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.
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.
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.
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.
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.
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.
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.