Thank you for the quick reply, Ethan. Reading through the mentor spirits, the disadvantage is usually -1 die, and since they're amphibious normally, I'd probably lean towards a negative for water spirits, rather than a swim test.
Salamander Salamander is the representation of elemental fire a symbol of enduring faith which triumphs over the fires of passion. Its inherent protection against fire made it a symbol for smiths, and the toxin their skin produces protects them from attack.
Advantages: +2 dice for Manipulation spells or Armorer Tests (player must choose one), +2 dice for fire
spirits.
Disadvantages: Salamanders tend to live only come out during evening and night, as well as during rainfall. Salamanders must succeed on a Willpower + Charisma (3) check to engage in social activity during daylight hours.
An attempt at a social disadvantage, as well as a minor description. A tendency towards violence might also be suitable, since they have toxic skin:
Samandarin is the main steroidal alkaloid of the skin glands of the fire salamander (Salamandra salamandra). It is extremely toxic, causing strong muscle convulsions and high blood pressure combined with hyperventilation in vertebrates.
Thoughts, comments, suggestions?
I like the idea of specializing the knowledge skills, since the corps (especially the AAA ones) are huge. In this particular case, I was consider Saeder-Krupp Politics (Magical Studies Division) or the like.