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) |
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)
|