Novice Thanomancer | |
Thanomancers use the Thanomancy variant of Adeptology. | |
Novice Thanomancers have not yet come into their power, but have vast potential waiting to be tapped. | |
Novice 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. Novice 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. | |
Novice 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 |
16 | Thanomancy VPP (10 Pool, Arcane) |
1 | Mana Pool: Endurance Reserve (10 END, 0 REC) |
2 | Magical Adept (Thanomancy) |
17 | Drain Lifeforce: Transfer 1d6+1 (standard effect: 4 points) (BODY to Thanomancy END Reserve REC), Can Transfer Maximum Of 10 Points, Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (54 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) (5 END, uses Personal END) |
Value | Disadvantages |
0 | None |
+36 |
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) |