Leech
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

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)