By Kirith1443@aol.com
The Drainers were a mistake. Whose mistake is unknown. They keep no records, have no history of their own, but their power is amazing and unrivaled throughout the World of Darkness.
They have the power to use someone else's power, temporarily take it away, or take it away forever. Sounds fun, huh? Well it's not. It's hell.
Draining energy (Quintessence, gnosis, blood points, etc): Roll Soul, (difficulty 7) and Brawl (difficulty 8).
Using someone else's power: Roll Soul (difficulty 8).
Temporarily borrow a power: Roll Soul (difficulty 9).
Permanently thieving a power: Roll Soul (difficulty 10).
None of their draining powers work against wraiths or Risen.
They use this power to feed themselves with supernatural energy, and are hated by everyone.
Attributes: 6/4/2
Abilities: 11/7/4
Willpower: 4
Energy: 5
Soul: 1
Freebies: 12 points
Freebie Cost | |
Trait | Cost |
Energy | 2 |
Soul | 7 |
Experience Point Cost | |
Soul | Current rating x 10* |
*Soul cannot exceed 5.
Draining Energy: The character must grapple with his opponent (opposed Brawl + Strength roll) before grabbing his victim's face. He then rolls Soul (difficulty 7). For each success he makes, he drains a point of energy away from his victim. (convert any appropriate "power upper" to energy, like blood points, Quintessence, etc.)
Using someone else's power: Roll Soul (difficulty eight). This counts as a complex action to borrow the power, and it cannot be released until the next turn.
System: Roll Soul. If it succeeds, spend the points it would usually take to power the ability. If it normally does not require an expenditure of energy, spend energy equal to the level of the power (Forces 1 :1 point of energy). Draining True Magick requires expenditure equal the Sphere (taking Mind 3 = 1+2+3 = six energy) This lasts two turns per success.
Temporary Theft: Spend two energy points before trying. Roll Soul (difficulty nine). If you succeed (two successes), you use the procedure detailed in using the other persons power, but she cannot use the power.
Permanent theft: Spend four energy points before trying. Roll Soul (difficulty 10). You need only one success, but you must make another Soul roll at difficulty six to see if you do not lose the Soul point anyway.
Ancient: Someone who has lived with being a Drainer for 30+ years.
Initiate: Someone who has just become a Drainer.
Neophyte: A Drainer for 10-19 years.
Middleman: A Drainer for 20-29 years.
Taking the Birdie: Permanent theft.