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Energy Vampirism

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 Ty Intensity FEAT, a gallon of gasoline by Gd Intensity FEAT, the magnetism in every tape in a music shop on an Ex intensity FEAT, the heat of a blast furnace on an Am 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 Gd Energy Vampirism. His intended victim is Heatwave, a human with 2 Powers (Ty Gliding and Ex Heat Emission) and Gd 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 Gd. Evan's 3 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 Fb, 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 (4 weaknesses) for the Energy Vampire.

Energy Vampirism is communicable. A living and/or sentient victim who was completely drained of all energy by an Energy Vampire must make a mandatory Psyche FEAT roll. On a red result, he becomes an Energy Vampire with Fb Power rank.

Range: Column