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MENTORBONUS FOR ALLBONUS FOR MAGESBONUS FOR ADEPTSDISADVANTAGESOURCETOXIC
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Alligator2 dice to Intimidation2 dice to summoning water or man spirits (choose one)Inertia StrikeWIL + CHA (3) to change a planHT 137
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Arcana1/day, if making a decision with a deck of Tarot cards, can reroll misses without using up EDG1 die to Detection spells (3 if Clairvoyance line of spells)2 lvls of Danger Sensemust use Tarot cards for foci or fetishes or face -2 to using them; first initiation must be Centering or Adept Centering using Tarot cardsFA 95
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Architect2 dice to Leadership2 dice to Combat spells2 lvls of AnalyticsWIL + INT (3) to avoid -2 to all tests when not in charge or forced on the defensiveSOTG 29
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Artist2 dice to Artisan or Forgery (choose one)2 dice to Illusion spells1 lvl of Improved PotentialWIL + CHA (3) to avoid -2 to all LOG/INT/CHA skills for 1D6 days if no audience is found in 2 weeksSHB2 179
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BadgerPerceptive (1 lvl)1 die to Counterspelling and Combat spells2 lvls of Danger SenseWIL + CHA (3) not to immediately pursue invaders on guarded turf or thieves of McGuffinsSOTG 31
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Bat2 dice to Navigation1 die to summoning all spiritsMotion Sensea -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 twiceHT 137
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Bear2 dice to damage resistance (not drain)2 dice to Health spells1 lvl of Rapid HealingWIL + 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 extendedSR5 321
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Berserker2 dice to Composure2 for physical Combat spells2 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 damageSG 199?
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Blacksmith2 to Artisan or Alchemy (choose one)2 dice to summoning fire spirits2 lvls of Enhanced AccuracyWIL + CHA (3) not to immediately avenge an insultSHB2 179
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BoarHome Ground1 additional service from any spirit summoned2 lvls of RootingWIL + 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 routineHS 41
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Brother in Arms (Waffenbruder)1 die to Etiquette and Instruction2 dice to summoning guardian spirits, task spirits or spirits of man (choose one)1 lvl of Mystic ArmorWIL + 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 resultSOTG 32
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Capricorn2 dice to Gymnastics2 dice to summoning earth spirits2 lvls of Hang TimeWIL + CHA (3) to withstand long periods of indecision instead of executing the first plan that comes to mindSAG 123
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Cat2 dice to Gymnastics or Sneaking (choose one)2 dice to Illusion spells2 lvls of Light BodyWIL + CHA (3) to make an attack which will incapacitate the target if the follower hasn't already taken physical damageSR5 321
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Chaos2 dice to Con2 dice to Illusion spells2 lvls of Improved PotentialWIL + INT (3) to avoid stirring the pot somehow in a stable situation; cannot keep secretsSG 200
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Coyote2 dice to Con1 die to Illusion and Manipulation spells2 lvls of Danger SenseWIL + CHA (4) not to abandon a plan involving head-on attacks or brute-force methodsSFCC 24
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Dachshund2 dice to Tracking2 dice to Detection spells2 lvls of Combat SenseWIL + CHA (3) to abide orders or follow a group decisionSGG 231
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Dark King2 dice to Intimidation2 dice to Contractual RitualsSpirit Ram1 die penalty to resist physical damageFA 98?
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Death4 ranks to Anatomy, Disease, Infected or Undead knowledge skills (choose one)2 dice to casting Death Touch, Manaball, Manabolt, One Less, Slaughter, SlayKilling Hands or Plague Cloud (choose one)WIL + CHA (3) to help a wounded or dying personFA 96YES (RAI)
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Disease2 dice to resist pathogens and toxins2 dice to summoning or binding plague spiritsPlague CloudWIL + CHA (3) not to flee or seek cover in combat unless they outnumber the foes (also mid-combat)SG 86YES (RAW)
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Doberman1 die to a single Combat skill (choose one) and Perception2 dice to Combat spells1 lvl of Combat SenseWIL + CHA (3) to take a subordinate role or accept a stranger's planSOTG 29
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Dog2 dice to Tracking2 dice to Detection spells2 (different) Improved SenseWIL + CHA (3) to betray a partner or leave them behindSR5 321
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Dolphin2 dice to Artisan or Pilot Watercraft (choose one)2 dice to Health spells2 lvls of FlexibilityWIL + 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
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Doom2 dice to Demolitions or a single Combat skill (choose one)2 dice to Combat spellsKilling HandsWIL + 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 fleeSG 86YES (RAW)
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Dove2 dice to Negotiation1 die to Health spells and summoning air spirits1 lvl of Enhanced Perception2 dice penalty when using lethal force or Combat spellsFA 94
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Dragonslayer2 dice to one Social skill2 dice to Combat spells1 lvl of Enhanced Accuracy and Danger sense1 die penalty to all actions if breaking a promise until it's made good onSR5 321
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Eagle2 dice to Perception2 dice to summoning air spirits1 lvl of Combat SenseAllergy (Mild): PollutantsSR5 322
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Electro-Marten2 dice to Harware or Electronic Warfare (choose one)2 dice to Illusion spells1 lvl of Elemental StrikeWIL + 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
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Eurasian Jay1 die to Perception and Palming2 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 areaSAG 120
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Fire-Bringer2 dice to Artisan or Alchemy (choose one)2 dice to Manipulation spells1 lvl of Improved Ability on a non-Combat skillWIL + CHA (3) to refuse a sincere plea for helpSR5 322
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Fox2 dice to Perception2 dice to Illusion spells2 lvls of Combat SenseWIL + CHA (3) to spare a bettered foeSAG 121
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Gambler2 dice to Etiquette or Palming (choose one)2 dice to Manipulation spells2 lvls of Danger SenseDistinctive StyleSHB2 179
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German Shepherd1 die to Leadership and Perception1 die to Combat and Detection spells2 lvls of Danger SenseWIL + CHA (3) not to react harshly when patience is tested (GM discretion)SOTG 29
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Giraffe2 dice to Assensing or Judge Intentions (choose one)2 dice to summoning air spirits2 lvls of Piercing Senses2 dice penalty for to EtiquetteHS 42
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Goddess2 dice to Instruction2 dice to Ritual Spellcasting1 lvl of Authoritative ToneWIL + CHA (3) to accept orders from a male and avoid responding to disrespect in kindBOTL 129YES (RAI)
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Great Mother1 to the Outdoors skill group if not in an urban area2 dice to Health spellsEmpathic Healingpollution-based background count doublesFA 99
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Great Mother (SASS)2 dice to First Aid or Medicine (choose one)2 dice to Health spells1 lvl of Rapid Healing1 die penalty when using Combat skills or Combat spellsSASS 33
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Green Man2 dice to Negotiation2 dice to summoning plant spirits2 lvls of RootingWIL + CHA (3) not to defend vegetation from being destroyedFA 98
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Groundhog1 die to Perception and Etiquette2 dice to Detection spellsMotion Sense or 2 lvls of Attribute Boost REA (choose one)WIL + CHA (3) not to flee a fight immediatelySAG 122
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Guanyin2 dice to First Aid2 dice to Health spellsEmpathic HealingWIL + CHA (3) not to turn down an offer of a run that isn't hoodingBTB 139
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Heinzelmannchen2 dice to Artisan and the Engineering skill group2 dice to Manipulation spells1 lvl of Improved Ability on Artisan or a skill from the Engineering groupWIL + CHA (3) to avoid losing magical ability when observed closely or in publicSAG 121
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Holy Text4 ranks to the knowledge skill targeting the Holy Text followed2 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 followedFA 95
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Horse2 dice to Running or Pilot Groundcraft (choose one)drain value from Reckless summoning reduced by 1Movement (Self) as metamagic1 die penalty if unable to run or drive around for 4 h/day (cumulative)HS 46
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Klabautermann2 dice to Nautical Mechanic2 dice to Detection spells2 lvls of Danger SenseWIL + 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 sortsSGG 232
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Lion2 dice to Survival, Running or Tracking (choose one)2 dice to Combat spells2 lvls of Attribute Boost STRWIL + CHA (3) to flee combat if others are still engaged; -2 to limits if taking actions detrimental to the teamBOTL 129
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Little Red Riding Hood2 dice to Con2 dice to Contractual RitualsLinguist-1 to Perception tests in foreign areasSOTG 32
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Luna2 dice to Negotiation2 dice to Illusion spells2 lvls of Enhanced Accuracy or 1 lvl of Spell Resistance (choose one)WIL + CHA (3) not to immediately follow a personal flight of momentary fancySGG 233
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Monkey2 dice to Gymnastics (if climbing)2 dice to Manipulation spells2 lvls of Hang TimeWIL + CHA (3) to strike a surprised foe; -1 to all magic tests until the next dawn/dusk if unable to watch a prank go offHT 137
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Moon2 dice to Negotiation2 dice to Illusion spells and transformation-focused Manipulation spells3 lvls of StillnessWIL + CHA (4) to engage in direct confrontations that aren't negotiationsFA 98
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Mountain2 dice to Survival 2 dice to Counterspelling and anchored rituals1 lvl of Mystic ArmourWIL + CHA (3) to change a plan; WIL + CHA (3) to do anything without oneSR5 322
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Mutation2 dice to a Physical skill2 dice to Health spells2 lvls of Attribute Boost (any)1 die penalty to all actions if finding oneself inferior to a foe until said foe is defeatedSG 86YES (RAW)
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Mystic Guardian1 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
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Oak1 die to damage resistance tests2 dice to summoning plant or air spirits (choose one)2 lvls of Stillnessneeds unaugmented BOD and STR of 4FA 99
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Oak (SHB)2 dice to memory tests2 dice to Detection spells1 lvl of Mystic ArmourWIL + CHA (3) to retreat from danger instead of sitting it throughSHB2 179
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Oracle2 dice to Arcana2 dice to Detection spellsAstral PerceptionWIL + 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 initiationSG 200
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Peacemaker2 dice to Negotiation2 dice to Detection spells2 lvls of Enhanced PerceptionCHA + INT (3) at the start of combat to be able to cause physical damage to foesSG 200
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Pig2 dice to Con2 dice to Manipulation spells1 lvl of Improved Ability on a skill from the Influence or Acting skill groupWIL + CHA (3) to break away from pleasuresSAG 122
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Planar EntityGM's discretionGM's discretionGM's discretion2 dice penalty on tests involving WILFA 95YES (RAI)
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Pollution2 dice to Chemistry dealing with pollutants2 dice to summoning and binding toxic spiritsToxic StrikeWIL + CHA (3)/24 h not to spend at least 8 h despoiling the land if staying in an area cleaner than one's used toSG 86YES (RAW)
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Raccoon2 dice to Palming2 dice to Manipulation spells2 (different) Improved SenseWIL + CHA (3) not to pick locks or seek more paydataHS 46
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Rat2 dice to Sneaking2 dice to Alchemy for harvesting, uses reagents of all traditions2 lvls of Natural ImmunityWIL + CHA (3) not to seek cover or flee a fight immediatelySR5 323
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Rat (Alt)1 die to Perception and Sneaking1 die to Health spells 1 lvl of AnalyticsWIL + CHA (4) to teamwork with a traitor; cannot use teamwork without trusting teammatesFA 100
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Raven2 dice to Con2 dice to Manipulation spellsTraceless Walk and 1 lvl of Voice ControlWIL + CHA (3) not to exploit another's misfortune to own advantageSR5 323?
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Raven (Alt)2 to all Knowledge skills2 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 PerceptionWIL + CHA (3) to resist trying to acquire something valuableBOTL 121
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Raven (German)2 dice to Con2 dice to Manipulation spellsTraceless Walk or 1 lvl of Voice Control (choose one)WIL + CHA (3) not to exploit another's misfortune to own advantageSR5G 323?
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Sea2 dice to Swimming2 dice to summoning water spirits1 lvl of Improved Ability on a skill from the Athletics skill groupWIL + CHA (3) to be charitable or give something awaySR5 323
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Seal2 dice to Judge Intentions2 dice to Illusion spells or summoning water spirits (choose one)Astral PerceptionWIL + CHA (3) to respect private boundariesSAG 122
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Seducer2 dice to Con2 dice to Illusion spells1 lvl of Improved Ability on a skill from the Influence or Acting skill groupWIL + CHA (3) not to pursue vices when availableSR5 323
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Shark2 dice to Unarmed Combat2 dice to Combat spellsKilling Handsberserk if taking physical damage; WIL + CHA (3) nullifies it fullySR5 323
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Snake2 dice to Arcana2 dice to Detection spells2 lvls of KinesicsWIL + CHA (3) test not to pursue secrets the follower learns aboutSR5 324
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Spider2 dice to Computer2 dice to Illusion spells2 lvls of Hang Time1 die penalty to practising magic outdoors or in big spaces (stadiums, large rooms etc.); twice the penalty when faced with a crowd of peopleHS 46
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Spider (Alt)2 dice to the Stealth skill group2 dice to Manipulation spells2 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 establishedFA 100
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Squirrel2 dice to Gymnastics2 dice to Detection spells2 lvls of Light BodyWIL + CHA (3) not to suffer 1 die penalty on all tests in confined spacesSAG 121
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Stag2 dice to Blades2 dice to summoning earth spirits2 lvls of Light BodyWIL + CHA (3) not to demand satisfaction in a duel if someone you respect is slightedFA 99
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Sun2 dice to Perception when in outside during the day2 dice to sun- and fire-based spells3 lvls of Temperature Tolerance (Heat)WIL + CHA (4) to purposefully deceive othersFA 98
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Tatzelwurm2 dice to Unarmed Combat2 dice to summoning earth spirits1 lvl of Critical Strike (errata? Critical Strike has no levels, it differentiates only through skill linked to it)Combat JunkieSGG 234?
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The Adversary2 dice to Demolitions 2 dice to Counterspelling and Disenchanting1 lvl of Iron WillWIL + CHA (3) to follow a plan one dislikes; Leadership imposes penalties equal to bonuses non-followers getHT 136?
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Thunderbird2 dice to Intimidation2 dice to summoning air spirits1 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 insultSR5 324
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Tide2 dice to Ritual Spellcasting2 dice to summoning water or earth spirits (changes every 6 h)2 lvls of Heightened Concentration1 die penalty to all tests until the life cycle is restored if disturbedSAG 121
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Tohu Wa-Bohu2 dice to Intimidation or Demolitions (choose one)Witness My HateAdept AccidentDriven (Destroy Something Meaningful); no benefits from Leadership or teamwork testsFA 97YES (RAI)
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Treasure Hunter (Schatzjäger)1 die to Navigation and Locksmith2 dice to Detection spellsThree-Dimensional MemoryWIL + WIL (3) to avoid -1 to all tests which don't directly involve their desired McGuffinSOTG 32
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Warpost-chargen buys Combat skills above 2 ranks for 1 less karma2 dice to Combat spells1 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 fightFA 97YES (RAI)
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Weimaraner1 to Running and Tracking2 dice to Detection spells1 lvl of Enhanced Perceptionif 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 againSOTG 31
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Whale2 dice to Swimming or Pilot Watercraft (choose one)2 dice to summoning water spirits2 lvls of Iron Lungs1 MAG lost (until atonement) if failing to honour an oath or agreementHT 43
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Wild Hunt2 dice to Pilot Groundcraft or Intimidation (choose one)2 dice to summoning man or guardian spiritsBerserkWIL + CHA (3) to avoid 2 dice penalty to all tests if consciously considerate in a fightSAG 123YES (RAW)
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Wise Warrior2 dice to Leadership or Instruction (choose one)2 dice to Combat spells1 lvl of Improved Ability on a Combat skill1 die penalty until atonement if one acts dishonourablySR5 324
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Wolf2 dice to Tracking2 dice to Combat spells2 lvls of Attribute Boost AGIWIL + CHA (3) to retreat from a fightSR5 324
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Wolf (Alt)1 die to Perception, Sneaking, Survival and Tracking1 die to Combat spells2 lvls of Danger SenseWIL + CHA (4) not to sacrifice the weak outside of friends/family to surviveFA 100?
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Wolpertinger2 dice to Dodge (REA + INT)2 dice to Illusion spells2 lvls of Danger SenseWIL + CHA (3) not to immediately flee danger (real or imaginary)SGG 234
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