Recommended Powers
- Drain ST, DX or HT:
Physically
weakening a target is very appropriate to Psychic Vampirism.
- Drain Energy: The
prime point of Psychic Vampirism
- Drain Life: The
other
prime point of Psychic Vampirism
- Steal Power: Terrifying,
awesome, and very expensive!
- Detect Life: See
Below
- Protected Power (Psychic
Vampirism): For
dealing with Anti-Psi.
Other Suggested Abilities
Perks
- Blood Healing: Spooky
and dramatically appropriate.
- Controllable Lifebane:
Spooky
and dramatically appropriate
- Invigoration: A
tricky perk to administer, but appropriate to Psi-Wars.
- Pleasant Theft: Perfect
for darkly tempting vampires.
- Poison Charm: Perfect
for darkly tempting vampires.
- Social Vampire: An
interesting trick, as it will encourage the player to interact in
large settings, but will potentially create story hooks as guests
and friends might start to collapse after extended exposure to the
character, which could eventually promote a hunt.
- Auric Squint:
Pyramid #3-69, page 6
- The Buzz:
Pyramid #3-69, page 7
Power Packages
- Basic Weakening: 25
points, Psis 27.
- Energy Theft:
50 points, Psis 27-28
- Life-Force Devourer:
50 points, Psis 28
- System Shock: 50
points, Psis 28
Discouraged Powers Powers
- Drain IQ: The
ability to reduce Will, which resists further Psychic Vampire rolls,
seems cheesy.
- Drain Emotion: Niche,
and not in keeping with the themes of psionic knights struggling to
maintain control of their emotions.
- Drain Dreams:
Fascinating... but niche.
Sense Life [12/27/42/57]
The psychic vampire has the ability to sense the energy that he thrives on. Level one only gives a vague sense as to whether or not life is present. Level 2 allows you to lock your powers onto that life you've detected. Level 3 tells you in what direction that life is, and how much energy in rough terms (“Healthy” or “Weak”). Further analysis will give you more exact values, and tell you about the nature of that life (“Human male” or “Felinoid female”). Level 4 will tell you all the above, plus the distance to the target, giving you an exact location. The skill for Sense Life is Sense Life (Per/Hard).Statistics: Level 1 is Detect (Life, Psychic Vampirism -10%, Vague -50%) [12]; level 2 adds Lock-On +50% [27]; Level three removes Vague [42], and level 4 replaces Lock-On with Precise [57].
Techniques:
- Life-Map:
(Default:
Sense
Life-2).
You
may disregard signatures you have already detected, allowing you to
build up a map of new targets, until you have a perspective on all
living beings in range.
General Psychic Vampirism Concerns
Defeating Psychic Vampires
Psychic Vampires
pose an interesting challenge as they mix the physical and mental.
They can attack physical traits via mental avenues, thus lowering
(for example) the DX of a low-Will character, and thereafter
defeating him in melee combat. On the other hand, the challenges
that a psychic vampire pose aren't much different from those a
telepath poses. In fact, any Mind Shield advantage will protect you
from Psychic Vampirism just as it will protect you from Telepaths.
Psions arguably
have more to fear from psychic vampires. The ability to steal energy
could sap a psion if his vital Energy Reserves necessary to power his
fancy psionic tricks, and Steal Power is a nightmare, in some ways
worse than facing an anti-psi. Nonetheless, the same disciplines
that will protect against a telepath work here too: Mind Shield
advantages, high levels of will, psi-detection, etc.
Improving Psychic Vampirism
Psychic Vampirism
and telepathy are closely related. The same things that protect
someone from telepathy will protect you from psychic vampirism, so it
also stands to reason, but is not explicitly stated in the rules,
that the same things that improve telepathy will improve psychic
vampirism. The drugs Trance and Window (Both Psi-Tech page 35) apply
to Telepathy, but one could easily imagine variations that apply to
Psychic Vampirism.
- Ennui: As Trance, except it's also available in powder or liquid form, perfect for slipping into drinks. $20 per dose.
- Hunger: As Window, except that it inflicts the Lifebane disadvantage instead of Supersensitive. $275 per dose.
Niche Protection
The Psychic Vampire treads a little into the niche of the investigator and scout with their Sense Life power, and a little into the niche of the Anti-Psi with Steal Power or Steal Energy, but by and large they represent yet-another combat route/niche, one focused almost entirely on psychic routes of attack. By removing mental blow and mental stab from our recommended powers for Telepathy, the “psychic attacker” becomes the Vampire's niche.
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