
The energy of others is an oft-untapped resource, one that is ripe for exploitation by those who have the means and the will. As one such person yourself, you are keenly aware of the benefits of taking energy away from others and making it your own. You’re no simple thief; you’re just that good.
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Greater
- Awakening Origin: Mind
- Prerequisite(s): 2+ Skill Ranks in Use Magic
- Maximum No of Stacks: 1
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | +2 | – | – | +2 | +2 | – |
Energy Siphon: You absorb the energy others would wield against you, tiring them out while empowering yourself in the process.
(1)-[Passive]: You gain access to the Energy Drain Unique Ability.
(2)-[Passive]: Increase your Surgency by 2(T) if you have won the Clash for the effects of the Energy Drain Unique Ability during this Combat Round.
(3)-[Passive]: While you are above the Injured Health Threshold, increase your Soak Value by 1(T).
(4)-[Passive]: While your Ki Points exceed 1/2 of your Maximum Ki Points, increase your Combat Rolls by 1(T).
(5)-[Triggered, 1/Encounter]: If you win the Clash for the effects of the Energy Drain Unique Ability, after concluding that Maneuver, you may use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver.
(6)-[Triggered, 1/Encounter]: While below the Injured Health Threshold, if you win the Clash for the effects of the Energy Drain Unique Ability, after concluding that Maneuver, you may use a Surge of your choice as an Out-of-Sequence Maneuver.
Energy Drain Unique Ability
Energy Drain
You are capable of stealing the life energy of others, using it to revitalize yourself, or otherwise to restore your own reserves of energy.
–Ability Type: Magical
–Prerequisites: Energy Poacher Awakening
–TP Cost: N/A
–KP Cost: 6(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: You gain access to the Power Drain Special Maneuver.
–Effect: Target a Character who is not at Long Range. Make a Clash (Cognitive vs Impulsive/Cognitive/Corporeal) against that targeted Character. If you win, make a Magical Wound Roll (which is not applied to the Opponent for Damage Calculation), then reduce your Dice Score by 1/2 of the target’s Might. The target loses Ki Points equal to the Dice Score of this Magical Wound Roll. Then, you may regain Life and Ki Points equal to 1/2 of the total amount of Ki Points lost by the target.
Energy Drain Advancements
Deep Drain
Your ability to siphon energy from your targets is significantly stronger.
–Prerequisites: 3+ Skill Ranks in Use Magic
–TP Cost: 10
–Effect: When calculating the amount of Ki Points lost by a target of Energy Drain, only reduce your Dice Score by 1/4 (rounded up) of the target’s MIght instead of 1/2.
Multi-Drain
You can steal energy from multiple people at the same time!
–Prerequisites: 3+ Skill Ranks in Use Magic
–TP Cost: 10
–Effect: When you use the Energy Drain Unique Ability, you may target an additional Character for every 2 Skill Ranks you possess in Use Magic after the first. Calculate the Life and Ki Points you regain based on the largest reduction amongst those targets.
Defensive Drain
You can absorb the energy of incoming attacks.
–Prerequisites: 3+ Skill Ranks in Use Magic
–TP Cost: 10
–Effect: Gain access to the Attack Absorption Special Maneuver.
Stress Eater
Stealing your target’s energy makes it more difficult for them to hold their transformations.
–Prerequisites: 3+ Skill Ranks in Use Magic
–TP Cost: 10
–Effect: If you win the Clash for the effects of Energy Drain, your target must make a Stress Test. Reduce their Dice Score for this Stress Test by 1 for every 2 Skill Ranks you possess in Use Magic after the first.