Mentor spirit/Other: Difference between revisions

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Created page with "===Architect=== {{hatnote|''State of the Art 2080 (German)'', p. 29}} {{statblock| ;Magician: +2 dice to Combat spells. ;Adept: Analytics (2) for free. ;All: +2 dice to L..."
 
imported>MJBurrage
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{{statblock|
{{statblock|
;Magician: +2 dice to Combat spells.
;Magician: +2 dice to Combat spells.
;Adept: [[Analytics]] (2) for free.
;Adept: [[Adept power#Analytics|Analytics]] (2) for free.
;All: +2 dice to Leadership.
;All: +2 dice to Leadership.
;Disadvantage: WIL + INT (3) to avoid -2 to all tests when not in charge or forced on the defensive.
;Disadvantage: WIL + INT (3) to avoid -2 to all tests when not in charge or forced on the defensive.
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{{statblock|
{{statblock|
;Magician: +2 dice to Illusion spells.
;Magician: +2 dice to Illusion spells.
;Adept: [[Improved Potential]] (1) for free.
;Adept: [[Adept power#Improved Potential|Improved Potential]] (1) for free.
;All: +2 dice to Artisan or Forgery (choose one).
;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.
;Disadvantage: WIL + CHA (3) to avoid -2 to all LOG/INT/CHA skills for 1D6 days if no audience is found in 2 weeks.
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{{statblock|
{{statblock|
;Magician: +1 die to Counterspelling and Combat spells.
;Magician: +1 die to Counterspelling and Combat spells.
;Adept: [[Danger Sense]] (2) for free.
;Adept: [[Adept power#Danger Sense|Danger Sense]] (2) for free.
;All: Perceptive (1 lvl).
;All: Perceptive (1 lvl).
;Disadvantage: WIL + CHA (3) not to immediately pursue invaders on guarded turf or thieves of McGuffins.
;Disadvantage: WIL + CHA (3) not to immediately pursue invaders on guarded turf or thieves of McGuffins.
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{{statblock|
{{statblock|
;Magician: +2 dice to summoning fire spirits.
;Magician: +2 dice to summoning fire spirits.
;Adept: [[Enhanced Accuracy]] (2) for free.
;Adept: [[Adept power#Enhanced Accuracy|Enhanced Accuracy]] (2) for free.
;All: 2 to Artisan or Alchemy (choose one).
;All: 2 to Artisan or Alchemy (choose one).
;Disadvantage: WIL + CHA (3) not to immediately avenge an insult.
;Disadvantage: WIL + CHA (3) not to immediately avenge an insult.
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{{statblock|
{{statblock|
;Magician: +2 dice to summoning guardian spirits, task spirits or spirits of man (choose one).
;Magician: +2 dice to summoning guardian spirits, task spirits or spirits of man (choose one).
;Adept: [[Mystic Armor]] (1) for free.
;Adept: [[Adept power#Mystic Armor|Mystic Armor]] (1) for free.
;All: +1 die to Etiquette and Instruction.
;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.
;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.
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{{statblock|
{{statblock|
;Magician: +2 dice to summoning earth spirits.
;Magician: +2 dice to summoning earth spirits.
;Adept: [[Hang Time]] (2) for free.
;Adept: [[Adept power#Hang Time|Hang Time]] (2) for free.
;All: +2 dice to Gymnastics.
;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.
;Disadvantage: WIL + CHA (3) to withstand long periods of indecision instead of executing the first plan that comes to mind.
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{{statblock|
{{statblock|
;Magician: +1 die to Illusion and Manipulation spells.
;Magician: +1 die to Illusion and Manipulation spells.
;Adept: [[Danger Sense]] (2) for free.
;Adept: [[Adept power#Danger Sense|Danger Sense]] (2) for free.
;All: +2 dice to Con.
;All: +2 dice to Con.
;Disadvantage: WIL + CHA (4) not to abandon a plan involving head-on attacks or brute-force methods.
;Disadvantage: WIL + CHA (4) not to abandon a plan involving head-on attacks or brute-force methods.
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{{statblock|
{{statblock|
;Magician: +2 dice to Detection spells.
;Magician: +2 dice to Detection spells.
;Adept: [[Combat Sense]] (2) for free.
;Adept: [[Adept power#Combat Sense|Combat Sense]] (2) for free.
;All: +2 dice to Tracking.
;All: +2 dice to Tracking.
;Disadvantage: WIL + CHA (3) to abide orders or follow a group decision.
;Disadvantage: WIL + CHA (3) to abide orders or follow a group decision.
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{{statblock|
{{statblock|
;Magician: +2 dice to Combat spells.
;Magician: +2 dice to Combat spells.
;Adept: [[Combat Sense]] (1) for free.
;Adept: [[Adept power#Combat Sense|Combat Sense]] (1) for free.
;All: +1 die to a single Combat skill (choose one) and Perception.
;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.
;Disadvantage: WIL + CHA (3) to take a subordinate role or accept a stranger's plan.
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{{statblock|
{{statblock|
;Magician: +2 dice to Illusion spells.
;Magician: +2 dice to Illusion spells.
;Adept: [[Elemental Strike]] (1) for free.
;Adept: [[Adept power#Elemental Strike|Elemental Strike]] (1) for free.
;All: +2 dice to Harware or Electronic Warfare (choose one).
;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).
;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).
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{{statblock|
{{statblock|
;Magician: +2 dice to Illusion or Manipulation spells (choose one).
;Magician: +2 dice to Illusion or Manipulation spells (choose one).
;Adept: [[Voice Control]] (1) or [[Danger Sense]] (2) for free (choose one).
;Adept: [[Adept power#Voice Control|Voice Control]] (1) or [[Adept power#Danger Sense|Danger Sense]] (2) for free (choose one).
;All: +1 die to Perception and Palming.
;All: +1 die to Perception and Palming.
;Disadvantage: WIL + CHA (3) not to split possessions across an area.
;Disadvantage: WIL + CHA (3) not to split possessions across an area.
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{{statblock|
{{statblock|
;Magician: +2 dice to Illusion spells.
;Magician: +2 dice to Illusion spells.
;Adept: [[Combat Sense]] (2) for free.
;Adept: [[Adept power#Combat Sense|Combat Sense]] (2) for free.
;All: +2 dice to Perception.
;All: +2 dice to Perception.
;Disadvantage: WIL + CHA (3) to spare a bettered foe.
;Disadvantage: WIL + CHA (3) to spare a bettered foe.
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{{statblock|
{{statblock|
;Magician: +2 dice to Manipulation spells.
;Magician: +2 dice to Manipulation spells.
;Adept: [[Danger Sense]] (2) for free.
;Adept: [[Adept power#Danger Sense|Danger Sense]] (2) for free.
;All: +2 dice to Etiquette or Palming (choose one).
;All: +2 dice to Etiquette or Palming (choose one).
;Disadvantage: Distinctive Style.
;Disadvantage: Distinctive Style.
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{{statblock|
{{statblock|
;Magician: +1 die to Combat and Detection spells.
;Magician: +1 die to Combat and Detection spells.
;Adept: [[Danger Sense]] (2) for free.
;Adept: [[Adept power#Danger Sense|Danger Sense]] (2) for free.
;All: +1 die to Leadership and Perception.
;All: +1 die to Leadership and Perception.
;Disadvantage: WIL + CHA (3) not to react harshly when patience is tested (GM discretion).
;Disadvantage: WIL + CHA (3) not to react harshly when patience is tested (GM discretion).
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{{statblock|
{{statblock|
;Magician: +2 dice to Ritual Spellcasting.
;Magician: +2 dice to Ritual Spellcasting.
;Adept: [[Authoritative Tone]] (1) for free.
;Adept: [[Adept power#Authoritative Tone|Authoritative Tone]] (1) for free.
;All: +2 dice to Instruction.
;All: +2 dice to Instruction.
;Disadvantage: WIL + CHA (3) to accept orders from a male and avoid responding to disrespect in kind.
;Disadvantage: WIL + CHA (3) to accept orders from a male and avoid responding to disrespect in kind.
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{{statblock|
{{statblock|
;Magician: +2 dice to Health spells.
;Magician: +2 dice to Health spells.
;Adept: [[Rapid Healing]] (1) for free.
;Adept: [[Adept power#Rapid Healing|Rapid Healing]] (1) for free.
;All: +2 dice to First Aid or Medicine (choose one).
;All: +2 dice to First Aid or Medicine (choose one).
;Disadvantage: 1 die penalty when using Combat skills or Combat spells.
;Disadvantage: 1 die penalty when using Combat skills or Combat spells.
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{{statblock|
{{statblock|
;Magician: +2 dice to Detection spells.
;Magician: +2 dice to Detection spells.
;Adept: [[Attribute Boost]] (2 REA) or [[Motion Sense]] for free (choose one).
;Adept: [[Adept power#Attribute Boost|Attribute Boost]] (2 REA) or [[Adept power#Motion Sense|Motion Sense]] for free (choose one).
;All: +1 die to Perception and Etiquette.
;All: +1 die to Perception and Etiquette.
;Disadvantage: WIL + CHA (3) not to flee a fight immediately.
;Disadvantage: WIL + CHA (3) not to flee a fight immediately.
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{{statblock|
{{statblock|
;Magician: +2 dice to Health spells.
;Magician: +2 dice to Health spells.
;Adept: [[Empathic Healing]] for free.
;Adept: [[Adept power#Empathic Healing|Empathic Healing]] for free.
;All: +2 dice to First Aid.
;All: +2 dice to First Aid.
;Disadvantage: WIL + CHA (3) not to turn down an offer of a run that isn't hooding.
;Disadvantage: WIL + CHA (3) not to turn down an offer of a run that isn't hooding.
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{{statblock|
{{statblock|
;Magician: +2 dice to Manipulation spells.
;Magician: +2 dice to Manipulation spells.
;Adept: [[Improved Ability]] (1, Artisan or an Engineering skill) for free.
;Adept: [[Adept power#Improved Ability|Improved Ability]] (1, Artisan or an Engineering skill) for free.
;All: +2 dice to Artisan and the Engineering skill group.
;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.
;Disadvantage: WIL + CHA (3) to avoid losing magical ability when observed closely or in public.
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{{statblock|
{{statblock|
;Magician: +2 dice to Detection spells.
;Magician: +2 dice to Detection spells.
;Adept: [[Danger Sense]] (2) for free.
;Adept: [[Adept power#Danger Sense|Danger Sense]] (2) for free.
;All: +2 dice to Nautical Mechanic.
;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.
;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.
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{{statblock|
{{statblock|
;Magician: +2 dice to Combat spells.
;Magician: +2 dice to Combat spells.
;Adept: [[Attribute Boost]] (2 STR) for free.
;Adept: [[Adept power#Attribute Boost|Attribute Boost]] (2 STR) for free.
;All: +2 dice to Survival, Running or Tracking (choose one).
;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.
;Disadvantage: WIL + CHA (3) to flee combat if others are still engaged; -2 to limits if taking actions detrimental to the team.
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{{statblock|
{{statblock|
;Magician: +2 dice to Contractual Rituals.
;Magician: +2 dice to Contractual Rituals.
;Adept: [[Linguist]] for free.
;Adept: [[Adept power#Linguist|Linguist]] for free.
;All: +2 dice to Con.
;All: +2 dice to Con.
;Disadvantage: -1 to Perception tests in foreign areas.
;Disadvantage: -1 to Perception tests in foreign areas.
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{{statblock|
{{statblock|
;Magician: +2 dice to Illusion spells.
;Magician: +2 dice to Illusion spells.
;Adept: [[Enhanced Accuracy]] (2) or [[Spell Resistance]] (1) for free (choose one).
;Adept: [[Adept power#Enhanced Accuracy|Enhanced Accuracy]] (2) or [[Adept power#Spell Resistance|Spell Resistance]] (1) for free (choose one).
;All: +2 dice to Negotiation.
;All: +2 dice to Negotiation.
;Disadvantage: WIL + CHA (3) not to immediately follow a personal flight of momentary fancy.
;Disadvantage: WIL + CHA (3) not to immediately follow a personal flight of momentary fancy.
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{{statblock|
{{statblock|
;Magician: +2 dice to summoning guardian or beast spirits (choose one).
;Magician: +2 dice to summoning guardian or beast spirits (choose one).
;Adept: [[Magic Sense]] for free.
;Adept: [[Adept power#Magic Sense|Magic Sense]] for free.
;All: +2 dice to one melee Combat skill (choose one).
;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).
;Disadvantage: -2 to all tests when without a ward, employer or task (can be self-imposed).
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{{statblock|
{{statblock|
;Magician: +2 dice to Detection spells.
;Magician: +2 dice to Detection spells.
;Adept: [[Mystic Armour]] (1) for free.
;Adept: [[Adept power#Mystic Armour|Mystic Armour]] (1) for free.
;All: +2 dice to memory tests.
;All: +2 dice to memory tests.
;Disadvantage: WIL + CHA (3) to retreat from danger instead of sitting it through.
;Disadvantage: WIL + CHA (3) to retreat from danger instead of sitting it through.
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{{statblock|
{{statblock|
;Magician: +2 dice to Manipulation spells.
;Magician: +2 dice to Manipulation spells.
;Adept: [[Improved Ability]] (1 Influence or Acting skill) for free.
;Adept: [[Adept power#Improved Ability|Improved Ability]] (1 Influence or Acting skill) for free.
;All: +2 dice to Con.
;All: +2 dice to Con.
;Disadvantage: WIL + CHA (3) to break away from pleasures.
;Disadvantage: WIL + CHA (3) to break away from pleasures.
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{{statblock|
{{statblock|
;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).
;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.
;Adept: [[Adept power#Enhanced Perception|Enhanced Perception]] (2) for free.
;All: 2 to all Knowledge skills.
;All: 2 to all Knowledge skills.
;Disadvantage: WIL + CHA (3) to resist trying to acquire something valuable.
;Disadvantage: WIL + CHA (3) to resist trying to acquire something valuable.
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;Toxic: ?.
;Toxic: ?.
;Magician: +2 dice to Manipulation spells.
;Magician: +2 dice to Manipulation spells.
;Adept: [[Traceless Walk]] or [[Voice Control]] (1) for free (choose one).
;Adept: [[Adept power#Traceless Walk|Traceless Walk]] or [[Adept power#Voice Control|Voice Control]] (1) for free (choose one).
;All: +2 dice to Con.
;All: +2 dice to Con.
;Disadvantage: WIL + CHA (3) not to exploit another's misfortune to own advantage.
;Disadvantage: WIL + CHA (3) not to exploit another's misfortune to own advantage.
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{{statblock|
{{statblock|
;Magician: +2 dice to Illusion spells or summoning water spirits (choose one).
;Magician: +2 dice to Illusion spells or summoning water spirits (choose one).
;Adept: [[Astral Perception]] for free.
;Adept: [[Adept power#Astral Perception|Astral Perception]] for free.
;All: +2 dice to Judge Intentions.
;All: +2 dice to Judge Intentions.
;Disadvantage: WIL + CHA (3) to respect private boundaries.
;Disadvantage: WIL + CHA (3) to respect private boundaries.
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{{statblock|
{{statblock|
;Magician: +2 dice to Detection spells.
;Magician: +2 dice to Detection spells.
;Adept: [[Light Body]] (2) for free.
;Adept: [[Adept power#Light Body|Light Body]] (2) for free.
;All: +2 dice to Gymnastics.
;All: +2 dice to Gymnastics.
;Disadvantage: WIL + CHA (3) not to suffer 1 die penalty on all tests in confined spaces.
;Disadvantage: WIL + CHA (3) not to suffer 1 die penalty on all tests in confined spaces.
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;Toxic: ?.
;Toxic: ?.
;Magician: +2 dice to summoning earth spirits.
;Magician: +2 dice to summoning earth spirits.
;Adept: [[Critical Strike]] (1 skill) for free.
;Adept: [[Adept power#Critical Strike|Critical Strike]] (1 skill) for free.
;All: +2 dice to Unarmed Combat.
;All: +2 dice to Unarmed Combat.
;Disadvantage: Combat Junkie.
;Disadvantage: Combat Junkie.
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{{statblock|
{{statblock|
;Magician: +2 dice to summoning water or earth spirits (changes every 6 h).
;Magician: +2 dice to summoning water or earth spirits (changes every 6 h).
;Adept: [[Heightened Concentration]] (2) for free.
;Adept: [[Adept power#Heightened Concentration|Heightened Concentration]] (2) for free.
;All: +2 dice to Ritual Spellcasting.
;All: +2 dice to Ritual Spellcasting.
;Disadvantage: 1 die penalty to all tests until the life cycle is restored if disturbed.
;Disadvantage: 1 die penalty to all tests until the life cycle is restored if disturbed.
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{{statblock|
{{statblock|
;Magician: +2 dice to Detection spells.
;Magician: +2 dice to Detection spells.
;Adept: [[Three-Dimensional Memory]] for free.
;Adept: [[Adept power#Three-Dimensional Memory|Three-Dimensional Memory]] for free.
;All: +1 die to Navigation and Locksmith.
;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.
;Disadvantage: WIL + WIL (3) to avoid -1 to all tests which don't directly involve their desired McGuffin.
Line 302: Line 302:
{{statblock|
{{statblock|
;Magician: +2 dice to Detection spells.
;Magician: +2 dice to Detection spells.
;Adept: [[Enhanced Perception]] (1) for free.
;Adept: [[Adept power#Enhanced Perception|Enhanced Perception]] (1) for free.
;All: 1 to Running and Tracking.
;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.
;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.
Line 312: Line 312:
;Toxic: Yes.
;Toxic: Yes.
;Magician: +2 dice to summoning man or guardian spirits.
;Magician: +2 dice to summoning man or guardian spirits.
;Adept: [[Berserk]] for free.
;Adept: [[Adept power#Berserk|Berserk]] for free.
;All: +2 dice to Pilot Groundcraft or Intimidation (choose one).
;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.
;Disadvantage: WIL + CHA (3) to avoid 2 dice penalty to all tests if consciously considerate in a fight.
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{{statblock|
{{statblock|
;Magician: +2 dice to Illusion spells.
;Magician: +2 dice to Illusion spells.
;Adept: [[Danger Sense]] (2) for free.
;Adept: [[Adept power#Danger Sense|Danger Sense]] (2) for free.
;All: +2 dice to Dodge (REA + INT).
;All: +2 dice to Dodge (REA + INT).
;Disadvantage: WIL + CHA (3) not to immediately flee danger (real or imaginary).
;Disadvantage: WIL + CHA (3) not to immediately flee danger (real or imaginary).
}}
}}

Revision as of 22:36, 6 August 2019

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 (Waffenbruder)

State of the Art 2080 (German), p. 32

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 (Schatzjäger)

State of the Art 2080 (German), p. 32

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).