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  1. Abilities

Mentor (• to •••••)

Advantage

Effect: This Merit gives your character a teacher that provides advice and guidance. He acts on your character’s behalf, often in the background, and sometimes without your character’s knowledge. While Mentors can be highly compe- tent, they almost always want something in return for their services. The dot rating determines the Mentor’s capabilities, and to what extent he’ll aid your character.

When establishing a Mentor, determine what the Mentor wants from your character. This should be person- ally important to him, and it should reflect on the dot rating chosen. A one-dot Mentor might be incapable of dealing with modern society, and want to live vicariously through your character. This might mean coming to him and telling stories of her exploits. A five-dot Mentor would want something astronomical, such as an oath to procure an ancient, cursed artifact that may or may not exist, in order to prevent a prophesized death.

Choose three Skills the Mentor possesses. You can sub- stitute Resources for one of these Skills. Once per session, the character may ask her Mentor for a favor. The favor must involve one of those Skills, or be within the scope of his Resources. The Mentor commits to the favor (often asking for a commensurate favor in return), and if a roll is required, the Mentor is automatically considered to have successes equal to his dot rating. Alternately, you may ask the Storyteller to have the Mentor act on your character’s behalf, without her character knowing or initiating the request.