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(EC9) Energy Vampirism (37-38) The hero can drain the energy from a target and convert
that energy into extra Strength, Endurance, Psyche, and other Powers he
possesses. The hero can force a non-living, nor sentient target to
release all its energy, an Intensity FEAT equal to the energy potential of the
target. For example, an auto battery can be drained on a Typical Intensity FEAT,
a gallon of gasoline by Good Intensity FEAT, the magnetism of every tape in a
music shop on an Excellent intensity FEAT, the heat of a blast furnace on an
Amazing Intensity FEAT and so on. Living and/or sentient targets are harder to drain, because
they possess Psyche. The target's Psyche determines the Intensity of the FEAT
needed. A successful FEAT enables the hero to drain energy from the target. The
amount drained is equal to this Power's rank number. The amount is drawn from
all the target's Energy Emission Powers and any energies that form his physical
make-up; this applies if the hero is a non-human (a robot, for example). The
Energy Vampire can only drain Powers that actually emit energy—see the Energy
Emission section. Powers that do not emit energy cannot be affected by this
Power (but, see Power Vampirism). The Energy Vampire can drain the Power rank number amount
of energy each turn as long as he keeps making successful FEATs. He can
voluntarily stop feeding at any point by making a Psyche FEAT roll of any color
except red. A red FEAT means his hunger is beyond his control. He has entered a
feeding frenzy that will only cease when the target has been completely drain of
energy. If the Energy Vampire fails to make any FEAT during the
feeding process, he breaks off his attack and cannot reestablish it. The victim
instantly develops an immunity to that particular Energy Vampire, and cannot be
subjected to any of his future attacks. However, this does not protect the
victim from other Energy Vampires. The drained energy is added in equal amounts
to the Vampire's Strength, Endurance, Psyche, and any other Powers he possesses.
The exception is this Power; no Vampire of any type can increase his own Power.
Example: Evan the Energy Vampire possesses Good Energy Vampirism. His
intended victim is Heatwave, a human with two Powers (Typical Gliding and
Excellent Heat Emission) and Good Psyche. Evan makes the required FEAT roll (not
red) to begin feeding, and drains 10 points from his victim's highest Power rank
number. Heatwave's Heat Emission loses 10 points and drops to Good. Evan's three
abilities go up 3 points each, thus increasing his Health by 6. The next turn,
Evan makes another FEAT and drains another 10 points, drawn equally from
Heatwave's Psyche and Heat Emission (dropping each by 5 points). Add another 3
points to Evan's three abilities and another 6 to his Health. The next FEAT is a
repeat performance. At this point, Evan's player decides he's had enough, and
rolls a 43; quitting is no problem. Why do Energy Vampires do it? Due to their odd nature, they
lose energy at a dreadful rate. Their rank numbers for Strength, Endurance, and
Psyche, and all Powers (except this one), drop 1 point per hour. The Energy
Vampire must feed to bring those abilities and Powers up to their original
levels. An Energy Vampire cannot actually starve to death; when all
his affected rank numbers reach Shift 0, he enters a deathlike trance. His
Vampirism continues to function and tries to drain anything that comes in
contact with him. When the Vampire's abilities return to Feeble, he returns to
life. When creating the Energy Vampire, the player must choose a weakness. He
can increase the Power rank by +1CS by choosing a second weakness, up to a
maximum of +3CS (four weaknesses) for the Energy Vampire. |