Mentorship

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A Mentor in Action

Introduction: What follows is a house rule in broad stokes designed to enable advanced player characters to donate experience points (or any comparable measure of character development) to other characters in an RPG campaign. The more experienced character does this by sharing their own wisdom with a less advanced character, discussing the events of a given game session in order to help the novice learn from their shared experiences. Doing so means the elder character has to a degree shifted their own focus from learning and developing new skills to thinking about the needs of their younger and less experienced companions. As a result, the less developed character accumulates experience faster while the more advanced character grows more slowly.

This is game rule intended to accomplish two things; it can enable low level characters to catch up with more advanced companions faster than they might otherwise do, and it can facilitate greater cooperation between player characters (giving some players a real sense of investment in the development of the characters belonging to other platers at the table).

The basic idea can be tweaked in a number of different ways, but I have tried to follow a few practical guidelines here. First, the effect should be a small bump, enough to make a significant difference over time, but not enough to substantially transform the nature of the average game session. Second, the effect assumes a degree of role playing significance. The characters must talk to each other to make this happen; it is not simply a spell effect, it is something that is going to shape the relationship between the characters in question. The ability further assumes that the characters have gained experience together, and the bonus is applied to that experience. It may not be used to donate experience already accused to a given character.

How does it work? First, a character declares her intent to mentor another character. Doing so enables the mentor to donate 10% of the experience she has gained in shared encounters with her mentee over the course of that game session. If the mentee accepts, and both characters spend time discussing the events of the game with one another, then the experience points for each character are modified accordingly. Characters may mentor more than one 1 character and characters can also accept mentorship from more than 1 character, but no character may ever donate more than half their experience points for a given game session, nor may any character more than double the experience she has gained from a given encounter or game session.

Obviously, this model assumes a conventional experience point model. Alternative systems of advancement may require modification of this approach and GMs may wish to alter the approach to taste.

Individualized Options: Special abilities and feat systems can be used to enhance mentorship in a few ways. Such options can be used to provide a net gain in experience whenever mentorship is used. This making some characters exceptionally good at guiding and teaching their companions. A feat or special ability can be used to double the experience gained by a mentee without adding to the cost to the mentor. Whether or not this can be repeated so as to give some mentors even more effectiveness is an open question. In the case of a point-buy system for special abilities, a mentor can be given the option to provide a 10% bonus without cost, but only when the mentee is purchasing abilities already known to the mentor (e.g. a specific feat, language, or skill well-known to the mentor). Of course, it is also possible for a character to gain special abilities enhancing the benefits they get from mentorship, but that benefit would have to be weighed against the cost of the ability itself. Whether or not the result is worth it for the player or even for a GM to provide the option is another question.

Variations

Dungeons and Dragons: To use mentorship, the mentor must be at least 2 levels higher than the mentee. The mentor donates 10% of her experience points for any encounters during that game session in which she and her mentee were both present. The Mentee thus gains 10% over and above her normal haul for the session. Possible feats include “Mentor” which boosts the experience points gained to 20% for the same 10% donation, or “Advanced Mentor” which increases the experience points gained to 30% for the same 10% donation and “Trainer,” which boosts the experience points gained for characters with the same class to 30% for the same 10% donation. *

Tunnels and Trolls: To use mentorship, the mentor must be at least 1 level higher than the mentee. The mentor donates 10% of her adventure points for any encounters during that game session in which she and her mentee were both present. The Mentee gains 10% over and above her normal haul for the session. *

Worlds of Hurt (my homebrew): To use mentorship, the mentor must be at least 2 levels higher than the mentee. The mentor donates 1 or 2 points from her experience gained for any encounters during that game session in which she and her mentee were both present. The Mentee gains 1 or 2 points (matching the amount donated). Possible feats include “Mentor” which boosts the experience points gained to 2 or 4 (i.e. twice that donated) for the same 1 or 2 point donation. Additional options are available. *

* All variations are subject to the following limitations. 1) No mentee can gain experience without talking extensively to her mentor about the events of the game session.  2) No character may donate more than half her total experience point haul for a game session. 3) No character may do more than double the original experience point haul through donated experience for any given game session.

 

Arachnid Centaur (Tunnels & Trolls)

A General narrative about Arachnid Centaurs can be found here. What follows are stats for the game of Tunnels and Trolls.

Str: 1.1, Con: 1.1, Dex: 1.1, Lk: 1, IQ: 1.1, Wiz: .1.5, SP: 1 Chr: 1.5.

Height: 1.3, Weight: .2.3

An Arachnid Centaur has the following special qualities:

1) They can climb vertical surfaces at about half speed, providing there is significant texture on that surface.

2) They can create webs, although it is a slow process. The effort to escape this web (or to see it in the dark) would require a save at the level of the Arachnid Centaur. To destroy it would require a save at 1 level higher than that of the Centaur. It costs 1 point of Wiz and takes 1 minute to create fill a single 1”x1”x1” stretch of space with webbing. One more such block can be added for each additional point of Wiz and each additional minute spent on the activity.

3) If she has the means to cast spells, an Arachnid Centaur can infuse a web with an spell effect, thus causing anyone trapped in the web to incur the effect of that spell. If there is a duration, it will last until they have been released from the web. This ability costs 2 points of Wiz in addition to twice the total cost of the spell after any adjustments for level. Only one spell effect can be placed in a web at any one time.

An Arachnid Centaur can infuse spells cast by others into her webs, but doing so will cost her the same as casting one of her own in addition to the normal cost of the spell for the caster.

4) Arachnid Centaurs can speak with spiders.

Note: For the riparian version on an Arachnid Centaur, just add 5) Riparian Centaurs have the ability to walk across the surface of water.

Vek (D&D, First Edition)

A General narrative about Vek can be found here. What follows are stats for the game of Tunnels and Trolls.

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FREQUENCY: Rare.

NUMBER APPEARING: 10-60.

ARMOR CLASS: 6

MOVE: 12”.

HIT DICE: 1d8.

PERCENT IN LAIR: 25%.

TREASURE TYPE: D.

NUMBER OF ATTACKS: 2 or 1.

SPECIAL ATTACKS: Tail spikes.

DAMAGE OF ATTACKS: (2) claws for 1d4 each, or (1) tail spike for 1d4, or by weapon type.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: Standard.

INTELLIGENCE: Average.

ALIGNMENT: Neutral.

SIZE: Medium (6’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

Vek may attack (twice per round) using their claws or (at normal rates of attack) with manufactured weapons or once per round with tail spikes. They possess 1 tail spike per point of their Constitution plus their level. They generate new spikes at a rate of 1 per week, dropping old ones at about the same rate.

Character Stats: Vek would have the following adjustments to attributes in first edition D&D: Strength is +1, Dexterity is +1, Constitution is +1, Intelligence is normal, Wisdom is normal, Charisma is normal.

Creeping Gaze (Tunnels & Trolls)

A General narrative about Creeping Gaze can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: .25, Con: .5, Dex: 1.25, Lk: 1.25, IQ: 1.25, Wiz: .1.25, SP: 1 Chr: 1.25

Height: 1, Weight: .1

A Creeping Gaze has the following special qualities:

1) A Creeping Gaze has no actual means of attack, but it can roll 2d6 plus adds against an opponent. In the event of victory, the roll of the Creeping Gaze is subtracted from the damage done to the enemy, and if the Creeping Gaze has no allies, then it scores no damage, not even on a Spite roll. In effect, its combat dice are merely a measure of its active defense (which is mostly dodging).

2) Although a Creeping Gaze may understand languages as would a normal character, it has no means of speaking.

3) At a cost of 2 points of Wiz and 1 round of concentration, a Creeping Gaze may trigger an ability to see anything invisible within a 30 degree arc out to a range of 10’ for every 2 points of IQ rounded down.

4) At a cost of 3 points of Wiz and 1 round of concentration, a Creeping Gaze may learn each of the following things about a creature within a range of 10’ for every 2 points of IQ rounded down.

a: Whether or not they have killed any sentient creatures within the last day or within the last week.

b: whether or not they have broken any applicable laws within the last day or within the last week.

c: Whether or not they are a virgin.

d: Whether or not they have done anything for which they might feel guilty.

5) A Creeping Gaze enjoys a +3 bonus on any rolls to search or spot anything by means of sight.

6) A Creeping Gaze can walk on a vertical surface just as easily as any other character can walk on the ground.

 

 

Creeping Gaze (First Edition D&D)

© Daniel S. Wall, May 21, 2026.

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A general narrative about the Creeping Gaze can be found here. What follows are rules for running a Creeping Gaze in first edition, D&D.

FREQUENCY: Rare.

NUMBER APPEARING: 1

ARMOR CLASS: 7

MOVE: 5”.

HIT DICE: 1d6.

PERCENT IN LAIR: 25%.

TREASURE TYPE: E.

NUMBER OF ATTACKS: None.

DAMAGE OF ATTACKS: N/A.

SPECIAL ATTACKS: None.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: 10%.

INTELLIGENCE: High.

ALIGNMENT: Neutral.

SIZE: Small (2’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

1) A Creeping Gaze has no actual means of attack.

2) Although a Creeping Gaze may understand languages as would a normal character, it has no means of speaking.

3) 3 times per day, a Creeping Gaze may 1 segment to study a given area. It thus sees anything invisible within a 30 degree arc out to a range of 6”.

4) 3 times per day, a Creeping Gaze may 1 segment to study a creature within 6”. It thus learns the following about the creature:

a: Whether or not they have killed any sentient creatures within the last day or within the last week.

b: whether or not they have broken any applicable laws within the last day or within the last week.

c: Whether or not they are a virgin.

d: Whether or not they have done anything for which they might feel guilty.

5) A Creeping Gaze enjoys a +3 bonus on any rolls to search or spot anything by means of sight.

6) A Creeping Gaze can walk on a vertical surface just as easily as any other character can walk on the ground.

Character Stats: A creeping Gaze would have the following adjustments to attributes in first edition D&D: A creeping Gaze would have the following adjustments to attributes in first edition D&D: Strength: is half (rounded high), Dexterity is +1, Constitution is half (rounded high), Intelligence is +1, Wisdom is +2, Charisma is +1.

 

Vek (Tunnels & Trolls)

© Daniel S. Wall, May 21, 2026.

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These are rules for playing Vek in Tunnels and Trolls, the Delux Edition. The general description of Vek can be found here.

Vek: Str: 1.1, Con: 1.1, Dex: 1.1, Lk: .9, IQ: .9, Wiz: .75, SP: 1 Chr: .1.75

Height: 1, Weight: .1

Special Abilities: All Vek have natural weapons useful in melee (their claws and a spiky tail) and missile (tail spikes). The tail spikes have a range of 15 yards. Any given Vek will have a number of tail spikes equal to their strength or the Constitution (whichever is higher). They will grow back in between game sessions.

Tierzen (Tunnels & Trolls)

© Daniel S. Wall, May 21, 2026.

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These are rules for playing Tierzen in Tunnels and Trolls, the Delux Edition. The general description of Tierzen can be found here.

Tierzen: Str: 1, Con: 1, Dex: 1, Lk: 1, IQ: 1.25, Wiz: .75, SP: 1 Chr: 1.75

Height: 1, Weight: .1

Special Abilities: Although physical combat works normally for Tierzen, they will typically use spiritual weapons when doing so. They can use regular weapons, but they normally manifest spiritual weapons for combat. When fighting with a spiritual weapon, any spite damage done to an opponent is matched by a point of damage to either IQ, WIZ, or Chr. It is up to the victim to decide which of these stats they will apply the damage to, but they will take damage to one of those attributes along with the usual damage to Con for a spite roll.

Waggamaephs (Tunnels & Trolls)

© Daniel S. Wall, April 19, 2026.

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These are rules for playing Waggamaephs in Tunnels and Trolls, the Delux Edition. The general description of Waggamaephs can be found here.

Waggamaeph: There are two types of Waggamaeph. The stat blocks for each are as follows:

Hill Maeph: Str: 1, Con: 1.25, Dex: 2, Lk: 1, IQ: .9, Wiz: .75, SP: 2 Chr: .9

Height: .6, Weight: .7

Valley Maeph: Str: .75, Con: .75, Dex: 2, Lk: 1.1, IQ: .9, Wiz: .75, Sp: 2.5, Chr: 1.25

Height: .5, Weight: .5

(Note that Speed does not seem to be modified based on kindred stats, so this stat block seems to defy the conventional approach to attributes in T&T, but speed (including both reflexes and rate of movement across the ground) is central to the concept of a Waggamaeph, so we are applying it here anyway.)

Special Abilities: 1) Waggamaephs never use equipment or weapons. Theoretically, they can, but it never seems to occur to them to do so. If told to, they will stop unless continually reminded. 2) Waggamaephs can move at twice the distance of a human across land for Hill Maephs or 2.5 times the distance for Valley Maephs. 3) Waggamaephs are very forgetful. They cannot be expected to maintain a specific position in a combat formation, so their position relative to other characters is always random. They can be asked to stand a watch, but there is no guarantee they will stay put or focus on their guard duties.