Mentor

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Mentor
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Social
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World of Darkness Sourcebook 115
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This Merit gives your character a friend and teacher who provides her with advice and guidance. Your character's mentor acts on her behalf, although the Storyteller determines exactly how. A mentor usually offers advice, allowing the Storyteller to use him to help guide your character through tough situations. A mentor may also use his influence or abilities to help your character out, although he probably wants to see his charge do things for herself. A mentor is likely to give up in disgust on a pupil who constantly asks for aid. Mentors may also ask for something in return for their assistance, which can lead your character into some interesting situations.


The number of dots purchased in this Merit determines the relative power, knowledge and experience of your character's teacher. One dot indicates a mentor with one or more specialized Skills and a small amount of experience in your character's field of interest. Two dots indicate a mentor with a wide range of capability and experience in your character's field of interest. Three dots indicate a mentor possessing a broad range of Skills, years of experience and significant influence in your character's field of interest. Four dots indicate a mentor who not only possesses a broad range of Skills and decades (or in some cases, centuries) of experience, he is also a preeminent figure with major influence in your character's field of interest. Five dots indicate a mentor with towering influence and power in your character's field of interest. A five-dot patron watches over your character and influences her life in ways both obvious and subtle, and likely has an agenda in which your character is pivotal.


Vampire

This is a Vampire House Rule Mentors will be able to teach a number of areas of expertise equal to their rating, up to the level of their rating. A Mentor cannot be purchased for Clan signature Disciplines or Covenant powers if the character does not belong to that Clan or Covenant.


An Area of Expertise will be a Skill, Merit, or Power. Powers (Disciplines, Devotions, etc) & Fighting Style will cost twice normal.

Example:

A 1 dot Mentor can teach you: 1 skill (Crafts, Brawl, Socialize, etc.)
A 2 dot Mentor can teach you: 2 skills or 1 Fighting Style (such as Kung-Fu) or Power (Resilience)
A 3 dot Mentor can teach you: 3 Skills or 1 Fighting Style or Power and a Skill
A 4 dot Mentor can teach you: 4 Skills or 2 Fighting Styles or Powers or a combination there of
A 5 dot Mentor can teach you: A combination of the above.


Mage

This is a Mage House Rule Each dot in Mentor must be allocated to one of the following options. The maximum dots allowed in a single Mentor is still 5.


  • Fighting Styles (2dots)
    • The first dot allocated to a given Fighting Style allows the Mentor to teach you up to the 3rd dot in that Fighting Style. Allocating additional dots to the same Fighting Style increases the highest dot level of the Fighting Style that the Mentor can teach you (e.g. 2 dots allows teaching of up to the 4th dot, and 3 allows up to the 5th).
      • For a Mentor to teach Fighting Style: Adamantine Hand (AA, p. 53), 2 dots must first be allocated to Mage below (and the Order chosen must be Arrow) before dots may be allocated to this Fighting Style.
  • Skill
  • Mage (2+ dots)
    • You must select a Path and Order (including Apostate) when choosing this. The first two dots give the benefits of a basic Mage Mentor:
    • The Mentor's Path Arcana are available for tutelage for the purpose of increasing the maximum number of dots the Mage can purchase in the Arcana. For a listing of what Arcana is available for your character to learn check M:tA p. 132. For every dot beyond 2 allocated to Mage, you may select another Arcanum that the Mentor will teach you for this same purpose.
  • Legacy (1 dot, requires Mage): Allocating a dot here allows access to a Legacy. It also counts as a dot of Mage for the purpose of Arcana tutelage, only.


Changeling

This is a Changeling House Rule Mentors will be able to teach a number of areas of expertise equal to their rating, up to the level of their rating.


Mentors allow characters to learn Skills, Fighting Styles and Contracts above 3-dots without IC interaction or if there are no characters who can teach them. Each Mentor represents an Area of Expertise, which will be a Skill, Fighting Style, or Contract. Contracts & Fighting Styles cost twice normal.

Example:

A 1 dot Mentor can teach you: 1 skill (Crafts, Brawl, Socialize, etc.)
A 2 dot Mentor can teach you: 2 skills or 1 Fighting Style (such as Kung-Fu) or Contract (Hearth)
A 3 dot Mentor can teach you: 3 Skills or 1 Fighting Style or Contract and a Skill
A 4 dot Mentor can teach you: 4 Skills or 2 Fighting Styles or Contract or a combination thereof
A 5 dot Mentor can teach you: A combination of the above.
  • Goblin Contracts can only be purchased through IC interaction; eg, other characters, at a goblin market, etc.
  • Entitlements must be joined through inplay plots. Please speak to your ST if you wish to join a noble order.



Facts about MentorRDF feed
Merit Dots1  +, 2  +, 3  +, 4  +, and 5  +
Merit TypeSocial  +
Page has default formThis property is a special property in this wiki.Merit Editor  +
ParentWorld of Darkness Sourcebook  +, Mage House Rules  +, and Vampire House Rules  +
PermissionHouse Ruled  +
SourceWorld of Darkness Sourcebook  +
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