Lamphrey
An experienced Thanomancer well used to draining the life forces of others, the Lamphrey typically tries to subdue opponents so that they may absorb their final life energies. Many Lamphreys also take sick pleasure in tormenting their victims. Not very nice people, any way you look at it.
Cost Ability
55 Thanomancer Package
24 Thanomancy VPP: +15 Pool
+9 Improved Drain Lifeforce: Transfer 3d6 (standard effect: 9 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) (115 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) (11 END, uses Personal END)
2 Mana Pool: +20 END
90 Total Cost of Abilities
Value Disadvantages
0 None

+90

Total Cost of Package

Basic Package Deals
Thanomancer
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)