| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | MENTOR | BONUS FOR ALL | BONUS FOR MAGES | BONUS FOR ADEPTS | DISADVANTAGE | SOURCE | TOXIC | |||||||||||||||||||
2 | Alligator | 2 dice to Intimidation | 2 dice to summoning water or man spirits (choose one) | Inertia Strike | WIL + CHA (3) to change a plan | HT 137 | ||||||||||||||||||||
3 | 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 | FA 95 | ||||||||||||||||||||
4 | 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 | ||||||||||||||||||||
5 | 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 | ||||||||||||||||||||
6 | 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 | ||||||||||||||||||||
7 | 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 | HT 137 | ||||||||||||||||||||
8 | 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 321 | ||||||||||||||||||||
9 | 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 | SG 199 | ? | |||||||||||||||||||
10 | 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 | ||||||||||||||||||||
11 | 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 | ||||||||||||||||||||
12 | 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 | ||||||||||||||||||||
13 | 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 | ||||||||||||||||||||
14 | 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 321 | ||||||||||||||||||||
15 | 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 | SG 200 | ||||||||||||||||||||
16 | 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 | ||||||||||||||||||||
17 | 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 | ||||||||||||||||||||
18 | Dark King | 2 dice to Intimidation | 2 dice to Contractual Rituals | Spirit Ram | 1 die penalty to resist physical damage | FA 98 | ? | |||||||||||||||||||
19 | 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 | FA 96 | YES (RAI) | |||||||||||||||||||
20 | 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) | SG 86 | YES (RAW) | |||||||||||||||||||
21 | 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 | ||||||||||||||||||||
22 | 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 321 | ||||||||||||||||||||
23 | 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 | ||||||||||||||||||||
24 | 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 | SG 86 | YES (RAW) | |||||||||||||||||||
25 | 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 | FA 94 | ||||||||||||||||||||
26 | 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 321 | ||||||||||||||||||||
27 | Eagle | 2 dice to Perception | 2 dice to summoning air spirits | 1 lvl of Combat Sense | Allergy (Mild): Pollutants | SR5 322 | ||||||||||||||||||||
28 | 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 | ||||||||||||||||||||
29 | 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 | ||||||||||||||||||||
30 | 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 322 | ||||||||||||||||||||
31 | 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 | ||||||||||||||||||||
32 | Gambler | 2 dice to Etiquette or Palming (choose one) | 2 dice to Manipulation spells | 2 lvls of Danger Sense | Distinctive Style | SHB2 179 | ||||||||||||||||||||
33 | 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 | ||||||||||||||||||||
34 | 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 | ||||||||||||||||||||
35 | 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) | |||||||||||||||||||
36 | 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 | FA 99 | ||||||||||||||||||||
37 | 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 | ||||||||||||||||||||
38 | 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 | FA 98 | ||||||||||||||||||||
39 | 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 | ||||||||||||||||||||
40 | 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 | BTB 139 | ||||||||||||||||||||
41 | 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 | ||||||||||||||||||||
42 | 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 | FA 95 | ||||||||||||||||||||
43 | 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 | ||||||||||||||||||||
44 | 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 | ||||||||||||||||||||
45 | 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 | ||||||||||||||||||||
46 | Little Red Riding Hood | 2 dice to Con | 2 dice to Contractual Rituals | Linguist | -1 to Perception tests in foreign areas | SOTG 32 | ||||||||||||||||||||
47 | 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 | ||||||||||||||||||||
48 | 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 | HT 137 | ||||||||||||||||||||
49 | 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 | FA 98 | ||||||||||||||||||||
50 | 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 322 | ||||||||||||||||||||
51 | 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 | SG 86 | YES (RAW) | |||||||||||||||||||
52 | 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 | ||||||||||||||||||||
53 | 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 | FA 99 | ||||||||||||||||||||
54 | 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 | ||||||||||||||||||||
55 | 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 | SG 200 | ||||||||||||||||||||
56 | 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 | SG 200 | ||||||||||||||||||||
57 | 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 | ||||||||||||||||||||
58 | Planar Entity | GM's discretion | GM's discretion | GM's discretion | 2 dice penalty on tests involving WIL | FA 95 | YES (RAI) | |||||||||||||||||||
59 | 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 | SG 86 | YES (RAW) | |||||||||||||||||||
60 | 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 | ||||||||||||||||||||
61 | 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 323 | ||||||||||||||||||||
62 | 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 | FA 100 | ||||||||||||||||||||
63 | 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 323 | ? | |||||||||||||||||||
64 | 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 | ||||||||||||||||||||
65 | 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 | ? | |||||||||||||||||||
66 | 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 323 | ||||||||||||||||||||
67 | 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 | ||||||||||||||||||||
68 | 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 323 | ||||||||||||||||||||
69 | 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 323 | ||||||||||||||||||||
70 | 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 324 | ||||||||||||||||||||
71 | 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 | ||||||||||||||||||||
72 | 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 | FA 100 | ||||||||||||||||||||
73 | 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 | ||||||||||||||||||||
74 | 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 | FA 99 | ||||||||||||||||||||
75 | 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 | FA 98 | ||||||||||||||||||||
76 | 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 | ? | |||||||||||||||||||
77 | 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 | HT 136 | ? | |||||||||||||||||||
78 | 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 324 | ||||||||||||||||||||
79 | 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 | ||||||||||||||||||||
80 | 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 | FA 97 | YES (RAI) | |||||||||||||||||||
81 | 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 | ||||||||||||||||||||
82 | 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 | FA 97 | YES (RAI) | |||||||||||||||||||
83 | 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 | ||||||||||||||||||||
84 | 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 | HT 43 | ||||||||||||||||||||
85 | 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) | |||||||||||||||||||
86 | 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 324 | ||||||||||||||||||||
87 | 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 324 | ||||||||||||||||||||
88 | 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 | FA 100 | ? | |||||||||||||||||||
89 | 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 | ||||||||||||||||||||
90 | ||||||||||||||||||||||||||
91 | ||||||||||||||||||||||||||
92 | ||||||||||||||||||||||||||
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97 | ||||||||||||||||||||||||||
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99 | ||||||||||||||||||||||||||
100 |