Magic Tattoos: Rules, Edges, IFs, and Tattoos

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High Command
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Magic Tattoos: Rules, Edges, IFs, and Tattoos

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Tattoo Magic
By Patrick Young, John Stevens, and Jon Neeper (plus review by the community of SavageRifts.com)

Magical Tattoos are intense alchemical creations laden with mystic fluids and using techniques unknowable to most. A hero only has so much canvas for a tattoo artist to work with and the body and spirit can only take so much pain. As such tattoos are limited by strain (the lower of Spirit or Vigor). If combined with cybernetics then any strain spent on cybernetics is unavailable for tattoos. Unlike cybernetics, magical tattoos do not interfere with magic or psionics use.

Of course nothing is free. At every 6th strain after the first (7, 13, 19, 24, 31, etc) strain, the character must roll on the Unstable Psyche Hindrances (see Crazies, TLPG page 15). They must roll again when they hit the next 6th strain. Strain also creates penalties on the Flashback effects when rolling 1 on an activation roll. The process of gaining magical tattoos is extremely painful, and using them is not without cost either. It takes a strong mind to withstand the process and rigors of use, and few outside of True Atlanteans and Dragons match up.

Tattoo Magic Critical Failure
Flashback
Magical Tattoos are not simply ink in and on skin. These are invasive pieces of magic that are made of horrifically caustic materials. On a critical failure of the arcane skill, the tattooed hero experiences crippling pain due to recalling a memory from the time of implantation. The T-Man makes a Vigor roll, with a penalty equal to -1 per 6 points of strain over 1 (e.g. 7, 13, 19, etc) and consults the following table:
  • Raise: All trait rolls are at -2 for 1 round.
  • Success: All trait rolls are at -2 for 1d6 rounds.
  • Failure: All trait rolls are at -2 for 1d6 hours.
  • Critical Failure: All trait rolls are at -2 for 24 hours.

Who Can Get Magic Tattoos?
Normally human and human like creatures can get these tattoos and have them work. Some known races to receive tattoos are Ogres, Humans, True Atlanteans, Human mutants, and Psi-Stalkers. The version the True Atlanteans have (and the Splugorth stole) is only made to work on humans - although that doesn’t stop the Splugorth from experimenting on others! In fact, the Splugorth are constantly experimenting with tattoo magic on all their slave races in order to increase their stock of powerful fighters and warriors. Those that don't die or go insane during the process are rare, but there is the occasional success. These suffer from chronic pain and gain the Anemic or Lame hindrance for no added benefit. This hindrance can be removed by working with a Chaing-Ku dragon to properly align the tattoos for the race. The Chiang-Ku have no such restrictions, however, they are very hard to find. Only two or three are thought to exist on earth - and none are in North America.

How do you get Magic Tattoos?
Tattoo Magic is extremely rare. Splugorth High Lords, the Splugorth themselves, ancient Chiang-Ku dragons (the only originators of tattoo magic and the only beings capable of doing tattoo art on dragons), and the Master Alchemists of the various True Atlantean Clans. The only known master on Rifts Earth (from Clan Skellian) resides in Manoa, but few know how to get to that city without first going through Center or Alexandria in the Phase World Dimension. Clan Achereon’s Master resides on the planet Alexandria or one of their outpost worlds in the Three Galaxies. The locations of other clan alchemists are not widely known, even among True Atlanteans, and none are known by anyone else. Characters without a friendly Tattoo Alchemist will be unable to gain new tattoos, so GMs are encouraged to make one available. Note this is also a mercantile relationship, so be prepared to pay in cash or favors.

Every tattoo is a beautiful creation of the Tattoo Alchemist, a master of the art of magical tattoos. It is said that the master tattoo artists in the megaverse can be counted on a Splugorth’s tentacles (small and large). While there are not many there are enough for most characters to find someone willing to give them new tattoos from time to time. Doing so requires 2d6 weeks (or more) involving multiple sessions per day, time for recovery and then starting again. It is worth noting that these masters reside in other dimensions and as character may not have to leave the campaign area that long. 3 months away may only be 3 days due to the vagaries of dimensional travel. It may also be 3 years, all depending on the whim of the GM. It also costs an exorbitant amount of money. That said, given a choice between a new tattoo and money, most T-Men will choose the tattoo.

Getting Inked
The only way to is acquire magic tattoos is from an alchemist described above. However, there are two paths players may follow to acquire tattoos.

Arcane Background (Tattoo Magic): You have been marked by a Tattoo Alchemist with magical tattoos and now use your focus to manipulate the P.P.E. to do amazing things with them. Each tattoo is made from alchemical materials that include caustic liquids, molten metals, and excruciatingly slow tattoo processes that take weeks to months to complete. This painful process grants tattoos equal to 6 strain and 10 PPE (in addition to the 2 PPE for each tattoo. Tattoos are activated by touch and concentration. If a tattoo is covered it cannot be used. Due to this many tattooed warriors have the outsider hindrance or other hindrances listed below. The tattooed hero uses the Focus (Vigor) skill to activate the magical tattoos. Rules for creating tattoos and a list of common tattoos are described in detail below. With mastery, there is greater potential unlocked in each magical tattoo. The very act of having a tattoo one inscribed on one’s body increases their store of P.P.E. drastically. Each Magical Tattoo adds 2 P.P.E. However, tattooed heroes may not take the power points edge. Like anyone who uses P.P.E., they may draw P.P.E. from a ley line or nexus (TLPG p. 119). If the Tattooed hero has the Master of Magic edge (selected normally) all power tattoos can use the Mega Power version.

Tattoos for Other Arcane Backgrounds: An alchemist can also bestow magical tattoos on anyone with an Arcane Background. These tattoos function in the same way described above but do not add P.P.E. instead they rely on the user’s pool of power points and use their existing arcane skill to activate. Penalties for exceeding strain still apply to these tattoos as do the psychological consequences. In order to be eligible for tattoos the player must earn or purchase one through the course of adventuring. The hero must have the Connections edge with a tattoo Alchemist and then take the “First Time Ink” edge. After that, the hero may select the New Tattoo edge using advances, limited to once per rank, or purchase a tattoo that they have the strain, contacts, time, and funds for. However, having magical tattoos does not qualify a hero for edges that require Arcane Background (Tattoo Magic).

Making Tattoos
With all pun intended, tattoos are a re-skinning of a variety of power types and sources. Making the magic extremely versatile. This versatility is limited by the strain each tattoo applies to the body, thus limiting the number of powers and coming at the cost of sanity. Experienced players will recognize that tattoos have shades of techno-wizard modifications. To create tattoos requires choosing the ability you want to emulate. GMs and players should work together to create something that balances.

Tattoo Creation
A tattoo functions like a minor TW device, allowing each tattoo to grant 2 Minor or 1 Major upgrade (excluding the additional PPE upgrade). See this post for full rules on their creation.

Tattoo Trappings
In addition to normal power trappings, tattoos have a unique set of trappings that can be used on activation.

Fast Activation: Using fluid strokes and fast acting inks the tattoo master can sacrifice flexibility for speed. Add +1 power point to activation and the tattoo becomes self only but can be activated as a free action.

Power Symbol: Adding this mystic symbol to a tattoo takes things to a whole other level. This power can only use the mega version! With all great power there is a cost, the hero takes a level of fatigue when activating a power with this trapping. Fatigue can be restored with an hour of rest, but not succor. If the hero is already a Master of Magic then a +2 bonus to the tattoo arcane skill is given instead.

Sunlight: Both Atlantean and Splugorth are eternal enemies of vampires. A sun added to any tattoo gives it the power to hold vampires and other undead at bay. All living beings are considered to have a level of Arcane Resistance versus the power (+2 armor, +2 to trait rolls), but the undead (particularly vampires) must make Fear checks when hit with it.

Tattoo Edges

Learning to master the art of tattoo magic is a lifelong pursuit, even if those tattoos were imposed. As a hero grows in experience and power she can gain mastery over different aspects of tattoo magic. These edges represent some unique abilities only available to those who use mystical tattoos on a regular basis. Since many of these edges require and Arcane Background they can be classified as Power edges.

Canvas (Upgradeable)
Requirements: Novice, True Atlantean or Arcane Background (Tattoo Magic)
This hero endures the tattoo process better than most. He increases his Maximum Strain by +6.

First Time Ink
Requirements: Seasoned, Arcane Background (Any), Connections (Alchemical Tattoo Artist)
This edge allows those with Arcane Backgrounds to gain access to magical tattoos. You choose one magical tattoo and add it to your body. You still must pay the price for the tattoo. Further tattoos may be purchased. Characters are encouraged to maintain relationships with the alchemists who ink them up.
  • Note: I know a Guy can substitute for Connections with a raise on the roll.
New Tattoo
Requirements: Seasoned, Arcane Background (Tattoo Magic), True Atlantean, or First Time Ink
For those who embrace magical tattoos as a part of their being (by choice or necessity),
the desire to get more is often an all encompassing goal on its own. Taking this Edge means the hero manages to achieve the necessary resources and opportunity to have a new magical tattoo inked, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, any Magical Tattoo is fair game. This edge may be taken once per rank.
  • Note: This edge may be chosen instead of New Power if New Power is rolled through Hero's Journey rolls. The character must still meet the non-rank requirements.
Past the Breaking Point
Requirements: Veteran, Magical Tattoos, True Atlantean or Arcane Background (Any)
There are those so obsessed with magical tattoos that they sacrifice sanity for superiority. Having taken all the magical tattoos their humanity should be able to bear, they somehow manage to shove even more onto their body and damn the consequences. Taking this Edge grants +6 Strain, but the player must select one of the Unstable Psyche Hindrances (see Crazies, TLPG page 15) to go along with this.

Extreme Focus
Requirements: Veteran, Arcane Background (Tattoo Magic), Spirit d8, Focus d10
Through extreme mental discipline and focus your hero has learned to control one of his magic tattoos by force of will. He may activate one Tattoo without requiring touch. In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of their Tattoo’s powers to work without requiring touch.

Tattoo Resilience
Requirements: Seasoned, At least 7 strain worth of tattoos
Having endured so much physical and psychological punishment acquiring Magic Tattoos has given you extraordinary endurance and resistance to damage. Your hero gains +1 Toughness.
  • Improved Tattoo Resilience
    Requirements: Veteran, At least 13 strain worth of tattoos
    Your hero has endured incredible pain and suffering (and maybe even likes it a little). This grants you extraordinary endurance and resistance to damage. Your hero gains an additional +1 Toughness.
Extended Summoning Tattoo
Requirements: Seasoned, Arcane Background (Tattoos)
Used to overwhelming odds against and often innumerable foes, T-Monster Men use summoning tattoos to even the odds, giving them good flanking partners and even hunting partners. A T-Monster Men with this edge has a modification to one of their Animal or Monster Tattoos, granting them a duration of 5 minutes (1/5 minutes). This duration extends to the Mega Power version, force multiplication. This can be chosen multiple times, one for each tattoo.

Improved Magical Armor Tattoo
Requirements: Seasoned, Undead Slayer, Maxi-Man, Magical Armor Tattoo
The tattooed warrior has gained an upgrade to his armor tattoo. In addition to all other effects when active, they gain +2 toughness from the armor.
  • Greater Magical Armor Tattoo
    Requirements: Heroic, Undead Slayer, Maxi-Man, Magical Armor Tattoo
    The tattooed warrior has gained an upgrade to his armor tattoo. In addition to all other effects when active, they gain an additional +2 toughness from the armor.
Improved Magical Weapon Tattoo
Requirements: Seasoned, Undead Slayer, Maxi-Man, Magical Weapon Tattoo
The tattooed warrior has gained an upgrade to one of his Magical Weapon Tattoos (so a Str+1d6 sword becomes a Str+2d6 sword, while a Str+1d8 axe becomes a Str+2d8 axe). The base AP rating also increases to 4.
  • Greater Magical Weapon Tattoo
    Requirements: Heroic, Undead Slayer, Maxi-Man, Improved Magical Weapon Tattoo
    The tattooed warrior has gained an upgrade to one of his Improved Weapon Tattoos. In addition to all other effects when active, it gains an additional die of damage (so a Str+2d6 sword becomes a Str+3d6 sword, while a Str+2d8 axe becomes a Str+3d8 axe). The base AP rating also increases by 2.
Heightened Supernatural Awareness
Requirements: Seasoned, Undead Slayer, Notice d6+
As an action, the Undead Slayer can stretch out his senses to understand all of the supernatural creatures he’s engaged with. The −2 to attacks against him from supernatural creatures expands to −2 to all Trait rolls against him from supernatural creatures. This includes Notice checks and opposed rolls.
  • Improved Supernatural Awareness
    Requirements: Heroic, Heightened Supernatural Awareness, Notice d8+
    All rolls against the Undead Slayer where supernatural creatures are involved suffer a −4 penalty.

    Supernatural Lockdown
    Requirements: Legendary, Improved Supernatural Awareness
    The Undead Slayer can shut down the supernatural. As an action, she can target a supernatural creature or effect within her Spirit range and make a Focus roll to shut it down for three rounds, or a full minute with a raise. Simple abilities like physical attacks or methods of communication are rolled with no penalty. To affect advanced abilities like powers, or non physical attacks such as a dragon’s breath weapon imposes a −2 modifier, while shutting off other inherent abilities like a vampire's immunity to physical attacks requires a roll at -4. In the circumstance where shutting off an inherent ability would be like flipping a switch and shutting down the creature it is an opposed psionic-4 vs targets Vigor. A good example is this ability vs the living spell. It has the potential to literally turn the living spell off. The target loses the use of all supernatural abilities. This Incapacitates such a creature for that period of time.
Sense Supernatural Creatures
Requirements: Seasoned, Undead Slayer, Notice d6+
Already used to sensing vampires, Undead Slayers can expand that awareness to other supernatural creatures. This makes them very effective against shape changers and other creatures that like to blend in with the crowd. They can also sense supernatural beings with a Notice check, anywhere within line of sight.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Maxi-Man Iconic Framework

Post by High Command »

Maxi-Man
Elite Tattooed Warriors

“The most savage and powerful of the human and ogre Tattooed Men are the Maxi-men. They are elite fighters and masters in using tattoos who have been raised since infancy to accept their lot in life as a warrior slave. However, unlike most slaves, they receive special training, are treated with kindness and patience, and receive special rewards of privilege and freedom for loyalty and courage. The Maxi-men can attain high positions of rank among the Splugorth minions and serve as military officers (including the rank of general), espionage specialists, advisors to ruling governors, kings and generals, and can even become a governor of distant regions within the Splugorth's empire. As a result, they are far more happy and accepting of their slavery. The majority exhibit a disturbing loyalty and dedication to their inhuman masters.

Maxi-men are trained from infancy or childhood (most are captured children seldom older than age 9) in the arts of combat, espionage, and using magic tattoos. They are encouraged to be aggressive and merciless warriors, who are taught to thrive on combat and competition. They are also subjected to years of indoctrination to be proud, courageous, to think of themselves as being better than others, and at the same time to be loyal, protective, obedient, and honorable toward their masters. By age 16 or 17, the young Maxi-man has already attained second level experience and is ready for field operations/combat or for sale (GM Note: The average Maxi-man starts out at second level, not first).

HERO’S JOURNEY (FIVE ROLLS)
Maxi-Men gain three rolls on any of the following tables: Magic & Mysticism, Training, and Underworld & Black Ops. They gain two additional rolls on any tables except those dealing with cybernetics or psionics.

INDOCTRINATED SLAVES
It takes a lot to make a Maxi-man rebel against his years of indoctrinations and turn against his owner. Mistreatment and cruelty are the most common reasons, but even then, the slave may feel loyalty to the Splugorth and/or a kinder master. Those who desert their post or turn on their master are hunted down, captured, and returned for punishment or reorientation. If the offense is his first or a minor infraction and the slave can be indoctrinated back into the fold, the punishment will be light and he or she will be returned to active service. Those who are responsible for several offenses and/or serious crimes will suffer severe punishment. These renegades are frequently chained and forced to fight in gladiatorial arenas, released and hunted in the Preserve, subjected to horrible experimentation, or made to work at hard labor, often on another planet, until they die. Mass murderers and those deemed to be extremely dangerous are hunted and slain on the spot!

KILLER CONFIDENCE
Maxi-men are very skilled at using magic tattoos and prefer to use the magic rather than many modern weapons and mechanisms. Most refuse to wear more than the lightest body armor, if any, and will often enter combat with no apparent armor or weapons at all (again, relying on the magic). One of their favorite ploys is to appear to be a helpless victim, without weapons or armor.”

MAXI-MAN ABILITIES AND BONUSES
Combining intense training and magical tattoos the Maxi-Man is an elite warrior and principal shock trooper of the Splugorth.

Destined for Battle: Whether a bodyguard or a gladiator, Maxi-men are expected to see significant close combat fighting. A Maxi-Man begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank).

Heart with Tiny Wings: This tattoo is empowered to be always active. Begin with +2 Pace and a d10 running die. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12.

Improved Three Eyes Tattoo: Gain +2 to Notice and the Danger Sense edge.This tattoo is empowered to be always active. In addition, select one of darksight, detect arcana, or farsight to use with normal activation cost. This tattoo can be upgraded with additional powers per the Three Eyes tattoo.

Life Long Training: Years of physical training and a grueling workout regimen grant Maxi-Men +1 Agility, Strength, and Vigor

Magic Tattoos: Arcane Background (Tattoo Magic), 10 PPE (don’t forget each additional tattoo or modifying tattoo increases P.P.E. by 2), Focus d6, and additional tattoos equal to +6 strain.

Tattooed Warrior: Starts with Magical Armor Tattoo with one modifier. For an additional 3 PPE the armor can become Mega Damage. They also gain the Improved Magic Weapon Tattoo for each of two Magical Weapon Tattoo of choice. Additionally, extra weapon modifying tattoos may be added to the Improved Magic Weapon Tattoo. Both the Magical Armor Tattoo and any Magic Weapon Tattoos can be activated without touch.

Thick Skin: Alchemical tattoo treatments begin as soon as a slave is selected for the process to help the Maxi-Man endure the painful process better than most. Begin with the Canvas (+6 Strain) and the Tattoo Resilience (+1 toughness) edges.

MAXI-MAN COMPLICATIONS

Hunted by their former Master (Major): Maxi-Men represent a significant investment. Any Minion of Splugorth, including most other Tattoo Warriors will try to attack, to capture, or to kill a rogue Maxi-Man in an instant. A Loyal slave (usually not a player character) would instead have Unflinching Loyalty to the Master (a Major Vow). They will sacrifice their own life to serve their master’s goal.

Inked Out: Becoming a Maxi-Man uses all of a character's personal Strain (i.e. Strain gained from Vigor or Spirit attributes). They start with only the 6 Strain from the Canvas Edge and can only gain more from the Past the Breaking Point edge.

Overconfident (Major): Maxi-Men are conditioned from youth to consider themselves the best and most fearsome warriors. They have supreme confidence in their fighting prowess and mystical abilities and usually eschew armor preferring to parade around with their tattoos on full display.

Power Corrupts: All Maxi-Men start with one major psychological trauma from the Psyche Degradation table (TLPG p. 17). With the GM’s permission, based on specific character concept, a GM might allow choice from the chart. The player rolls again when reaching Seasoned, in addition to any other rolls.

Trained Subservience: Even emancipated Maxi-men find it almost impossible to shake off their indoctrination. When facing a loyal minion of the Splugorth, or one of the Masters themselves, a Maxi-man suffers a -2 to all opposed rolls or direct attacks against such foes.

ICONIC FRAMEWORK STARTING GEAR
  • Begin with the Crazy’s starting gear, but replace the armor with Ley Line Walker Light Armor (as a disguise mostly; can be modified to allow touch access to most tattoos)
TO SURVIVE AND THRIVE - ICONIC FRAMEWORK
  • Choose your weapon: What weapons you choose will ultimately decide what kind of fighter you are. Don't forget that bows and arrows are also weapons, and you can add all kinds of power arrows easily by applying weapon modifiers, trappings, and more. Any muscle powered ranged weapon can be used, so long as it is on par with the weapons in the Core book.
  • Look Ma, no hands!: Not having to touch one's tattoos to activate them is a huge advantage. Don't forget this as you struggle and fight for survival. Whether learned as a gladiator or a body guard, it is one of the primary features of the I.F.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Re: Magic Tattoos: Rules, Edges, IFs, and Tattoos

Post by High Command »

Undead Slayer
True Atlantean Champions of Light

Requirements: True Atlantean Race, Vigor d8

“The True Atlanteans have created an elite force of warriors dedicated to the eradication of supernatural evil. Like knights-errant, they travel from dimension to dimension, world to world, protecting innocent life forms, destroying monsters, and freeing those enslaved by vampires and their ilk. Their archenemies are vampires, vampire intelligences and the minions of Splugorth. These warriors are known as the Undead Slayers and they are empowered by tattoo magic.” WB 2: Atlantis

HERO’S JOURNEY (FOUR ROLLS)
Undead Slayers gain three rolls on any of the following tables: Education, Experience & Wisdom, Magic & Mysticism, and Training. Undead Slayers gain one roll on any table except Cybernetics and Psionics. This already accounts for the Burdened by Destiny trait of all True Atlanteans.

UNDEAD SLAYER ABILITIES AND BONUSES
Undead Slayers have one purpose, to blot out supernatural evil from the Megaverse. They are the ultimate manifestation of the burden of destiny felt by all True Atlanteans.

Alchemically Tough Skin: Atlanteans are given tattoos in early childhood, those chosen to be Undead Slayers are exposure to even more mystical enchantment making them extremely durable and able to withstand incredible strain. Starts with Magical Armor Tattoo with one modifier. For an additional 3 PPE the armor can become Mega Damage. Begin with the Canvas (+6 Strain) and the the Tattoo Resilience (+1 toughness) edges.

Heart with Tiny Wings: This tattoo is empowered to be always active. Begin with +2 Pace and a d10 running die. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12.

Magic Tattoos: Arcane Background (Tattoo Magic), 14 PPE (including the 10 for the Arcane Background and 4 for the Marks of Heritage; don’t forget each additional tattoo or modifying tattoo increases P.P.E. by 2), Focus d6, and additional tattoos equal to +6 strain.

Supernatural Awareness: Instinctively able to read the intentions of his supernatural foes, the Undead Slayer can avoid their attacks. Any attacks from supernatural creatures, such as vampires, daemonix, brodkil, gargoyles, deevils, and demons suffer a −2 to hit an Undead Slayer. This ability stacks with the deflection power.

Tireless Warrior Against Evil: The Undead Slayer gains the Glowing Silver Cross Special Ability tattoo, granting them the Holy Warrior Edge. This tattoo is empowered to be always active. The repulse action involves their sheer force of will and the strength of their zeal in their righteous mission to rid the Megaverse of Vampires and Supernatural Evil. Note that Undead Slayers qualify for the Champion Edge and may take it separately if they wish.
Also, for 2 PPE and a free action they can make any weapon they hold or any power tattoo also have the Silver and Holy Trappings for 3 rounds (1/round).
Additionally, Undead Slayers begin with the Improved Magic Weapon Tattoo and one Magical Weapon Tattoo of choice. Extra weapon modifying tattoos may be added to the Improved Magic Weapon Tattoo.

Versatile Fighter: To become an Undead Slayer is a lifelong service. Undead Slayers are are expected to see significant close combat fighting with the worst creatures. A Undead Slayer begins play with Fighting d8 and the Two Warriors Shield-Locked Together Power Tattoo which they can use as a free action on themselves only. It works on others normally.

UNDEAD SLAYER COMPLICATIONS

Distinctive Appearance (Minor): Undead Slayers are somewhat different from others, even other T-men. For vampires and those used to hunting them, they are relatively easy to spot, even in basic disguises, as their bearing and attitudes give them away. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people.

Heroic (Major): Undead Slayers are told from a very early age of how they should act. They gain the Heroic Hindrance.

Inked Out: Becoming an Undead Slayer uses all of a character's personal Strain (i.e. Strain gained from Vigor or Spirit attributes). They start with only the 6 Strain from the Canvas Edge and can only gain more from the Past the Breaking Point edge.

Instinctive Focus (Vampires): All Undead Slayers are created and trained for one purpose - to oppose vampires throughout the Megaverse and stop their evil plans of domination. This is also extended to the Splugorth, whom the True Atlanteans know to be emotional vampires, feeding off the suffering of others. When in a battle with mixed foes and vampires, the Undead Slayer must make a Smarts roll at -2 or attack the vampire(s), starting with the most powerful.

Overconfident (Major): Undead Slayers are conditioned from youth to consider themselves fearsome warriors against the undead and supernatural. They have supreme confidence in their fighting prowess and mystical abilities and usually eschew armor preferring to parade around with their tattoos on full display. Some use armor as a disguise, but most would simply rather wear a cloak.

Price of Power: All Undead Slayers start with one major psychological trauma from the Psyche Degradation table (TLPG p. 17). With the GM’s permission, based on specific character concept, a GM might allow choice from the chart.

Undead Slayer's Code (Major): Undead Slayers value their reputation above all else. Their word is their bond, and they never fails to deliver on a promise or to defeat a foe. Slayers hold themselves to ridiculously high standards. So much so, that they fall prey to dark self-hating depression if they experience failure. When an Undead Slayer rolls a Critical Failure, the character must make a Spirit roll at a -2 penalty. Success has no further effect. On a failure the Slayer immediately loses one benny.

ICONIC FRAMEWORK STARTING GEAR
  • Begin with the Crazy’s starting gear, but replace the armor with Ley Line Walker Light Armor (as a disguise mostly; can be modified to allow touch access to most tattoos)
TO SURVIVE AND THRIVE - ICONIC FRAMEWORK
  • Advice: Flavor text. (need suggestions)
  • Advice: Flavor text. (need suggestions)
  • Advice: Flavor text. (need suggestions)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Re: Magic Tattoos: Rules, Edges, IFs, and Tattoos

Post by High Command »

Tattoo Lists by Type
The following lists are examples of some of the possibilities offered with magical tattoos. Most are described and trapped with a nod to the original Palladium source material. However, players and GMs can work with different tattoo images, themes, and trappings to create something that provides the same benefits but works for them. See also the guidelines on creating new tattoo types found below.

Note that the image of a tattoo only has to clearly suggest the power. A sword that would clearly never work in real life does as a magical weapon tattoo, though no one knows how. A samurai in full armor might well be a beautiful and buxom woman in full samurai armor, or at least armor that full suggests said armor. The intent matters, but the image must be representative for the magic to work.

Weapons & Armor
Magical Armor (1): This Tattoo grants the wearer a suit of translucent armor made of magical force that grants 6 armor. It stacks with the Armor power, but not any other type of worn armor. The T-man can reach through the armor as if it is not there to touch his magical tattoos. Once summoned, this is a physical item (though translucent like glass) which may be harmed or made less effective. Of course the T-man may simply end the power early if this happens. Resummoning the same armor brings it back good as new.
Image: A medieval knight or samurai in full armor, or some variation of that
Activation Cost: 1 P.P.E. for 1 hour.
Strain: 1
Cost: 5,000

Armor Modifiers
The following additional modifications can be added to any Magical Armor Tattoo. Each modification adds additional strain and activation costs. One particular suit of armor may only have four modifiers.

Armor with Bolted on Plating (2 per Armor): Increase the armor of the base tattoo by 2.
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost: 5,000

Armor with Climbing Claws (2 per Armor): Gain a bonus of +1 to Climb.
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost: 5,000
Armor wreathed in [Element] (1): Choose an element like fire, ice, electricity, poison, etc. and apply an additional trapping to this armor.
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost: 5,000

Magical Equipment (U): This Tattoo creates a non-powered high quality tool of choice. This tool is exceptionally well made and adds +2 to appropriate skill choices. Once summoned, this is a physical item (though translucent like glass) which may be damaged, disarmed, or stolen. Of course the T-man may simply end the power early if this happens. Resummoning the same equipment brings it back good as new.
Image: Any non-powered tool, such as a set of lockpicks, shovel, entry tool, etc
Activation Cost: 1 P.P.E. for 3 rounds.
Strain: 1
Cost: 10,000

Magical Shield (1): This Tattoo grants the wearer a translucent shield made of solid magical force. It is identical to any shield out the Deluxe Core Book: buckler, small shield, or large shield. The T-man can reach through the shield as if it is not there to touch his magical tattoos. Once summoned, this is a physical item (though translucent like glass) which may be damaged, disarmed, or stolen. Of course the T-man may simply end the power early if this happens. Resummoning the same shield brings it back good as new.
Image: A shield wreathed in flames
Activation Cost: 1 P.P.E. for 3 rounds.
Strain: 1
Cost: 5,000

Shield Modifications
The following additional modifications can be added to any Magical Shield Tattoo. Each modification adds additional strain, as listed. One particular shield may only have two modifiers.

Shield with force field around it. (2 per Armor): Increases the armor of the shield against incoming ranged attacks by 1.
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost: 5,000

Shield with expanded size. (2 per Armor): Increases the parry of the shield by 1.
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost: 5,000

Magical Weapon Tattoo (U): Any melee weapon from the Deluxe Core Book can be made as a tattoo. Muscle powered ranged weapons (i.e. bows) from the Deluxe Core book may also be used. All inflict MD and ranged weapons come with 3 arrows or bolts, which can be reloaded for 1 PPE. Once summoned, these are physical weapons which may be damaged, disarmed, or stolen. Of course the T-man may simply end the power early if this happens. Resummoning the same weapon brings it back good as new.
Image: A medieval style weapon that is wreathed in flames.
Activation Cost: 1 P.P.E. for 3 rounds.
Strain: 1
Cost: 5,000

Weapon Modifiers
The following additional modifications can be added to any Magical Weapon Tattoo. Each modification adds additional strain. Each weapon tattoo may only be modified four times, including duplicates.

Two Weapons Crossed (2 per weapon): Increase the Fighting, Shooting, or Throwing skill by +1.
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost: 5,000

Weapon Dripping Blood (2 per weapon): The weapon’s AP rating increases two (2).
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost: 5,000

Weapon Wrapped in Barbed Wire or Weapon with Jagged Blade (2 per weapon): The weapon’s damage increases by 1.
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost: 5,000

Weapon Wrapped in a coiled Snake/Serpent (1 per weapon): Dragons, Reptiles, Reptilian Aliens, Sea Serpents, and even demons with reptilian features all are hit extra hard by this weapon. A hit by this weapon does +2 damage to those creatures and causes temporary muscle contraction if hit with a raise; the target has to make a Vigor roll or be at –2 Parry until his next action. (Note: Additional versions can be made for other creature types (i.e. for birds, wolves/canines, humans, etc). Only the wording of who is affected changes.)
Increase activation Cost: 1 PPE
Increase Strain: +2
Cost: 30,000
Weapon With Skulls (2 per weapon): This tattoo is unnerving and adds +1 to Intimidation when activated.
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost:5,000

Weapon With Wings (1 per weapon): Melee weapons with this feature that are normally not throwable gain the range of 3/6/12 and return immediately when thrown, appearing in the hand of the wielder as soon as it hits or misses. Ranged weapons such as bows increase their range by 4/8/12 and will return to the user on a raise, in addition to any other effects.
Increase activation Cost: 1 PPE
Increase Strain: +1
Cost:5,000

Weapon Smashing or Impaling a Heart or Skull (1 per weapon):
If the attacker spends 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Arcane Skill roll against the wielder’s Fighting result to resist Drain Power Points (draining 1d6+1 P.P.E. or I.S.P from the victim); On a raise, any Armor power is subject to being dispelled immediately before damage is resolved, instead of the normal effect of the power. Use the Fighting roll (probably at -2 unless attacking another T-man) against the victim’s second arcane skill roll to resist this effect.

If the attacker has Master of Magic, then for 9 points spent before the attack they may use P.P.E. Thief (draining 2d6+1 P.P.E. or I.S.P from the victim). The raise effect is the same.
Increase activation Cost: 1 PPE
Increase Strain: +2
Cost: 90,000
-----
Special Ability Tattoos
Bleeding Heart (1): This tattoo grants you the Mighty Blow Edge.
Image: A stylized or real looking heart that is dripping blood from a gash.
Activation Cost: 2 P.P.E. for 3 rounds.
Strain: 2
Cost: 50,000

Chain Encircling a Skull or Brain (2): The bearer gains +2 armor vs. psionic damage and +2 on any rolls to resist psionic powers. This Tattoo may be taken a second time, doing so doubles the protection (as well as the strain and cost, but not the activation cost).
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 20,000

Chain Encircling a Ley Line (2): The bearer gains +2 armor vs. magic damage and +2 on any rolls to resist magic powers. This Tattoo may be taken a second time, doing so doubles the protection (as well as the strain and cost, but not the activation cost).
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 20,000

Eye of Knowledge (1): This tattoo grants you the Linguist Edge.
Image: Eye with three lines.
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 30,000

Eye of Mystic Knowledge (1): This tattoo grants you the Scholar Edge.
Image: Eye in circle with two lines.
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 30,000

Heart of Steel (1): This tattoo grants you the Brave Edge.
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 30,000

Heart Pierced by a Wooden Stake (2): The bearer gains +2 armor vs. attacks from vampires and +2 to resist any vampiric powers. This Tattoo may be taken a second time, doing so doubles the protection (as well as the strain and cost, but not the activation cost.).
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost:40,000

Heart with Tiny Wings (1): This tattoo grants you the Fleet Footed Edge.
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 30,000

Masked Man with Glowing Eyes (1): This tattoo grants you the Thief Edge.
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 30,000

Shark or Dolphin (1): The character’s Swimming Pace is increased by +4, and he can breathe underwater and suffers no penalties for actions while submerged.
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 30,000

The Cross (1): The bearer gains the Holy Warrior Professional Edge. The repulse action involves their sheer force of will and the strength of their zeal in their righteous mission to rid the Megaverse of Vampires and Supernatural Evil.
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 20,000

Thorns or Ball of Thorns (2): The bearer gains +2 armor vs. poison damage and +2 on any rolls to resist poison powers. This Tattoo may be taken a second time, doing so doubles the protection (you must also pay the strain and cost).
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 20,000

Wolf's Head with Glowing Eyes (1): This tattoo grants you the Woodsman Edge.
Activation Cost: 2 P.P.E. for 1 hour.
Strain: 2
Cost: 30,000
-----
Power Tattoos (Powers)
Animal Tattoo (Novice, Seasoned, Veteran, Heroic, Legendary) (U): This tattoo allows you to summon the animal depicted whenever you activate the tattoo. The power of the animal determines the rank of the tattoo. You must meet those requirements when you have this tattoo applied to you. Examples include:
  • Novice: Bird of prey (FC), a Dog or wolf (SWD), Snake, venomous (SWD), or a Swarm of rats (SWD) (3 P.P.E.)
  • Seasoned: Boar (FC), Dire wolf (FC), Snake, constrictor (SWD) (4 P.P.E.)
  • Veteran: Alligator / crocodile (SWEX), Lion (SWEX), Snake, deadly venomous (SWEX) (5 P.P.E.)
  • Heroic: Bear, large (SWEX), Bull (SWEX), Rhino (Savage Beasts) (6 P.P.E.)
  • Legendary: Elephant (Savage Beasts) (7 P.P.E.)
Image: Animal chosen
Activation Cost: 3-7 P.P.E. for 3 rounds (1/round)
Strain: 2
Cost: 20,000+

Beautiful Dancer (1): This tattoo grants the following:
  • Gain +1 to Persuasion.
  • Gain choice of the following:
    • The Confusion Power (1 P.P.E.)
    • The Puppet power 3 P.P.E. for 3 rounds (1/round)
    • The Slumber Power
Activation Cost: 2 P.P.E. for 1 hour (1/hour)
Strain: 3
Cost: 30,000

Black Sun (3): This tattoo grants
  • +2 to the Stealth skill in darkness or shadow
  • Choice of one of the following:
    • Invisibility
    • Fear
    • Obscure
Activation Cost: 2 P.P.E. for 1 hour. Powers activate individually.
Strain: 4 (Can add another power from the choices to the existing tattoo for 2 strain and paying the full price again)
Cost: 30,000

Body Wrapped in a Chain with Broken Link (1): This tattoo grants the Boost Trait power
Image: Some person busting free of a chain from the head, the legs, the arms, and the chest.
Activation Cost: 3 P.P.E. for 3 rounds (1/round)
Strain: 2
Cost: 20,000

Body Wrapped in a Confining Chain or Heart in Two Pieces (1): This tattoo grants the Lower Trait power
Image: Some person being held by chains, wrapping them entirely.
Activation Cost: 3 P.P.E. for 3 rounds (1/round)
Strain: 2
Cost: 20,000

Chain Wrapped Around an Elemental Being (elemental powers) (4): This tattoo grants the following:
  • Language (Elemental Language of choice, or Shadow Creature Language) d6
  • Notice +1 to Notice attuned elemental type (Air Elementals, Water Elementals, Fire Elementals, Earth Elementals, Shadow Creatures)
  • Choose one of the following powers:
    • Bolt (1 per missile; Trappings: Lightning Bolt, Water Bolt, Fire Bolt, Acid Bolt, Shadow Bolt)
    • Deflection (2 P.P.E. for 3 rounds (1/round); Trappings: Gusts of Wind, Swirling Water Shield, Heat Waves or orbiting fireballs, levitating chunks of earth; shadowy wisps)
    • Elemental Manipulation (1 P.P.E. for 3 rounds (1/round))
    • Fly (3 P.P.E. for 3 rounds (1/round); Trappings: Fly as the Eagle, Swim as the Fish, Fire Flight) or Burrow (Trappings: Earth-meld or Shadow-Step)
    • Pummel (Trappings: Wind Rush; Crashing Wave, Heat Wave, Earth Blast, Leaping Shadows)
Image: Chains wrapped around a cloud shaped as a man, Chains wrapped around a watery being, Chains wrapped around a fire elemental, Chains wrapped around an earth elemental, or Chains wrapped around a Shadow Beast; The being should also be doing whatever power is chosen
Activation Cost: 2 P.P.E. for 1 hour. Powers activate individually.
Strain: 4 (Can add another power from the choices to the existing tattoo for 2 strain and paying the full price again)
Cost: 30,000

Eyes, Three (3): This tattoo grants the following:
  • +2 to sight-based Notice checks
  • Gains Choice of
    • Darksight (1 P.P.E. for 1 hour (1/hour))
    • Farsight (3 P.P.E. for 3 rounds (1/round))
    • Detect Arcana (2 P.P.E. for 3 rounds (1/round))
Image: Three Eyes in a triangle formation. The inside of top eyes should reflect the power chosen, such as a red interior or red glowing aura for darksight, concentric rings for farsight, or a blue interior or blue glowing aura for detect arcana.
Activation Cost: 2 P.P.E. for 1 hour. Powers activate individually.
Strain: 4 (Can add another power from the choices to the existing tattoo for 2 strain and paying the full price again)
Cost: 30,000 credits

Eye with Dagger in it (1): This tattoo grants the blind power
Activation Cost: 2-6 P.P.E.
Strain: 2
Cost: 20,000

Fist wrapped in [Trapping] (1): This tattoo grants the smite power.
Image: Fist wrapped in Flames, Fist Wrapped in Ice, Fist wrapped in thorns, Fist wrapped in Shadowy wisps, etc
Activation Cost: 2 P.P.E. for 3 rounds (1/round)
Strain: 2
Cost: 20,000

Heart Encircled by Chains and Iron Plates (1): This tattoo grants the armor power
Activation Cost: 3 P.P.E. for 3 rounds (1/round)
Strain: 2
Cost: 20,000

Heart with Large Wings (1): This tattoo grants the fly power
Activation Cost: 3 P.P.E. for 3 rounds (1/round)
Strain: 2
Cost: 20,000

Legs in Chains (1): This tattoo grants the slow power.
Activation Cost: 1 P.P.E. for 3 rounds (2/round)
Strain: 2
Cost: 20,000

Monster Tattoo (Novice, Seasoned, Veteran, Heroic, Legendary) (U): This tattoo allows you to summon the monster depicted whenever you activate the tattoo. The power of the monster determines the rank of the tattoo. You must meet those requirements when you have this tattoo applied to you. Examples include:
  • Novice: Bodyguard, Experienced Soldier, Skeleton, or Zombie (3 P.P.E.)
  • Seasoned: Ogre, Xiticix Hunter, or Xiticix Warrior (4 P.P.E.)
  • Veteran: Elemental (any kind), Lesser Demon, Ostrosaurus, Thornhead Demon (5 P.P.E.)
  • Heroic: Fury Beetle, Gargoyle, Sentinel, or Wild Vampire (6 P.P.E.)
  • Legendary: Hatchling Dragon, Mirror self, Neuron Beast (7 P.P.E.)
Image: Monster chosen
Activation Cost: 3-7 P.P.E. for 3 rounds (1/round)
Strain: 2
Cost: 20,000+

Phoenix Rising From the Flames (1): This tattoo grants the greater healing power.
Activation Cost: 10 or 20 P.P.E.
Strain: 2
Cost: 20,000

Rose and Thorny Stem & Dripping Blood (1): This tattoo grants the healing power.
Activation Cost: 3 P.P.E.
Strain: 2
Cost: 20,000

Two Warriors Shield-Locked Together (1): This tattoo grants the warrior's gift power.
Activation Cost: 4 P.P.E. for 3 rounds (1/round)
Strain: 2
Cost: 20,000
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Undead Slayer Example

Post by High Command »

Character Sheet
Player Name: Patrick
Google Handle: mikelamroni
Tora Yumi of Clan Amiri
Rank: Novice 1 Experience: 5 Advances Left: 0
Race: True Atlantean
Iconic Framework: Undead Slayer
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Charisma: 0; Pace: 8 (run d10); Parry: 6; Toughness: 16(8); Strain: 6/6
Skills:
  • Fighting (Ag) - d8
  • Focus (Vig) - d6
  • Healing (Sm) - d4
  • Investigation (Sm) - d8
  • K/Arcana (Sm) - d4
  • K/Computers (Sm) - d4
  • Lockpicking (Ag) - d4
  • Notice (Sm) - d6
  • Persuasion (Sp) - d6 (+2 on all Connections rolls to contact and gain assistance)
  • Shooting (Ag) - d8
  • Stealth (Ag) - d8
  • Streetwise (Sm) - d6 (+2 in North America)
  • Survival (Sm) - d6 (+2 in North America)
  • Swimming (St) - d4
  • Throwing (Ag) - d6
Tattoos
P.P.E.: 30
  • A katana wreathed in flames, made of black metal, dripping blood (Amiri Clan Blade):
    • Activation Cost: 2 P.P.E. for 3 rounds
    • Damage: Str+d6+2, AP 4
    • Min Str: d6
    • Weight: 6
  • Heart Pierced by a Wooden Stake with no blood (Resistance to Vampires):
    • 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.
  • A Samurai in Full Traditional Looking Armor that is Metal (Magical Armor Tattoo with Bolted On Armor Tattoo):
    • This Tattoo grants 8 armor. It stacks with the Armor power, but not any other type of worn armor. For an additional 3 PPE the armor can become Mega Damage.
    • Activation Cost: 1 P.P.E. for 1 hour.
  • Heart with Tiny Wings: This tattoo is empowered to be always active. Begin faster Pace and running die. This stacks with the Fleet-Footed Edge.
  • Improved Bow with four winged wooden arrows (Improved Weapon Tattoo with Winged Weapon Tattoo): (2 strain)
    • This summons a bow of Silver with four silver tipped wooden arrows.
    • Activation Cost: 2 P.P.E. for 3 rounds
    • Damage: 3d6, AP 4
      • Arrows return to user on a shooting raise (in addition to other effects)
    • Range: 16/32/64
    • ROF: 1
    • Weight: 3
    • Min Str: d6
  • Glowing Silver Cross: Gain Holy Warrior Professional Edge;
    • As an action, the Undead Slayer may call upon her indomitable will and oath to the cause of life to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge.
      • Targeted creatures must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.
      • Range: Character’s Spirit
      • Activation Cost: 1 P.P.E.
    • Also, as a free action the Undead Slayer can make any weapon she hold or any power tattoo also have the Silver and Holy Trappings, in addition to any other effects. Each activation applies to one weapon, ability, or power.
      • Range: Touch
      • Duration: 3 (1/round)
      • Activation Cost: 2 P.P.E.
  • Two Warriors Shield-Locked Together:
    • With a successful Focus roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
    • Range: Touch
    • Duration: 3 (1/round)
    • Activation Cost: 4 P.P.E.
  • Pair of Swimming Fish:
    • The character’s Swimming Pace is increased by +4, and he can breathe underwater and suffers no penalties for actions while submerged.
    • Activation Cost: 2 P.P.E. for 1 hour.
  • Jade Tiger Animal Tattoo:
    • This tattoo allows the character to summon a loyal and obedient tiger. On a success, the tiger is placed at any point within the range of the power. On a raise, the tiger is more durable and gains the Hardy ability. A summoned tiger acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
    • Activation Cost: 5 P.P.E. for 3 rounds (1/round)
  • Cat with Red Glowing Third Eye:
    • This tattoo grants +2 to sight-based Notice checks.
      • Activation Cost: 2 P.P.E. for 1 hour. Powers activate individually.
    • Darksight
      • On a success, this tattoo halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the tattoo negates all darkness penalties up to the maximum of –6.
      • Additional Targets: The character may affect up to five targets by spending a like amount of additional P.P.E..
      • Range: Touch
      • Duration: 1 hour (1/hour)
      • Activation Cost: 1 P.P.E.
  • Climbing Claw and Rope (Equipment Tattoo): Grants +2 to Climbing rolls
    • Activation Cost: 1 P.P.E. for 3 rounds.
  • Lockpicks (Equipment Tattoo): Grants +2 to Pick Locks
    • Activation Cost: 1 P.P.E. for 3 rounds.
Edges
  • Alchemically Tough (Racial Feature): +1 Toughness
  • Ageless (Racial Feature): Due to ancient and ongoing alchemical changes, True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.
  • Arcane Background (Tattoo Magic)
  • Far and Wide: She’s traveled far and wide, and she knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. She also gains a +2 on Survival and Streetwise checks in North America.
  • I Know a Guy: Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way, and she gains +2 on all Connections rolls to contact and gain assistance.
  • Improved Clan Blade: True Atlanteans with this edge may apply one weapon modifier tattoo to his or her Clan Blade.
  • Operate Dimensional Pyramids (Racial Feature): As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.
  • Resilient Minds: The tattooed warrior only gains a quirk of choice when passing each successive threshold of 1+6 strain, instead of a roll on the Psyche Degradation table.
  • Sense Ley Lines (Racial Feature): This is identical to the ability of the ley line walker to innately sense and get information about ley lines.
  • Sense Vampires (Racial Feature): Millennia of conflict with vampires have left the race well equipped to notice them. True Atlanteans can roll Notice to detect any vampires within line of sight.
  • Supernatural Awareness: Instinctively able to read the intentions of his supernatural foes, the Undead Slayer can avoid their attacks. Any attacks from supernatural creatures, such as vampires, daemonix, brodkil, gargoyles, deevils, and demons suffer a −2 to hit an Undead Slayer. This ability stacks with the deflection power.
  • Tattoo Resilience: +1 Toughness
Hindrances
  • Arrogant (Major): Thinks she is the best vampire hunter, period.
  • Cannot Be Transformed: They may not use any power that physically changes the shape of the wielder.
  • Cyber Resistant
  • Distinctive Appearance (Minor): For vampires and those used to hunting Undead Slayers, they are relatively easy to spot, even in basic disguises, as their bearing and attitudes give them away. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people.
  • Duty to Clan Amiri (Major Vow of Loyalty and Service)
  • Duty to the Megaverse (In the Thick of It): This hero is hit by adjacent fire (using the Innocent Bystander rules) on a 1-2 for single-shot weapons, and a 1-3 for shotguns or full-auto fire.
  • Heroic (Major): Undead Slayers gain the Heroic Hindrance.
  • History Writ In Blood: In conflicts with Vampires and Splugorth, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
  • Instinctive Focus (Vampires): When in a battle with mixed foes and vampires, the Undead Slayer must make a Smarts roll at -2 or attack the vampire(s), starting with the most powerful.
  • Loyal (Minor): She is true to her companions and would never leave one behind.
  • Monologuer (Price of Power): A need to educate others on killing vampires can sometimes take a Slayer’s mind completely over for a moment, stopping her from accomplishing anything else. Any time the character’s Action Card is a Club, he must make a Smarts roll at −2 or spend her action rambling on about how to kill vampires or related topics. The talkative character may only take free actions during her monologue.
  • Overconfident (Major): Undead Slayers usually eschew armor preferring to parade around with their tattoos on full display. Some use armor as a disguise, but most would simply rather wear a cloak.
  • Quirk: Sees Vampire based conspiracies everywhere (Minor)
  • Quirk: Heal Others First (Strain 7 Quirk): She considers herself far more durable and will only accept healing once everyone else is taken care of.
  • Undead Slayer's Code (Major): Undead Slayers value their reputation above all else. Their word is their bond, and they never fails to deliver on a promise or to defeat a foe. Slayers hold themselves to ridiculously high standards. So much so, that they fall prey to dark self-hating depression if they experience failure. When an Undead Slayer rolls a Critical Failure, the character must make a Spirit roll at a -2 penalty. Success has no further effect. On a failure the Slayer immediately loses one benny.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Gear for Undead Slayer Example

Post by High Command »

Gear
Wilk’s 237
  • Range: 15/30/60
    Damage: 26d+1
    RoF: 1
    AP: 4
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto
Wilk’s 447
  • Range: 40/80/160
    Damage: 3d6
    RoF: 1
    AP: 2
    Shots: 20
    Weight: 5 lbs
    Cost: 18,000
    Notes: Semi-Auto
Vibro-Sword
  • Damage: Str+d10, AP 4
    Weight: 9 lbs
NG-S2 Survival Pack: Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-in nite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, ve-
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for shing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and int sparker (with six extra ints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal ares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth. „
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Credits: 2d6 × 100
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Undead Slayer Example

Post by High Command »

Background
Authority Issues. Your hero crossed the wrong people, putting him in trouble with someone of local authority. Perhaps it was a Coalition patrol or remote outpost, or it may have been Federation agents attempting to exert control where they were not wanted. He might have simply messed up in some major way with a town magistrate. Whether on the run, fighting his way out of trouble, or arrested and waiting for punishment, he got some help from of the Legion.

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https://docs.google.com/document/d/1YBS ... sp=sharing
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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