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(PC11) Power Vampirism * (65-73) The
Power Vampire can drain the raw Power from a victim and convert that energy into
extra Strength, Endurance, Psyche, and ranks for other Powers the Vampire has. The
Power Vampire can force a nonliving, non-sentient target to release all its raw
Power. He must make an Intensity FEAT equal to the highest ranked Power the
target possesses. A drained item reverts to its original state. Living
or sentient beings are harder to drain. The victim's Psyche determines what
Intensity FEAT is required. A successful FEAT enables the Vampire to drain Power
from the victim. The amount of raw Power equal to this Power's rank number is
drawn in equal portions from all the victim's Powers. The process of feeding can
continue indefinitely, as long as the vampire makes successful FEATs. Each turn
drains another rank's worth of Power. The
Vampire can voluntarily cease feeding at any time by making a Psyche FEAT of any
color except red. A red FEAT means the hero has entered an uncontrollable
feeding frenzy that can only stop when the victim is drained or the Vampire is
repulsed. If
the Vampire fails to make a FEAT at any point in the feeding process, he is
immediately repulsed from the victim and can never resume the attack. The victim
gains an instant immunity to any future Vampiric attacks by that being. The
Power the Vampire absorbs is used to increase his own Strength, Endurance,
Psyche, and Powers. The increase in equal amounts to all the adjustable
Abilities. The exception is this Power, as no Vampire can increase his own
Vampiric Power. Power
Vampires lose energy at a depressing rate. The rank numbers for Strength,
Endurance, Psyche, and all Powers except this one decrease one point per hour.
The Power Vampire must feed to survive. A
Power Vampire cannot actually starve to death if denied a sufficient supply of
victims. When all his affected Abilities reach Shift-0, the Vampire falls into a
coma. His Power Vampirism continues to function and tries to drain anyone who
comes within a foot of the body. When the Power Vampire's abilities return to
Feeble rank, the Vampire returns to life. When
creating a Power Vampire, the player must choose a Weakness. The player can
raise his Power rank +1CS for each additional Weaknesses he chooses, up to a
total of four Weaknesses. Power
Vampirism is communicable. A living or sentient being who was completely drained
by a Power Vampire must make a Psyche FEAT roll. A red FEAT means the victim has
himself been trans-formed into a Feeble Power Vampire. |