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 |
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) |