
GAMEPLAY: PERMUTATIONS: BACKROUNDS: MENTOR
Start by reading the Mentor background on pg. 115 of the V20 core book. Mentor and mentor level must be defined at purchase. That mentor will always be that level (unless story dictates otherwise).
Supernatural knowledges and traits such as Lores (which we treat like Languages, in V20 and are Merits) Disciplines, Combo-Disciplines, and Paths and Rituals (if applicable to a given sorcerer class) may be taught by Mentors.
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Learning and Teaching times apply.
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High level mentors may opt to send someone else to teach disciplines or abilities (generally at a level equal to their mentor rating)
To use a mentor, you must spend XP each time equal to the power level of that mentor. (First use is free - you already paid for it) This XP is accounted as some undefined task that takes your character time and energy to perform. Alternatively, if you don't wish to spend XP, you may spend a boon of equivilent rank for the same task.
To use a level 1 mentor it costs 1 XP
To use a level 2 mentor it costs 2 XP or a Trivial Boon
To use a level 3 mentor it costs 3 XP or a Minor Boon
To use a level 4 mentor it costs 4 XP or a Major Boon
To use a level 5 mentor it costs 5 XP or a Life Boon
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Passively a mentor will always attempt to look out for your character's well being from their perspective. Passive does not cost XP.
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You may purchase multiple mentors (though never above 5).
RESEARCH USING MENTORS
Mentors can assist several different research projects during downtime actions, such as researching rituals, lores or combo disciplines. All supernatural research projects for these traits consist of two checks, an investigation check and an occult check. For those abilities that staff determines your Mentor has access to, you may (if you engage your mentor), skip the Investigation set of checks and go straight to Mastery. If you engage your Mentor for mastery (potentially a second use of that Mentor), you may add your Mentor rating to all checks for Mastery of that effect regardless of how long the rest of your Research takes.
Example: A Tremere player character wishes to secure the ritual Blood Contract. The character has Mentor 4, and staff has evaluated that this NPC has access to the Blood Contracts ritual. For a single use of his Mentor, the Tremere make acquire sufficient materials to begin mastery without wasting time researching them himself. For a second use of his Mentor, he may get private lessons and add his Mentor Rating of 4 to each Occult check hereafter for that attempt at mastery.
PCS ACTING AS MENTORS
Player characters can function as mentors to other characters from time to time, but assisting in Research related tasks is the most common (also called 'teaching'). As with a Non-Player Character, Player Characters, if they have the results of the research in question, can allow those they are teaching to skip the 'investigation' phase of learning process. They share their notes, insight, etc and ease the gathering of materials for the 'mastery' phase. Should they continue with this assistance, they may add half (rounded down) of their relevant ability pool for the other character's mastery rolls.
Example: As before, in the earlier example, a Tremere player character wishes to secure the ritual Blood Contract. His Regent (a PC) currently has this ritual and has agreed to teach it for a price. With his assistance, the player may skip the first phase of investigative learning and delve straight into the mastery process. The Regent character in question has an Intelligence + Occult of 8 (that is the Mastery check for Rituals) and therefore adds 4 dice to all of his assistance's rolls for mastery.
For more information about learning supernatural traits, take a look at Discipline Errata.