Well familiar with the hidden blade and the quick kill, the Lurker is a Thanomancer that resorts to stealthy murder to supply themselves with victims to drain life forces from. Dangerous and stealthy, a person that knows of their nature that forgets to keep a close eye upon them is a fool.
Lurkers can be fun to play for those that like a character of less savory intent, skilled both at skulduggery and magic.
Cost Ability
55 Thanomancer Package
55 Backbiter Package
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)

Package Deals
Backbiters are akin to Warriors in that they train to kill, but unlike the generally more upfront Warriors, Backbiters take full advantage of shadow and misdirection. There is no fair or not fair, there is only survivor and deceased. Typically attacking from hiding or seeking to attack an opponent from behind, there is nothing that a good Backbiter hates more than a standup fight.
Many Backbiters become mercenaries, adventurers, or soldiers of fortune, and are almost always looking for the easy money. Backbiters tend to increase their stealth and lethality over all other things.
Cost Ability
14 Deadly Blow (Sneak Attack): 2d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)
25 Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
1 WF: Blades
3 +1 OCV with Blades
4 Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
3 Stealth
3 Concealment
1 FAM: Shadowing
1 FAM: Streetwise
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
3 Acrobatics
3 Breakfall
15 Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1)
15 Adept: +3 with DEX Based Skills
16 Well Rounded: +2 with All Non-Combat Skills
20 Puissant: +2 with Overall
10 Lightning Reflexes: +10 with One Action
4* Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
26 Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
15 Open Lock: Lock picking (DEX based) + 6
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
2 Thieves' Cant: (Language; basic conversation; literate)
-5 Reputation: Backstabber  8-
-10 Psychological Limitation: Backstabber Mentality (Common, Moderate)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Prior Conviction (Got caught at some point in the past and has done some time incarcerated or otherwise detained by the Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)