The inverse of Psychic Healing, Psychic Vampirism allows a psychic to take life as well as restore it, draining orgone energy from victims to replenish one’s own Willpower. There are two versions of this Merit, both of which require physical contact with the victim. (See “Touching an Opponent”) The four-dot version allows a psychic to drain a target of temporary Willpower points. The Willpower is lost. With the five-dot version, the psychic regains one point of Willpower for every two points of Willpower stolen. The psychic cannot gain more Willpower points than he has permanent Willpower dots.
Both versions of this power automatically fail when used against mages, werewolves or vampires. Storytellers should be cautious that players of characters with the five dot version do not rely on it to regain Willpower to the exclusion of their own Morality.
Dice Pool: Wits + Resolve (— the target’s Resolve). The psychic vampire must also successfully touch a victim.
Cost: None
Action: Instant
Roll Results
Dramatic Failure:
The psychic fails to steal any Willpower points and actually loses one Willpower point instead.
Failure:
The psychic’s attempt fails.
Success:
The psychic drains the victim of one temporary Willpower per success.
Exceptional Success:
Additional successes are their own reward.