
The former mentor
Rule, Optional rules
Every character (beastmasters possibly excepted) had a teacher, whom the judge can generate as an N.P.C. for advice, training and adventure hooks.
From the book
Except perhaps beastmasters raised among animals, every character learned from a mentor, and casters and alchemists especially may want to consult theirs later. A mentor fleshes out the character's past, gives the Game Judge a personal link with the player, and can spark adventures: the pupil seeks advice or help learning a new spell or skill, or the mentor asks a favor.
The mentor is usually of the pupil's race. Sex, age group, alignment and wealth are chosen or rolled on d6; prime requisites are their minimums plus 1-6 within racial limits; the mentor stands 5 plus 1-4 levels above his or her most advanced pupil; and renown is percentile dice plus 20%. Opposed alignments need not make them enemies, and each may try to win the other over.
Temperament, rolled on percentile dice or chosen, decides how helpful the mentor is. A benevolent mentor is proud, always makes time, and teaches 60% of the time; a fairly helpful one advises readily but teaches less; a preoccupied one is always busy; an irritable one is nearly always in a bad mood; an unapproachable one might answer one question to get rid of the pupil and never teaches; an unpredictable one rerolls at each visit. An unfriendly mentor parted on bad terms through jealousy, alignment or a quarrel, and a deceased one may leave a death to avenge. The Judge also decides how many other pupils there were and how they regard the character.
At a glance
- Sex
- d6: 1-3 male, 4-6 female
- Age (d6)
- 1 mature adult (late); 2 early middle age; 3-4 late middle age; 5 venerable (early); 6 venerable (late)
- Attributes
- Prime requisites = minimum + 1-6
- Level
- 5 + 1-4 above the most advanced pupil
- Alignment (d6)
- 1 lawful good; 2 chaotic (leaning good); 3-4 neutral; 5 chaotic (leaning evil); 6 lawful evil
- Temperament (d%)
- 01-20 benevolent; 21-40 fairly helpful; 41-55 preoccupied; 56-65 irritable; 66-75 unapproachable; 76-80 unpredictable; 81-90 unfriendly; 91-100 deceased
- Wealth (d6)
- 1 poor 2-20 G.P.; 2 fairly poor 50+3d20; 3-4 average 1000 x 1-4; 5 wealthy 10,000 x 1-10; 6 extremely wealthy 100,000 x 1-10 G.P.
- Renown
- d% + 20%
- Helpfulness
- Benevolent: 60% will teach, otherwise within 1-8 days; Fairly helpful: consults 85%, teaches 40%, otherwise within 2-12 days; Preoccupied: 50% will consult, 20% teach, try again in 1-4 weeks; Irritable: answers 25%, teaches 10% a month (50% for a favor); Unapproachable: 10% for a single answer, never teaches; Unpredictable: roll again each visit, ignoring results of 76 or more
- Race
- Usually the same as the former pupil (Game Judge may choose otherwise)