.
- Disadvantages
- Treat any background count due to pollution or twisted element as twice the actual rating.
The Great Mother is the embodiment of life-giving nature, giving her bounty freely to all who need it. Those who mistake her generosity for weakness are asking for trouble. Like any mother, she fights to the death to protect her children. Followers of the Great Mother are healers, both of the body and the spirit; they cannot refuse aid to anyone who needs it. Strict followers have a very stringent moral code. They must fight against the forces of corruption, whether environmental, social, political, or magical.
Globalization and Mentors
Forbidden Arcana, p. 99
One of the fastest growing fields of study at magical universities is the comparative study of indigenous spirits. After the initial shock of the Awakening, much ink has been spilled observing how spirits from one region differ from their counterparts in other countries or cultures. One type of spirit in particular has been more difficult to observe, however. Mentor spirits have proven challenging to compare as they are not directly observable, but subsequent interviews with followers of these spirits have yielded surprising results.
One example is the mentor spirit Raven. Present in nearly all cultures (and having followers in most of them), Raven nonetheless presents itself differently in each of these cultures. The differences between followers of Raven in the Pacific Northwest compared to those in Northern Europe, for example, have been extensively noted. As such, the scholarly consensus has been that the totem Raven in one place is not the same spirit as Raven in another. The totem Spider is another such example. What is recently being studied, however, is how these totem manifestations are similar to each other. This line of inquiry has led a few researchers to hypothesize that these totems are not actually different entities, but the same entity condescending to interact with their followers in ways that they expect. Thus, when the followers of Raven from different cultures began corresponding, they concluded the actual spirit Raven (if there is such a thing) must be something more than the individual expressions in each culture. See discussion on Raven (alt) in the recent Book of The Lost upload for an example. Expect to see more of these alternate or “globalized” mentor spirits as the study of these spirits continues.
Spider (alt)
Forbidden Arcana, p. 100
- Similar
- Grandfather Spider, Anansi, Iktomi
- Magician
- +2 dice pool modifier when casting Manipulation spells, preparations, and rituals.
- Adept
- Spirit Claw (2) for free (although it manifests as a fang).
- All
- +2 dice pool modifier for tests using the Stealth skill group.
- Disadvantages
- Spider followers, like their mentor, become anxious when events happen beyond their control. As such, they go to great lengths to limit the randomness of their encounters. When not following a plan or a plan doesn’t go according to plan, followers of Spider must pass a Charisma + Willpower (4) Test or suffer −2 to all rolls until a new plan is established.
Spider is one of the more feared and despised totems in the Sixth World. The threat posed by insect spirits is never far from the world’s consciousness, and most metahumans still group spiders together with insects (although they are arachnids, scientifically speaking). But the fear of spiders goes deeper than that. Metahumanity has an almost biological fear or spiders, and for good evolutionary reasons, but that isn’t all Spider is. As many cultures know, Spider is not just one thing. Also known as Anansi, Iktomi, or Grandfather Spider, this totem has adapted quite well to the Sixth World. In regions across the globe, Spider presents as a trickster, schemer, and hunter. Followers of Spider embody all of these traits and see Spider not as a boogeyman, but as a wise and powerful patron.
Wolf (alt)
Forbidden Arcana, p. 100
- Similar
- Hyena, Vulture
- Magician
- +1 dice pool modifier when casting Combat spells, preparations, and rituals.
- Adept
- Danger Sense (2) for free.
- All
- +1 dice pool modifier for tests using the Sneaking, Perception, Survival, and Tracking skills.
- Disadvantages
- Wolf is not honorable. Wolf is a survivor and preys on the weak. Whenever a follower of Wolf sees an opportunity to survive by attacking or sacrificing the weak, they must pass a Charisma + Willpower (4) Test or attempt to seize the opportunity. This does not apply to those the Wolf considers friends or family.
While Wolf can often be a positive totem in Native American cultures, for most of the world and its mythologies, wolves have been nothing but trouble. Whether among the Germanic peoples, Indic, Finnic, Christian, Islamic, or Middle-Eastern, or in folk and fairy tales, wolves are often the hunter and enemy of the civilized world. That is not to say they’re evil, but certainly hostile and predatory on those too weak to defend themselves.
Rat (alt)
Forbidden Arcana, p. 100
- Magician
- +1 dice pool modifier when casting Health spells, preparations, and rituals.
- Adept
- Analytics (1) for free.
- All
- +1 dice pool modifier for tests using the Perception and Sneaking skills.
- Disadvantages
- Rat is a loner by nature. As such, it is sometimes hard to trust others. Combined with Rat’s intolerance for incompetence, this could lead to problems in a team environment. Followers of Rat cannot receive aid or aid others with a Teamwork test unless they trust the individuals they are teaming with. Further, if they do trust the individuals, but that trust is broken through incompetence or betrayal, they must pass a Charisma + Willpower (4) Test to be able to use teamwork with that individual each time in the future.
Contrary to the way that Westerners understand rats to be dirty, disease-ridden filth that exist within the cracks of society, Chinese culture has a much more positive understanding of the totem Rat. As the first animal of the Chinese zodiac, Rat occupies a place of prominence, with none of the negatives typically associated with dirty rodents. Rather, rats are seen as bringing vitality and intelligence. Rat encourages creative problem-solving and alertness to potential threats. A life of following Rat can lead to tremendous fortune.
Other
Architect
State of the Art 2080 (German), p. 29
- Magician
- +2 dice to Combat spells.
- Adept
- Analytics (2) for free.
- All
- +2 dice to Leadership.
- Disadvantage
- WIL + INT (3) to avoid -2 to all tests when not in charge or forced on the defensive.
Artist
Schattenhandbuch 2, p. 179
- Magician
- +2 dice to Illusion spells.
- Adept
- Improved Potential (1) for free.
- All
- +2 dice to Artisan or Forgery (choose one).
- Disadvantage
- WIL + CHA (3) to avoid -2 to all LOG/INT/CHA skills for 1D6 days if no audience is found in 2 weeks.
Badger
State of the Art 2080 (German), p. 31
- Magician
- +1 die to Counterspelling and Combat spells.
- Adept
- Danger Sense (2) for free.
- All
- Perceptive (1 lvl).
- Disadvantage
- WIL + CHA (3) not to immediately pursue invaders on guarded turf or thieves of McGuffins.
Blacksmith
Schattenhandbuch 2, p. 179
- Magician
- +2 dice to summoning fire spirits.
- Adept
- Enhanced Accuracy (2) for free.
- All
- 2 to Artisan or Alchemy (choose one).
- Disadvantage
- WIL + CHA (3) not to immediately avenge an insult.
Brother in Arms
State of the Art 2080 (German), p. 32
- Similar
- Waffenbruder.
- Magician
- +2 dice to summoning guardian spirits, task spirits or spirits of man (choose one).
- Adept
- Mystic Armor (1) for free.
- All
- +1 die to Etiquette and Instruction.
- Disadvantage
- WIL + INT (3) to take advantage of, lie to or abandon charges (three plot-relevant persons per run); -2 to all actions until atonement regardless of result.
Capricorn
State of the Art: ADL, p. 123
- Magician
- +2 dice to summoning earth spirits.
- Adept
- Hang Time (2) for free.
- All
- +2 dice to Gymnastics.
- Disadvantage
- WIL + CHA (3) to withstand long periods of indecision instead of executing the first plan that comes to mind.
Coyote
Shadows in Focus: Sioux Nation: Counting Coup, p. 24
- Magician
- +1 die to Illusion and Manipulation spells.
- Adept
- Danger Sense (2) for free.
- All
- +2 dice to Con.
- Disadvantage
- WIL + CHA (4) not to abandon a plan involving head-on attacks or brute-force methods.
Dachshund
Street Grimoire (German), p. 231
- Magician
- +2 dice to Detection spells.
- Adept
- Combat Sense (2) for free.
- All
- +2 dice to Tracking.
- Disadvantage
- WIL + CHA (3) to abide orders or follow a group decision.
Doberman
State of the Art 2080 (German), p. 29
- Magician
- +2 dice to Combat spells.
- Adept
- Combat Sense (1) for free.
- All
- +1 die to a single Combat skill (choose one) and Perception.
- Disadvantage
- WIL + CHA (3) to take a subordinate role or accept a stranger's plan.
Electro-Marten
Street Grimoire (German), p. 232
- Magician
- +2 dice to Illusion spells.
- Adept
- Elemental Strike (1) for free.
- All
- +2 dice to Harware or Electronic Warfare (choose one).
- Disadvantage
- WIL + CHA (3) not to lose oneself in wrong signals, becoming confused for 3 combat turns (each success reduces the time for 1 turn).
Eurasian Jay
State of the Art: ADL, p. 120
- Magician
- +2 dice to Illusion or Manipulation spells (choose one).
- Adept
- Voice Control (1) or Danger Sense (2) for free (choose one).
- All
- +1 die to Perception and Palming.
- Disadvantage
- WIL + CHA (3) not to split possessions across an area.
Fox
State of the Art: ADL, p. 121
- Magician
- +2 dice to Illusion spells.
- Adept
- Combat Sense (2) for free.
- All
- +2 dice to Perception.
- Disadvantage
- WIL + CHA (3) to spare a bettered foe.
Gambler
Schattenhandbuch 2, p. 179
- Magician
- +2 dice to Manipulation spells.
- Adept
- Danger Sense (2) for free.
- All
- +2 dice to Etiquette or Palming (choose one).
- Disadvantage
- Distinctive Style.
German Shepherd
State of the Art 2080 (German), p. 29
- Magician
- +1 die to Combat and Detection spells.
- Adept
- Danger Sense (2) for free.
- All
- +1 die to Leadership and Perception.
- Disadvantage
- WIL + CHA (3) not to react harshly when patience is tested (GM discretion).
Goddess
Book of the Lost, p. 129
- Magician
- +2 dice to Ritual Spellcasting.
- Adept
- Authoritative Tone (1) for free.
- All
- +2 dice to Instruction.
- Disadvantage
- WIL + CHA (3) to accept orders from a male and avoid responding to disrespect in kind.
Great Mother (SASS)
Sail Away, Sweet Sister, p. 33
- Magician
- +2 dice to Health spells.
- Adept
- Rapid Healing (1) for free.
- All
- +2 dice to First Aid or Medicine (choose one).
- Disadvantage
- 1 die penalty when using Combat skills or Combat spells.
Groundhog
State of the Art: ADL, p. 122
- Magician
- +2 dice to Detection spells.
- Adept
- Attribute Boost (2 REA) or Motion Sense for free (choose one).
- All
- +1 die to Perception and Etiquette.
- Disadvantage
- WIL + CHA (3) not to flee a fight immediately.
Guanyin
Better Than Bad, p. 139
- Magician
- +2 dice to Health spells.
- Adept
- Empathic Healing for free.
- All
- +2 dice to First Aid.
- Disadvantage
- WIL + CHA (3) not to turn down an offer of a run that isn't hooding.
Heinzelmannchen
State of the Art: ADL, p. 121
- Magician
- +2 dice to Manipulation spells.
- Adept
- Improved Ability (1, Artisan or an Engineering skill) for free.
- All
- +2 dice to Artisan and the Engineering skill group.
- Disadvantage
- WIL + CHA (3) to avoid losing magical ability when observed closely or in public.
Klabautermann
Street Grimoire (German), p. 232
- Magician
- +2 dice to Detection spells.
- Adept
- Danger Sense (2) for free.
- All
- +2 dice to Nautical Mechanic.
- Disadvantage
- WIL + CHA (3) not to fear seeing the Klabautermann and convince people of it if thinking they're in danger, in or on a vehicle of sorts.
Lion
Book of the Lost, p. 129
- Magician
- +2 dice to Combat spells.
- Adept
- Attribute Boost (2 STR) for free.
- All
- +2 dice to Survival, Running or Tracking (choose one).
- Disadvantage
- WIL + CHA (3) to flee combat if others are still engaged; -2 to limits if taking actions detrimental to the team.
Little Red Riding Hood
State of the Art 2080 (German), p. 32
- Magician
- +2 dice to Contractual Rituals.
- Adept
- Linguist for free.
- All
- +2 dice to Con.
- Disadvantage
- -1 to Perception tests in foreign areas.
Luna
Street Grimoire (German), p. 233
- Magician
- +2 dice to Illusion spells.
- Adept
- Enhanced Accuracy (2) or Spell Resistance (1) for free (choose one).
- All
- +2 dice to Negotiation.
- Disadvantage
- WIL + CHA (3) not to immediately follow a personal flight of momentary fancy.
Mystic Guardian
State of the Art 2080 (German), p. 31
- Magician
- +2 dice to summoning guardian or beast spirits (choose one).
- Adept
- Magic Sense for free.
- All
- +2 dice to one melee Combat skill (choose one).
- Disadvantage
- -2 to all tests when without a ward, employer or task (can be self-imposed).
Oak (SHB)
Schattenhandbuch 2, p. 179
- Magician
- +2 dice to Detection spells.
- Adept
- Mystic Armour (1) for free.
- All
- +2 dice to memory tests.
- Disadvantage
- WIL + CHA (3) to retreat from danger instead of sitting it through.
Pig
State of the Art: ADL, p. 122
- Magician
- +2 dice to Manipulation spells.
- Adept
- Improved Ability (1 Influence or Acting skill) for free.
- All
- +2 dice to Con.
- Disadvantage
- WIL + CHA (3) to break away from pleasures.
Raven (Alt)
Book of the Lost, p. 121
- Magician
- +2 dice to Detection spells or summoning ALL spirits IF with Code of Honour (Harmony with Nature or Shaman's Code) and bargains with the spirit (choose one).
- Adept
- Enhanced Perception (2) for free.
- All
- 2 to all Knowledge skills.
- Disadvantage
- WIL + CHA (3) to resist trying to acquire something valuable.
Raven (German)
Core Rulebook (German), p. 323
- Toxic
- ?.
- Magician
- +2 dice to Manipulation spells.
- Adept
- Traceless Walk or Voice Control (1) for free (choose one).
- All
- +2 dice to Con.
- Disadvantage
- WIL + CHA (3) not to exploit another's misfortune to own advantage.
Seal
State of the Art: ADL, p. 122
- Magician
- +2 dice to Illusion spells or summoning water spirits (choose one).
- Adept
- Astral Perception for free.
- All
- +2 dice to Judge Intentions.
- Disadvantage
- WIL + CHA (3) to respect private boundaries.
Squirrel
State of the Art: ADL, p. 121
- Magician
- +2 dice to Detection spells.
- Adept
- Light Body (2) for free.
- All
- +2 dice to Gymnastics.
- Disadvantage
- WIL + CHA (3) not to suffer 1 die penalty on all tests in confined spaces.
Tatzelwurm
Street Grimoire (German), p. 234
- Toxic
- ?.
- Magician
- +2 dice to summoning earth spirits.
- Adept
- Critical Strike (1 skill) for free.
- All
- +2 dice to Unarmed Combat.
- Disadvantage
- Combat Junkie.
Tide
State of the Art: ADL, p. 121
- Magician
- +2 dice to summoning water or earth spirits (changes every 6 h).
- Adept
- Heightened Concentration (2) for free.
- All
- +2 dice to Ritual Spellcasting.
- Disadvantage
- 1 die penalty to all tests until the life cycle is restored if disturbed.
Treasure Hunter
State of the Art 2080 (German), p. 32
- Similar
- Schatzjäger.
- Magician
- +2 dice to Detection spells.
- Adept
- Three-Dimensional Memory for free.
- All
- +1 die to Navigation and Locksmith.
- Disadvantage
- WIL + WIL (3) to avoid -1 to all tests which don't directly involve their desired McGuffin.
Weimaraner
State of the Art 2080 (German), p. 31
- Magician
- +2 dice to Detection spells.
- Adept
- Enhanced Perception (1) for free.
- All
- 1 to Running and Tracking.
- Disadvantage
- if unable to use skills for a longer period of time than 12 h, WIL + CHA (3) to avoid -1 to all tests until able to use abilities again.
Wild Hunt
State of the Art: ADL, p. 123
- Toxic
- Yes.
- Magician
- +2 dice to summoning man or guardian spirits.
- Adept
- Berserk for free.
- All
- +2 dice to Pilot Groundcraft or Intimidation (choose one).
- Disadvantage
- WIL + CHA (3) to avoid 2 dice penalty to all tests if consciously considerate in a fight.
Wolpertinger
Street Grimoire (German), p. 234
- Magician
- +2 dice to Illusion spells.
- Adept
- Danger Sense (2) for free.
- All
- +2 dice to Dodge (REA + INT).
- Disadvantage
- WIL + CHA (3) not to immediately flee danger (real or imaginary).