Far Theft
TechniquePsionic Powers · p.51
Open source p.51Default: Steal Energy-5; cannot exceed Steal Energy.
Your skill takes normal range penalties (p. B550) instead of
being at -1/yard. If the subject is over 15 yards away, use long-
distance modifiers (p. B241), at an extra -5 penalty, instead.
Poison Charm: If you obtain a reaction of Very Good (or
better) from a potential victim, they resist your next Psy-
chic Vampirism attack at -2. This penalty fades if their
reaction changes before you target them.
Schadenfreude: You can feed on happiness stolen from
others. This gives you +2 on any Acting or Fast-Talk roll
to convince someone of something that will make him
miserable.
Social Vampire: You can steal energy in a social or per-
formance setting. If you are interacting with a group of 20
or more people (e.g., at a party, or performing in front of
an audience), you may recover FP as though you were rest-
ing – or at twice the usual rate if you are physically resting
at the same time. Members of the group, selected ran-
domly, lose the extra FP that you regain. Anyone with men-
tal defenses (e.g., a Mind Shield, the Mind Block or Mental
Strength skills, Anti-Psi abilities) is immune.
Note that many psychic vampires have the Honest Face
perk (p. B101) as well.