Mentor Spirits

TODO : Vérifier et ajouter la colonne pour les mentors toxiques (ou les séparer dans un deuxieme tableau en dessous) ? Link les pouvoirs/skills ?

Mentor spirit Shared bonus Magicians bonus Adepts bonus Disadvantage Source Toxic
Alligator 2 dice to Intimidation 2 dice to summoning water or man spirits (choose one) Inertia Strike WIL + CHA (3) to change a plan Hard Targets
Arcana 1/day, if making a decision with a deck of Tarot cards, can reroll misses without using up EDG 1 die to Detection spells (3 if Clairvoyance line of spells) 2 lvls of Danger Sense must use Tarot cards for foci or fetishes or face -2 to using them; first initiation must be Centering or Adept Centering using Tarot cards Forbidden Arcana
Architect 2 dice to Leadership 2 dice to Combat spells 2 lvls of Analytics WIL + INT (3) to avoid -2 to all tests when not in charge or forced on the defensive SOTG 29
Artist 2 dice to Artisan or Forgery (choose one) 2 dice to Illusion spells 1 lvl of Improved Potential WIL + CHA (3) to avoid -2 to all LOG/INT/CHA skills for 1D6 days if no audience is found in 2 weeks SHB2 179
Badger Perceptive (1 lvl) 1 die to Counterspelling and Combat spells 2 lvls of Danger Sense WIL + CHA (3) not to immediately pursue invaders on guarded turf or thieves of McGuffins SOTG 31
Bat 2 dice to Navigation 1 die to summoning all spirits Motion Sense a -1 penalty to all actions if staying for a week in one place; WIL + CHA (3) to avoid -1 to all magic tests for 24 h upon entering the same hangout twice Hard Targets
Bear 2 dice to damage resistance (not drain) 2 dice to Health spells 1 lvl of Rapid Healing WIL + CHA (3) not to go berserk for 3 combat turns or until foes are incapacitated if the follower or someone in their care take physical damage; each hit reduces combat turns berserked; if already berserk, duration extended SR5 CRB
Berserker 2 dice to Composure 2 for physical Combat spells 2 lvls of Mystic Armour; 2 lvls of Pain Resistance; or 1 lvl of Mystic Armour and 1 lvl of Pain Resistance (choose one) WIL + CHA (3) not to attack someone strongly disagreeing with the follower; the intention must be to cause damage Street Grimoire ?
Blacksmith 2 to Artisan or Alchemy (choose one) 2 dice to summoning fire spirits 2 lvls of Enhanced Accuracy WIL + CHA (3) not to immediately avenge an insult SHB2 179
Boar Home Ground 1 additional service from any spirit summoned 2 lvls of Rooting WIL + CHA (3) to permanently change home, safehouse or routine; -1 to all active skill tests for 3 weeks before settling into a new place or routine HS 41
Brother in Arms (Waffenbruder) 1 die to Etiquette and Instruction 2 dice to summoning guardian spirits, task spirits or spirits of man (choose one) 1 lvl of Mystic Armor 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 SOTG 32
Capricorn 2 dice to Gymnastics 2 dice to summoning earth spirits 2 lvls of Hang Time WIL + CHA (3) to withstand long periods of indecision instead of executing the first plan that comes to mind SAG 123
Cat 2 dice to Gymnastics or Sneaking (choose one) 2 dice to Illusion spells 2 lvls of Light Body WIL + CHA (3) to make an attack which will incapacitate the target if the follower hasn't already taken physical damage SR5 CRB
Chaos 2 dice to Con 2 dice to Illusion spells 2 lvls of Improved Potential WIL + INT (3) to avoid stirring the pot somehow in a stable situation; cannot keep secrets Street Grimoire
Coyote 2 dice to Con 1 die to Illusion and Manipulation spells 2 lvls of Danger Sense WIL + CHA (4) not to abandon a plan involving head-on attacks or brute-force methods SFCC 24
Dachshund 2 dice to Tracking 2 dice to Detection spells 2 lvls of Combat Sense WIL + CHA (3) to abide orders or follow a group decision SGG 231
Dark King 2 dice to Intimidation 2 dice to Contractual Rituals Spirit Ram 1 die penalty to resist physical damage Forbidden Arcana ?
Death 4 ranks to Anatomy, Disease, Infected or Undead knowledge skills (choose one) 2 dice to casting Death Touch, Manaball, Manabolt, One Less, Slaughter, Slay Killing Hands or Plague Cloud (choose one) WIL + CHA (3) to help a wounded or dying person Forbidden Arcana YES (RAI)
Disease 2 dice to resist pathogens and toxins 2 dice to summoning or binding plague spirits Plague Cloud WIL + CHA (3) not to flee or seek cover in combat unless they outnumber the foes (also mid-combat) Street Grimoire YES (RAW)
Doberman 1 die to a single Combat skill (choose one) and Perception 2 dice to Combat spells 1 lvl of Combat Sense WIL + CHA (3) to take a subordinate role or accept a stranger's plan SOTG 29
Dog 2 dice to Tracking 2 dice to Detection spells 2 (different) Improved Sense WIL + CHA (3) to betray a partner or leave them behind SR5 CRB
Dolphin 2 dice to Artisan or Pilot Watercraft (choose one) 2 dice to Health spells 2 lvls of Flexibility WIL + CHA (3) to avoid interfering with bullying or polluting the environment; 2 dice penalty per each such deed committed by the follower until atonement (GM's discretion) HS 43
Doom 2 dice to Demolitions or a single Combat skill (choose one) 2 dice to Combat spells Killing Hands WIL + CHA (3) to avoid enacting a place of violence or a fight once it's begun; failure means fighting until all foes are defeated or flee Street Grimoire YES (RAW)
Dove 2 dice to Negotiation 1 die to Health spells and summoning air spirits 1 lvl of Enhanced Perception 2 dice penalty when using lethal force or Combat spells Forbidden Arcana
Dragonslayer 2 dice to one Social skill 2 dice to Combat spells 1 lvl of Enhanced Accuracy and Danger sense 1 die penalty to all actions if breaking a promise until it's made good on SR5 CRB
Eagle 2 dice to Perception 2 dice to summoning air spirits 1 lvl of Combat Sense Allergy (Mild): Pollutants SR5 CRB
Electro-Marten 2 dice to Harware or Electronic Warfare (choose one) 2 dice to Illusion spells 1 lvl of Elemental Strike WIL + CHA (3) not to lose oneself in wrong signals, becoming confused for 3 combat turns (each success reduces the time for 1 turn) SGG 232
Eurasian Jay 1 die to Perception and Palming 2 dice to Illusion or Manipulation spells (choose one) 1 lvl of Voice Control or 2 lvls of Danger Sense (choose one) WIL + CHA (3) not to split possessions across an area SAG 120
Fire-Bringer 2 dice to Artisan or Alchemy (choose one) 2 dice to Manipulation spells 1 lvl of Improved Ability on a non-Combat skill WIL + CHA (3) to refuse a sincere plea for help SR5 CRB
Fox 2 dice to Perception 2 dice to Illusion spells 2 lvls of Combat Sense WIL + CHA (3) to spare a bettered foe SAG 121
Gambler 2 dice to Etiquette or Palming (choose one) 2 dice to Manipulation spells 2 lvls of Danger Sense Distinctive Style SHB2 179
German Shepherd 1 die to Leadership and Perception 1 die to Combat and Detection spells 2 lvls of Danger Sense WIL + CHA (3) not to react harshly when patience is tested (GM discretion) SOTG 29
Giraffe 2 dice to Assensing or Judge Intentions (choose one) 2 dice to summoning air spirits 2 lvls of Piercing Senses 2 dice penalty for to Etiquette HS 42
Goddess 2 dice to Instruction 2 dice to Ritual Spellcasting 1 lvl of Authoritative Tone WIL + CHA (3) to accept orders from a male and avoid responding to disrespect in kind BOTL 129 YES (RAI)
Great Mother 1 to the Outdoors skill group if not in an urban area 2 dice to Health spells Empathic Healing pollution-based background count doubles Forbidden Arcana
Great Mother (SASS) 2 dice to First Aid or Medicine (choose one) 2 dice to Health spells 1 lvl of Rapid Healing 1 die penalty when using Combat skills or Combat spells SASS 33
Green Man 2 dice to Negotiation 2 dice to summoning plant spirits 2 lvls of Rooting WIL + CHA (3) not to defend vegetation from being destroyed Forbidden Arcana
Groundhog 1 die to Perception and Etiquette 2 dice to Detection spells Motion Sense or 2 lvls of Attribute Boost REA (choose one) WIL + CHA (3) not to flee a fight immediately SAG 122
Guanyin 2 dice to First Aid 2 dice to Health spells Empathic Healing WIL + CHA (3) not to turn down an offer of a run that isn't hooding Better Than Bad
Heinzelmannchen 2 dice to Artisan and the Engineering skill group 2 dice to Manipulation spells 1 lvl of Improved Ability on Artisan or a skill from the Engineering group WIL + CHA (3) to avoid losing magical ability when observed closely or in public SAG 121
Holy Text 4 ranks to the knowledge skill targeting the Holy Text followed 2 dice to Health spells or banishing (choose one) Empathic Healing or 1 lvl of Mystic Armour (choose one) WIL + CHA (4) to act against the teachings of the Holy Text followed Forbidden Arcana
Horse 2 dice to Running or Pilot Groundcraft (choose one) drain value from Reckless summoning reduced by 1 Movement (Self) as metamagic 1 die penalty if unable to run or drive around for 4 h/day (cumulative) HS 46
Klabautermann 2 dice to Nautical Mechanic 2 dice to Detection spells 2 lvls of Danger Sense 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 SGG 232
Lion 2 dice to Survival, Running or Tracking (choose one) 2 dice to Combat spells 2 lvls of Attribute Boost STR WIL + CHA (3) to flee combat if others are still engaged; -2 to limits if taking actions detrimental to the team BOTL 129
Little Red Riding Hood 2 dice to Con 2 dice to Contractual Rituals Linguist -1 to Perception tests in foreign areas SOTG 32
Luna 2 dice to Negotiation 2 dice to Illusion spells 2 lvls of Enhanced Accuracy or 1 lvl of Spell Resistance (choose one) WIL + CHA (3) not to immediately follow a personal flight of momentary fancy SGG 233
Monkey 2 dice to Gymnastics (if climbing) 2 dice to Manipulation spells 2 lvls of Hang Time WIL + CHA (3) to strike a surprised foe; -1 to all magic tests until the next dawn/dusk if unable to watch a prank go off Hard Targets
Moon 2 dice to Negotiation 2 dice to Illusion spells and transformation-focused Manipulation spells 3 lvls of Stillness WIL + CHA (4) to engage in direct confrontations that aren't negotiations Forbidden Arcana
Mountain 2 dice to Survival 2 dice to Counterspelling and anchored rituals 1 lvl of Mystic Armour WIL + CHA (3) to change a plan; WIL + CHA (3) to do anything without one SR5 CRB 322
Mutation 2 dice to a Physical skill 2 dice to Health spells 2 lvls of Attribute Boost (any) 1 die penalty to all actions if finding oneself inferior to a foe until said foe is defeated Street Grimoire YES (RAW)
Mystic Guardian 1 die to one melee Combat skill (choose one) 2 dice to summoning guardian or beast spirits (choose one) Magic Sense -2 to all tests when without a ward, employer or task (can be self-imposed) SOTG 31
Oak 1 die to damage resistance tests 2 dice to summoning plant or air spirits (choose one) 2 lvls of Stillness needs unaugmented BOD and STR of 4 Forbidden Arcana
Oak (SHB) 2 dice to memory tests 2 dice to Detection spells 1 lvl of Mystic Armour WIL + CHA (3) to retreat from danger instead of sitting it through SHB2 179
Oracle 2 dice to Arcana 2 dice to Detection spells Astral Perception WIL + CHA (3) if faced with a mystery to resist an INT + LOG (5, 1 h) test to find an answer to it; must choose Divination as the first initiation Street Grimoire
Peacemaker 2 dice to Negotiation 2 dice to Detection spells 2 lvls of Enhanced Perception CHA + INT (3) at the start of combat to be able to cause physical damage to foes Street Grimoire
Pig 2 dice to Con 2 dice to Manipulation spells 1 lvl of Improved Ability on a skill from the Influence or Acting skill group WIL + CHA (3) to break away from pleasures SAG 122
Planar Entity GM's discretion GM's discretion GM's discretion 2 dice penalty on tests involving WIL Forbidden Arcana YES (RAI)
Pollution 2 dice to Chemistry dealing with pollutants 2 dice to summoning and binding toxic spirits Toxic Strike WIL + CHA (3)/24 h not to spend at least 8 h despoiling the land if staying in an area cleaner than one's used to Street Grimoire YES (RAW)
Raccoon 2 dice to Palming 2 dice to Manipulation spells 2 (different) Improved Sense WIL + CHA (3) not to pick locks or seek more paydata HS 46
Rat 2 dice to Sneaking 2 dice to Alchemy for harvesting, uses reagents of all traditions 2 lvls of Natural Immunity WIL + CHA (3) not to seek cover or flee a fight immediately SR5 CRB
Rat (Alt) 1 die to Perception and Sneaking 1 die to Health spells 1 lvl of Analytics WIL + CHA (4) to teamwork with a traitor; cannot use teamwork without trusting teammates Forbidden Arcana
Raven 2 dice to Con 2 dice to Manipulation spells Traceless Walk and 1 lvl of Voice Control WIL + CHA (3) not to exploit another's misfortune to own advantage SR5 CRB ?
Raven (Alt) 2 to all Knowledge skills 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) 2 lvls of Enhanced Perception WIL + CHA (3) to resist trying to acquire something valuable BOTL 121
Raven (German) 2 dice to Con 2 dice to Manipulation spells Traceless Walk or 1 lvl of Voice Control (choose one) WIL + CHA (3) not to exploit another's misfortune to own advantage SR5G 323 ?
Sea 2 dice to Swimming 2 dice to summoning water spirits 1 lvl of Improved Ability on a skill from the Athletics skill group WIL + CHA (3) to be charitable or give something away SR5 CRB
Seal 2 dice to Judge Intentions 2 dice to Illusion spells or summoning water spirits (choose one) Astral Perception WIL + CHA (3) to respect private boundaries SAG 122
Seducer 2 dice to Con 2 dice to Illusion spells 1 lvl of Improved Ability on a skill from the Influence or Acting skill group WIL + CHA (3) not to pursue vices when available SR5 CRB
Shark 2 dice to Unarmed Combat 2 dice to Combat spells Killing Hands berserk if taking physical damage; WIL + CHA (3) nullifies it fully SR5 CRB
Snake 2 dice to Arcana 2 dice to Detection spells 2 lvls of Kinesics WIL + CHA (3) test not to pursue secrets the follower learns about SR5 CRB
Spider 2 dice to Computer 2 dice to Illusion spells 2 lvls of Hang Time 1 die penalty to practising magic outdoors or in big spaces (stadiums, large rooms etc.); twice the penalty when faced with a crowd of people HS 46
Spider (Alt) 2 dice to the Stealth skill group 2 dice to Manipulation spells 2 lvls of Spirit Claw (errata? Spirit Claw has no levels) WIL + CHA (4) to change a plan or do anything without one; if failed, 2 dice penalty to all tests until a new plan is established Forbidden Arcana
Squirrel 2 dice to Gymnastics 2 dice to Detection spells 2 lvls of Light Body WIL + CHA (3) not to suffer 1 die penalty on all tests in confined spaces SAG 121
Stag 2 dice to Blades 2 dice to summoning earth spirits 2 lvls of Light Body WIL + CHA (3) not to demand satisfaction in a duel if someone you respect is slighted Forbidden Arcana
Sun 2 dice to Perception when in outside during the day 2 dice to sun- and fire-based spells 3 lvls of Temperature Tolerance (Heat) WIL + CHA (4) to purposefully deceive others Forbidden Arcana
Tatzelwurm 2 dice to Unarmed Combat 2 dice to summoning earth spirits 1 lvl of Critical Strike (errata? Critical Strike has no levels, it differentiates only through skill linked to it) Combat Junkie SGG 234 ?
The Adversary 2 dice to Demolitions 2 dice to Counterspelling and Disenchanting 1 lvl of Iron Will WIL + CHA (3) to follow a plan one dislikes; Leadership imposes penalties equal to bonuses non-followers get Hard Targets ?
Thunderbird 2 dice to Intimidation 2 dice to summoning air spirits 1 lvl of Critical Strike (errata? Critical Strike has no levels, it differentiates only through skill linked to it) WIL + CHA (3) not to respond in kind to an insult SR5 CRB
Tide 2 dice to Ritual Spellcasting 2 dice to summoning water or earth spirits (changes every 6 h) 2 lvls of Heightened Concentration 1 die penalty to all tests until the life cycle is restored if disturbed SAG 121
Tohu Wa-Bohu 2 dice to Intimidation or Demolitions (choose one) Witness My Hate Adept Accident Driven (Destroy Something Meaningful); no benefits from Leadership or teamwork tests Forbidden Arcana YES (RAI)
Treasure Hunter (Schatzjäger) 1 die to Navigation and Locksmith 2 dice to Detection spells Three-Dimensional Memory WIL + WIL (3) to avoid -1 to all tests which don't directly involve their desired McGuffin SOTG 32
War post-chargen buys Combat skills above 2 ranks for 1 less karma 2 dice to Combat spells 1 lvl of Critical Strike (errata? Critical Strike has no levels, it differentiates only through skill linked to it) WIL + CHA (4) to destroy the foe no matter the cost if losing the fight Forbidden Arcana YES (RAI)
Weimaraner 1 to Running and Tracking 2 dice to Detection spells 1 lvl of Enhanced Perception 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 SOTG 31
Whale 2 dice to Swimming or Pilot Watercraft (choose one) 2 dice to summoning water spirits 2 lvls of Iron Lungs 1 MAG lost (until atonement) if failing to honour an oath or agreement Hard Targets
Wild Hunt 2 dice to Pilot Groundcraft or Intimidation (choose one) 2 dice to summoning man or guardian spirits Berserk WIL + CHA (3) to avoid 2 dice penalty to all tests if consciously considerate in a fight SAG 123 YES (RAW)
Wise Warrior 2 dice to Leadership or Instruction (choose one) 2 dice to Combat spells 1 lvl of Improved Ability on a Combat skill 1 die penalty until atonement if one acts dishonourably SR5 CRB
Wolf 2 dice to Tracking 2 dice to Combat spells 2 lvls of Attribute Boost AGI WIL + CHA (3) to retreat from a fight SR5 CRB
Wolf (Alt) 1 die to Perception, Sneaking, Survival and Tracking 1 die to Combat spells 2 lvls of Danger Sense WIL + CHA (4) not to sacrifice the weak outside of friends/family to survive Forbidden Arcana ?
Wolpertinger 2 dice to Dodge (REA + INT) 2 dice to Illusion spells 2 lvls of Danger Sense WIL + CHA (3) not to immediately flee danger (real or imaginary) SGG 234