Possessed of powerful Magics, the Locus is a Thanomancer of unusual potency for one of their experience. However, this power comes at a price, for they are good at little else. If they survive they can become seasoned into an impressive competance, but thats "if".
A Locus is fun to play because they are able to work powerful and flexible Magic.
Cost Ability
55 Thanomancer Package
48 Thanomancy VPP: +30 Pool
7 Mana Pool: +70 END
5 Refusal: +5 Power Defense
5 Unshakeable Ego: +5 Mental Defense
120 Total Cost of Abilities
Value Disadvantages
0 None


Total Cost of Package

Basic Package Deals
Thanomancers use the Thanomancy variant of Adeptology.
Thanomancers are powerful naturally occuring Arcane Magic Users, that dont require any training to use their abilities and are able to work their will upon most situations. Thanomancers drain the life forces of other living things to fuel their Magic, but on the plus side dont suffer Long Term Endurance loss from using their Magic (unlike Adepts).
Thanomancers may not be appropriate to all settings or campaigns, or even when they exist they may not be suitable as Player Characters in some GM's games due to their grim means to power. However, in some games with thicker skinned players they can be very interesting additions to an adventuring group. They definitely introduce an interesting dynamic.
Cost Ability
24 Thanomancy VPP (15 Pool, Arcane)
3 Mana Pool: Endurance Reserve (20 END, 1 REC)
2 Magical Adept (Thanomancy)
26 Drain Lifeforce: Transfer 2d6 (standard effect: 6 points) (BODY to Thanomancy END Reserve REC), Can Transfer Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (85 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Required Hands Two-Handed (-1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Must Make Contact With Bare Skin (-1/4) (8 END, uses Personal END)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
var Increase END and/or REC of Mana Pool
var Improve Drain Lifeforce
16* +10 Pool for VPP
10 Refusal: +10 Power Defense
10 Unshakeable Ego: +10 Mental Defense
5 Bright: +5 INT
10 Brilliant: +10 INT
5 Charismatic: +5 PRE
10 Magnetic: +10 PRE
10 Resolute: +5 EGO
20 Willfull: +10 EGO
10 Durable: +5 CON
10 Adaptable: +1 Overall Skill Level
5 Battle Trained: AF: Light Armor, AF: Shield, Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of Armor
1 Literacy
2 WF: Thanomancy Group (Dagger, Garrotte, Throwing Dagger)
-15 Psychological Limitation: Arrogant (Common, Strong)
-15 Psychological Limitation: Egomaniacal (Common, Strong)
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users  (More Powerful, Group, Professional, Unaware, Outdo)