A Leech is a
Thanomancer whose talent for draining the life forces of others eclipses
their ability to work Magic with the resulting energy. Some Leeches take a sick pleasure in tormenting
their victims, and some even go so far as to have a dependency on life
forces, feeling a need to drain others even if they don't plan to work Magic
at all. |
A Leech is
an interesting roleplaying challenge for mature players in tolerant groups,
but may not be suitable for all games. Consult with your GM. |
Cost |
Ability |
29 |
Thanomancer Package
(remove Drain Life Ability) |
48 |
Leech: Multipower,
85-point reserve, (85 Active Points); Limited Type Of Power (Transfers from
BODY Only) (-1/4); all slots Must Make Contact With Bare Skin (-1/4), Only
Affects Sentient Living Creatures With Normal Physical Makeup (-1/4) |
5 |
1) Absorb Strength:
Transfer 2d6 (BODY to STR), Can Transfer Maximum Of 20 Points, Delayed
Return Rate (points return at the rate of 5 per Day; +1 1/2) (85 Active
Points); Must Make Contact With Bare Skin (-1/4) |
5 |
2) 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); Must Make Contact With Bare
Skin (-1/4) |
5 |
3) Fuel Magic: Transfer 3d6 (BODY to
Thanomancy VPP & Control Cost), Can Transfer Maximum Of 25 Points, Delayed
Return Rate (points return at the rate of 5 per Minute; +1/4), Variable
Effect (To) to VPP and Control Cost simultaneously (+1/2) (85 Active
Points); Must Make Contact With Bare Skin (-1/4) |
5 |
4) Steal Health: Transfer 2d6
(BODY to BODY), Can Transfer Maximum Of 20 Points, Delayed Return Rate
(points return at the rate of 5 per Day; +1 1/2) (85 Active Points); Must
Make Contact With Bare Skin (-1/4) |
5 |
5) Ignore Pain: Transfer 2d6 (BODY to
PD & ED), Can Transfer Maximum Of 20 Points, Variable Effect (To) to PD & ED
simultaneously (+1/2), Can Apply Adders (Damage Resistance) (+1) (85 Active
Points); Must Make Contact With Bare Skin (-1/4) |
9 |
Life Seeking: +3 OCV with Leech Multipower |
10 |
Stamina: +5 CON |
Value |
Disadvantages |
0 |
None |
+121 |
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) |