Soul Drinker
Soul Drinker (Major) adapted by Stone Gargoyle from the special powers of the Soul Slayer enchanted weapon from Armageddon Unlimited by Carl Gleba
1. Drinking Souls: The character can draw the life essence or soul out of a victim's body when drawing blood during an attack. This takes an additional melee attack/action added to the number of actions used for the attack. The character must be in contact with the character, either by direct touch or by holding a weapon which is making contact with the target (melee weapon attacks or physical strikes, not including projectile attacks or energy expulsion attacks), and blood must be drawn- meaning it needs to do Hit Point damage- before he can drink a soul.
- Saving Throw: To save vs. soul attack, the victim must roll to save vs. magic of 14 or higher (PE bonus applies). On a successful save, the victim suffers no additional effects other than the strike damage. A failed save, however, means that the victim suffers the effects of having their soul drank.
- Effects: On a failed roll to save vs. soul attack, the victim's soul is torn from his body. What surprises people is that losing one's soul doesn't hurt, the victim is not dead. However, there is an odd feeling of emptiness and all super abilities and/or spell casting abilities are reduced by 30% (range, duration, damage, etc.). Victims who lose their soul see their PPE reduced by 30%, which mainly affects the amount of PPE available to spell casters, and psychics see their ISP reduced by 30%. Furthermore, the soulless victim cannot advance in levels until the soul is recovered (which could be impossible). What may not be evident at first is that the body is an empty shell, which means the victim has no ability to save vs. possession; don't bother to roll. If a being tries to possess a soulless body, the possession is an automatic success. Similarly, the ME attribute is reduced by half; adjust bonuses accordingly. If the soul is not recovered in 2D6 years, the body dies, turning to dust. Should the body be killed in the meantime, nothing short of a miracle could bring the soulless character back to life.
- Uses Per Day: The power of Soul Drink is limited to being used six times per day.
2. Store Souls: No one really knows what happens to a soul when it is consumed by a Soul Drinker. It is said that the soul is lost in a limbo-like environment with no sense of the passage of time. The Soul Drinker can store the souls within himself indefinitely and they are lost if he dies. Each soul absorbed increases the character's available PPE by 10 points, or by 30% of the absorbed victim's PPE, whichever is less. Any soul absorbed by the Soul Drinker can be released back into its original body, or transferred to a crystal/gemstone or other enchanted object, with said transfer using one of the character's melee attacks/actions. Souls placed into a gemstone can be traded like currency to supernatural beings who trade in souls. Thus many souls are often given away or taken and transported to places beyond where they can be recovered. While this may not bode well, this does however mean that a soul can be released.
- Number of Souls Stored: The Soul Drinker can safely store within himself a number of souls equal to his ME attribute numberX10. He can also store more than this unsafely, meaning for each additional soul stored within himself he must roll for a random insanity on the table in the HU2 core rulebook page 28, with the maximum number of souls that can be stored unsafely limited to ten. Beyond this maximum number, the Soul Drinker must release a soul or transfer it into a gemstone to create room for more souls.