Marks of Heritage - Unique Magical Tattoos (3 pts)
- Clan Blade: Any sword from the Deluxe Core Book can be made as a tattoo. The crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. Activation Cost: 1 P.P.E. for 3 rounds.
- Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. Activation Cost: 2 P.P.E. for 1 hour.
MDC Transformation: The Full Tattoo Conversion provides +6 M.D.C. natural Armor and +3 Toughness, which includes the maximum levels and possible bonuses for both Tattoo Armor Plating and Tattoo Reinforced Frame. These Armor and Toughness bonuses do stack at their full value with any Worn Armor providing M.D.C. Armor, but do not stack with non-M.D.C. Armor. (3lvls of armor(3pts) +4 for heavy, +3lvl of toughness (3pts)
Cannot Be Transformed- seems like an edge (2 pts)
Sense Vampires- edge(2pts)
Operate Dimensional Pyramids- Edge: 2pts
Master of Magic: The Tattoo man knows all mega powers for any powers known. 2pts
Tattoos ( combination of cybernetics and powers): Activating a tattoo takes an action and an amount of PPE equal to the strain. Powers if a tattoo are activated by lowest of spirit or vigor. All Tattoos can be modified by the standard selection of power modifiers. Characters can only take cybernetics up to their normal strain value. Note the tattoo man starts with the magical version of the upgrade edge.
- All tattoos are subject to TD penalties until repaired by a master tattoo artist.
Pick 5 cybernetics and 4 powers (note this grants an additional 18 ppts) (14 pts)
- Flaming Sword (Embedded weapon with a TW flame sword)
Bow/Crossbow (Embedded Cross bow)
Invulnerability: Armor power
Elemental control Air: Elemental Manipulation (Aspect Air)
Rose tattoo: Heal Power
These are tattoos not cybernetics! Cybernetics are not “always on and must be activated by paying PPE=strain value and the lower of vigor or spirit as an activation roll. But once activated they last 1 hour and cost 1 ppe to maintain.
Archenemies: They are hunted mercilessly by vampires, vampire intelligences, and minions of the Splugorth. They gain the wanted major Hindrances for Vampires and Splugorth. During complication draws when facing these groups they get two cards to see if they get a club complication as they are focused on.
Vow(Major): Hunt vampires and
Undeadslayers are not motivated by money and any wealth they amass is given quickly to others in need. Poor Hindrence.
Acquiring more Tattoos: Undead Slayers can take either the new power edge or the Upgrade edge representing effort to get another tattoo from a clan elder.
Need to add a few more complications.