Mentor spirit/Other: Difference between revisions
imported>MJBurrage 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 No edit summary |
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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. | ||
| Line 321: | Line 321: | ||
{{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).