The Madness: Tattoo Magic

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Venatus Vinco
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The Madness: Tattoo Magic

Post by Venatus Vinco »

Tattoo Magic
Editor’s Notes
Our first take on Tattoo Magic was to treat tattoos like mystical cybernetics, or implanted Technowizard devices, complete with strain and other factors. That “mystical cybernetic” version is a very faithful translation of the original material. Unfortunately, three different players tested it and found it very confining and somewhat unfun. So, a couple of us went back to the drawing board and took a different approach. In this case Tattoo Magic is an edge, akin to Master of Magic, that grants access to Mega powers and other special abilities. It also poses some limitations. In this way it borrows from Master of Magic (allowing mega powers), Arcane Background Miracles (restrictions that can cause penalties). This was largely built on looking at how Sunaj Assassins are put together in Savage Foes of North America.

Tattoo Magic: A special form of magic, based out of Atlantis, using arcane tattoos to activate various powers and abilities. Any power activated by a tattoo automatically has Mega Powers available. Some Magic Tattoos imbue specific abilities and protections, rather than powers. Savage Foes of North America, 55

The biggest problem was finding a way to deal with the “specific abilities and protections” part. We looked at super powers, racial abilities, etc. and finally landed on a combination of both. In order to work them in we borrowed the Power Modifiers innovation from Savage Worlds Flash Gordon, and turned the dial up to 11.
Tattoo Magic [Iconic]
Requirements: Arcane Background Magic, Vigor d8, Tattoo Magic d6
A special brand of magic granted by True Atlantean tattoos master, Chaing-Ku dragons, and the Splugorth that uses arcane tattoos to activate various powers and abilities instead of spellcasting. Any power activated as a tattoo automatically has Mega Powers available. Some Magic Tattoos imbue additional abilities and protections rather than powers. In those cases, when the New Tattoo edge is taken the hero can select a power and choose a trapping as normal or add one or more of the Tattoo Magic Power Modifiers from the list below. Modifiers added to powers use the listed duration for that power.

If the hero wishes, she can choose any modifier as an ability instead of a power (e.g. protection from vampires) and activate it, as an action, with the given PPE cost for 3 rounds (1/PPE per round to maintain) for weapons and offensive powers and 1 hour (1 PPE/hour for other modifiers).

Because this magic is bestowed (or imposed in the case of Splugorth slaves) Tattooed heros cannot draw power from ley lines or nexus points but are limited to their own internal reserves.

New Tattoo [Iconic]
Requirements: Tattoo Magic
Finding someone to add tattoos is next to impossible and is a painful and to some extent an exhausting process. After character creation taking the New Tattoo edge can only be selected once per rank and the tattooed hero must make a Vigor check at a penalty equal to the rank of the power. On a failure the hero is fatigued for that session, which cannot be undone by succor or other mystical means. In the case of a Critical Failure the hero is fatigued and must roll on the Psyche Degradation Table.

Tramp Stamp [Power]
Requirements: Vigor d8, Spirit d8
A Master of Magic or Major Psionic who selects this edge gains one new power of their rank as a tattoo using the modifiers below. The ISP or PPE cost is doubled for this type of caster and uses their arcane skill to to cast. As above tattoos gain no benefit from ley lines, and this edge can be taken once per rank bestowing a new tattoo. The non T-Warrior can take up to the lower of their Spirit or Vigor die type in tattoos. Each tattoo over that imposes a -1 to the casting roll.

Tattoo Power Modifiers & Abilities
Additional mechanical effects can be added to tattoos using power modifiers. This is represented by adding other art to a basic tattoo, for example making a sword allows a tattooed hero to summon a simple weapon, adding flames to that sword allows that weapon to become Mega Damage. Multiple Power Modifiers can be taken and “stacked” on a power but are permanent (i.e. they cannot be selectively activated each time the power is used) and can drastically increase the cost of activating a power. Additionally, each Power Modifier added to a power increases the maintenance cost by 1 PPE. Unless otherwise stated, each specific power modifier can only be taken once per power.

Special: A hero may also chose to spend their New Tattoo edge on a stand lone ability which activates for the listed cost and lasts for 3 rounds for combat abilities and 1 hour for others.

Weapon Modifiers & Abilities: Summoning weapons is an important part of tattoo magic. The following power modifications and trappings can be taken alone or added to smite. Any benefits bestowed are in addition to the core smite effects. Smite can be taken multiple times to represent a variety of weapons with various abilities.
  • Simple Weapon: For +1 PPE, activating smite summons an ancient melee from SWD rather than empowering a held weapon. This makes the power self-only. Once summoned, this is a physical weapon which may be disarmed or stolen. The simple weapon can be further modified, for additional PPE cost, as follows.
    • Dripping Blood: For +2 PPE, the hero can increase the AP of a summoned weapon by 2.
    • Flames: For +1 PPE, the summoned weapon can do Mega Damage (even if only basic smite is used)
    • Demon Skull - For +2 PPE the weapon can ignore infernal armor (Greater & Lesser Demons) but they add 1/2 spirit to toughness
    • Serpent: For +2 PPE, the weapon can ignore serpent armor (dragons, dinosaurs, etc.) but they add 1/2 spirit to toughness.
    • Wings: For +2 PPE, the hero can double the throwing range of weapon
    • Flaming Shield: For +4 PPE, the hero can use the weapon to redirect ranged attacks. When the hero is hit with a ranged attack, she can sacrifice her next action (or come off Hold) to deflect the attack. This requires an Agility roll for thrown weapons (-2 versus firearms, energy weapons, or powers and -4 versus bursts, double-taps, or three-round bursts). Area effect attacks may not be deflected. If the roll is successful, the attack is harmlessly redirected and misses. With a raise, it hits any available target of the character’s choosing within 12”. Roll the attack’s base damage, ignoring any raises on the original roll.
Beneficial Powers:
  • Heart: The T-Warrior can make a Vigor roll at -2 to absorb matter or energy based attacks. Each success and raise lets the hero negate a wound. Magic and psionics cannot be absorbed. This increases activation cost by +5 PPE per type or by +10 PPE for both.
  • Shark or Dolphin: For +2 PPE, the hero can breathe in water, doesn’t have to make Swimming rolls to avoid drowning when in water, and adds +2 to all Swimming rolls. While in the water, Pace is equal to Swimming skill.
  • Three Eyes: For +2 PPE, the hero can ignore any and all obscurement penalties (darkness, fog, invisibility, etc). Cover penalties for solid objects still apply normally.
  • Elemental Aura: For +3 PPE a 2d6 damage field of the selected element or energy surrounds the hero.
    • For an additional, +1 PPE. the damage is Mega Damage
    • For an additional +3 PPE the field extends over Medium Burst Template
  • Thorns or Ball of Thorns: For +1 PPE, the hero is Immune to Poison for the duration of the power.
  • Eagle Eyes: For +1 PPE, the hero suffers half range penalties
  • Demonic Eyes: For +1 PPE the hero benefits from Infravision
  • Cat Eyes: For +1 PPE the hero has Low Light Vision (if both low light and infravision are added the hero ignores all darkness penalties)
  • Third Eye: For +1 PPE the hero gains +2 to Notice rolls
  • Eyes of the Wolf: For +1 PPE the hero gains +2 to Tracking rolls
  • Ghost Shield (Deflection only): For +1 PPE, the hero can apply his deflection power to one person adjacent to him as a free action but loses benefit of the power while doing so.
  • Brain With Waves: For +2 PPE, this power grants +4 to resist psionic powers and adds +4 armor against Psionics attacks
  • Heart with a Stake Through It: For +2 PPE, this power gains gains +4 armor vs.attacks from vampires and +4 to resist any vampiric powers.
  • Clouds, Flames, Stones, Waves, etc: For +2 PPE, this power grants +4 armor vs. attacks and +4 to resist a chosen energy type
  • Heart with Wings: For +2 PPE double base pace and make the run die d10
  • Flaming Fist: For +2 PPE, any melee or non-technical ranged weapon wielded by the bearer of this tattoo does Mega Damage.
Harmful Powers:
  • Skull with Glowing Eye Sockets: For +3 PPE, Fear affects all foes (or neutral bystanders) within 12” of the hero each time this power is activated. For an additional +2 PPE, the Fear check is made at -2 PPE.
  • Skull Coiled with Thorns: For +1 PPE victims of this power victims must make a Vigor roll or suffer a wound. Each point of armor provides +1 to the Vigor roll. For an additional +1 PPE, the Vigor roll is made at -2.
Monster and Animal Powers: beast friend,
  • Phantom Animals: For 4 PPE, animals and Monsters can be summoned (including replacements) and dispelled as an action. The creatures appear within 12” of the hero.
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Re: The Madness: Tattoo Magic

Post by Venatus Vinco »

More Modifiers

Beneficial
  • Flaming Fist: For +2 PPE, any melee or non-technical ranged weapon wielded by the bearer of this tattoo does Mega Damage.
Added to OP.

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Re: The Madness: Tattoo Magic

Post by Pender Lumkiss »

Heavy Armor (+4): The armor is considered Heavy Armor, and can only be damaged by Heavy Weapons.
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Re: The Madness: Tattoo Magic

Post by Seswarick »

Pender Lumkiss wrote: Sun Sep 30, 2018 8:45 pm Heavy Armor (+4): The armor is considered Heavy Armor, and can only be damaged by Heavy Weapons.
There is no more armor tattoo aside from the one that casts the armor power and casting that in exalted is cheaper than your mod.



Also I'd like to propose the idea giving selected stand alone tattoo modifiers an option to be permanently on. This would cost strain equal to the casting cost. The ones I'd propose are ones like the protective ones, the vision enhancements and similar minor abilities. Nothing that replicates a castable power.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Re: The Madness: Tattoo Magic

Post by Pender Lumkiss »

Seswarick wrote: Tue Oct 16, 2018 9:40 pm
Pender Lumkiss wrote: Sun Sep 30, 2018 8:45 pm Heavy Armor (+4): The armor is considered Heavy Armor, and can only be damaged by Heavy Weapons.
There is no more armor tattoo aside from the one that casts the armor power and casting that in exalted is cheaper than your mod.



Also I'd like to propose the idea giving selected stand alone tattoo modifiers an option to be permanently on. This would cost strain equal to the casting cost. The ones I'd propose are ones like the protective ones, the vision enhancements and similar minor abilities. Nothing that replicates a castable power.
Except you can toss it on deflection, or boost trait. I would love to try a none strain. I get the idea... sigh... i get the idea.
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Re: The Madness: Tattoo Magic

Post by Seswarick »

Are the trappings in High Commands write up useable for this one. Specifically the fast casting one. IMO adept is a poor option for tattooed men unless they're going melee the martial artist edge is kinda pointless.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Re: The Madness: Tattoo Magic

Post by Luke »

Seswarick wrote: Tue Jan 08, 2019 8:48 am Are the trappings in High Commands write up useable for this one. Specifically the fast casting one. IMO adept is a poor option for tattooed men unless they're going melee the martial artist edge is kinda pointless.
HCs (High Command) will work.
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Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
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Re: The Madness: Tattoo Magic

Post by Venatus Vinco »

Another Approach that uses Arcane Devices from SWADE as a model and combines work and feedback from above.

MAGIC TATTOOS
Powerful supernatural creatures such as ancient True Atlanteans, Chiang-Ku Dragons, and the Splugorth can bestow magical tattoos upon others. Candidates for magical tattoos must have their own P.P.E. base to begin with. Tattoos simply won’t work for those without magical potential.

Tattoos take days to create and the process is very painful for the receiver. A character’s recovery takes one day per point of Strain in the tattoo, during which time he will be Exhausted for the first half, and Fatigued for the second (more tattoos cannot be granted until the patient is fully recovered). The tattoo artist performing the ritual makes a roll using the lower of his Arcane Skill and Knowledge (Arcana) but bonuses to either skill apply. He suffers a -1 penalty for every point of Strain of the tattoo. With success, the tattoo is applied, and a raise halves the recovery time. On a failure, the tattoo does not take, the recipient requires one day of recovery, and still pays the cost of the operation (usually 10% of the tattoo price). In the case of a Critical Failure the hero is fatigued and must roll on the Psyche Degradation Table.

Strain: The Strain for each tattoo is determined by the number of powers that can be activated through it. The artist chooses which powers, modifiers, and limitations are in the tattoo upon creation. Unlike Strain from cybernetics, this does not interfere with arcane skills. However, installing cybernetics will negate all tattoos.

Activation: Tattoos are activated using the recipients P.P.E. pool and arcane skill. Magic tattoos may not be shorted.

Power Modifiers: The recipient may enable any or all available Power Modifiers imbued in a tattoo. However, magical tattoos may not be Shorted (see page 151).

Limitations: All tattoos require touch to activate, and cannot be activated if covered by heavy armor or clothing. Many also have the Aspect Limitation (see page 150).

Edges

Arcane Background: Tattoo Magic
  • Arcane Skill: Focus (Spirit)
  • Starting Tattoos: 1
  • Power Points: 15
A special brand of magic granted by True Atlantean tattoos master, Chaing-Ku dragons, and the Splugorth that uses arcane tattoos to activate various powers and abilities instead of spellcasting. Any power activated as a tattoo automatically has Mega Powers available. Some Magic Tattoos imbue additional abilities and protections rather than powers. In those cases, when the New Tattoo edge is taken the hero can select a power and choose a trapping as normal or add one or more of the Tattoo Magic Power Modifiers from the list below. Modifiers added to powers use the listed duration for that power.

Because this magic is bestowed (or imposed in the case of Splugorth slaves) Tattooed heros cannot draw power from ley lines or nexus points but are limited to their own internal reserves.

New Tattoo [Iconic]
Requirements: Tattoo Magic
Finding someone to add tattoos is next to impossible and is a painful and to some extent an exhausting process. Use Tattoo creation rules above to determine creation and recovery time.

MARS Package: Tattoo Warrior
  • Start with Tattoos up to 4 total Strain
  • Begin with Focus d6 and the AB Tattoo Magic Edge
  • Begin with the Crazy’s starting gear
Tattoo Power Modifiers & Abilities
Additional mechanical effects can be added to tattoos using power modifiers. This is represented by adding other art to a basic tattoo, for example making a sword allows a tattooed hero to summon a simple weapon, adding flames to that sword allows that weapon to become Mega Damage. Multiple Power Modifiers can be taken and “stacked” on a power or can be selectively activated each time the power is used. This can drastically increase the cost of activating a power. Unless otherwise stated, each specific power modifier can only be taken once per power.

Special: A hero may also chose to spend their New Tattoo edge to take a power modifier as a stand alone ability which activates for the listed cost and lasts for 3 rounds for combat abilities and 1 hour for others. Modifiers with an asterix (*) can be permanently “on” but impose Strain equal to their P.P.E. cost.

Weapon Modifiers & Abilities: Summoning weapons is an important part of tattoo magic. The following power modifications and trappings can be taken alone or added to smite. Any benefits bestowed are in addition to the core smite effects. Smite can be taken multiple times to represent a variety of weapons with various abilities.
  • Simple Weapon: For +1 PPE, activating smite summons an ancient melee from SWD rather than empowering a held weapon. This makes the power self-only. Once summoned, this is a physical weapon which may be disarmed or stolen. The simple weapon can be further modified, for additional PPE cost, as follows.
    • Dripping Blood: For +2 PPE, the hero can increase the AP of a summoned weapon by 2.
    • Flames: For +1 PPE, the summoned weapon can do Mega Damage (even if only basic smite is used)
    • Demon Skull - For +2 PPE the weapon can ignore infernal armor (Greater & Lesser Demons) but they add 1/2 spirit to toughness
    • Serpent: For +2 PPE, the weapon can ignore serpent armor (dragons, dinosaurs, etc.) but they add 1/2 spirit to toughness.
    • Wings: For +2 PPE, the hero can double the throwing range of weapon
    • Flaming Shield: For +4 PPE, the hero can use the weapon to redirect ranged attacks. When the hero is hit with a ranged attack, she can sacrifice her next action (or come off Hold) to deflect the attack. This requires an Agility roll for thrown weapons (-2 versus firearms, energy weapons, or powers and -4 versus bursts, double-taps, or three-round bursts). Area effect attacks may not be deflected. If the roll is successful, the attack is harmlessly redirected and misses. With a raise, it hits any available target of the character’s choosing within 12”. Roll the attack’s base damage, ignoring any raises on the original roll.
Beneficial Powers:
  • Heart: The T-Warrior can make a Vigor roll at -2 to absorb matter or energy based attacks. Each success and raise lets the hero negate a wound. Magic and psionics cannot be absorbed. This increases activation cost by +5 PPE per type or by +10 PPE for both.
  • Shark or Dolphin*: For +2 PPE, the hero can breathe in water, doesn’t have to make Swimming rolls to avoid drowning when in water, and adds +2 to all Swimming rolls. While in the water, Pace is equal to Swimming skill.
  • Three Eyes*: For +2 PPE, the hero can ignore any and all obscurement penalties (darkness, fog, invisibility, etc). Cover penalties for solid objects still apply normally.
  • Elemental Aura: For +3 PPE a 2d6 damage field of the selected element or energy surrounds the hero.
    • For an additional, +1 PPE. the damage is Mega Damage
    • For an additional +3 PPE the field extends over Medium Burst Template
  • Thorns or Ball of Thorns*: For +1 PPE, the hero is Immune to Poison for the duration of the power.
  • Eagle Eyes*:For +1 PPE, the hero suffers half range penalties
  • Demonic Eyes*: For +1 PPE the hero benefits from Infravision
  • Cat Eyes*: For +1 PPE the hero has Low Light Vision (if both low light and infravision are added the hero ignores all darkness penalties)
  • Third Eye*: For +1 PPE the hero gains +2 to Notice rolls
  • Eyes of the Wolf*: For +1 PPE the hero gains +2 to Tracking rolls
  • Ghost Shield (deflection only): For +1 PPE, the hero can apply his deflection power to one person adjacent to him as a free action but loses benefit of the power while doing so.
  • Brain With Waves: For +2 PPE, this power grants +4 to resist psionic powers and adds +4 armor against Psionics attacks
  • Heart with a Stake Through It*: For +2 PPE, this power gains gains +4 armor vs.attacks from vampires and +4 to resist any vampiric powers.
  • Clouds, Flames, Stones, Waves, etc: For +2 PPE, this power grants +4 armor vs. attacks and +4 to resist a chosen energy type
  • Heart with Wings*: For +2 PPE double base pace and make the run die d10
  • Flaming Fist: For +2 PPE, any melee or non-technical ranged weapon wielded by the bearer of this tattoo does Mega Damage.
Harmful Powers:
  • Skull with Glowing Eye Sockets: For +3 PPE, Fear affects all foes (or neutral bystanders) within 12” of the hero each time this power is activated. For an additional +2 PPE, the Fear check is made at -2 PPE.
  • Skull Coiled with Thorns: For +1 PPE victims of this power victims must make a Vigor roll or suffer a wound. Each point of armor provides +1 to the Vigor roll. For an additional +1 PPE, the Vigor roll is made at -2.
Monster and Animal Powers: beast friend, summon ally
  • Phantom Animals: For 4 PPE, animals and Monsters can be summoned (including replacements) and dispelled as an action. The creatures appear within 12” of the hero.
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Re: The Madness: Tattoo Magic

Post by Seswarick »

Love the permanently active mods! Totally worth it in strain.

A bit fuzzy on the costs of other things. For example a combo that I think will be a staple for t-men and undead slayers, Armor with the double heart mod. Would it be 1(because 1 power)or 2(for a power and a mod)? If the latter it would really restrict the viability of Tattoo based characters given the other limits on the powerset(touch activation and the resultant armor restriction, no ley line juice, need of a third party to gain new powers).
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Re: The Madness: Tattoo Magic

Post by Venatus Vinco »

Seswarick wrote: Sat Mar 09, 2019 10:54 pm Would it be 1(because 1 power)or 2(for a power and a mod)?
1 power = 1 strain regardless of modifiers.

SWADE arcane devices let you put in more than one power. I should play with that a bit...this let's you simulate tattoos that eat a ton of PPE but do more than one thing. This also jives with the new power edge gaining two powers instead of 1.

Probably also need to add some additional modifiers that tattoos with multiple powers activate simultaneously.

VV
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Re: The Madness: Tattoo Magic

Post by Venatus Vinco »

OR

Instead of multiple powers in a tattoo, I am toying with adding PPE with each new tattoo.where the "new tattoo" edge grants 1 power and 5 or 10 PPE (instead of SWADES normal two powers with the new power edge).

In this case, maybe strain has figured different. But I generally want to keep it at 1 or 2 like cybernetics.

Something else I am trying to balance is cost. Right now you pay twice for tattoos: strain + PPE whereas cybernetics or magic only carries one of those costs. A little more benefit for the extra cost seems reasonable just not sure what.

VV
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Re: The Madness: Tattoo Magic

Post by Venatus Vinco »

MAGIC TATTOOS
Powerful supernatural creatures such as ancient True Atlanteans, Chiang-Ku Dragons, and the Splugorth can bestow magical tattoos upon others. Candidates for magical tattoos must have their own P.P.E. base to begin with. Tattoos simply won’t work for those without magical potential.

Tattoos take days to create and the process is very painful for the receiver. A character’s recovery takes one day per point of Strain in the tattoo, during which time he will be Exhausted for the first half, and Fatigued for the second (more tattoos cannot be granted until the patient is fully recovered). The tattoo artist performing the ritual makes a roll using the lower of his Arcane Skill and Knowledge (Arcana) but bonuses to either skill apply. He suffers a -1 penalty for every point of Strain of the tattoo. With success, the tattoo is applied, and a raise halves the recovery time. On a failure, the tattoo does not take, the recipient requires one day of recovery, and still pays the cost of the operation (usually 10% of the tattoo price). In the case of a Critical Failure the hero is fatigued and must roll on the Psyche Degradation Table.

Cost: Acquiring a Tattoo is no easy feat. If a player is able to find someone capable of granting tattoos they still must pay the cost. Tattoos cost 50,000 per rank of the power being given plus an additional 5,000 per P.P.E. costs of each power modifier.

Strain: The Strain for each tattoo is determined by the rank of the power that can be activated through it (1 for Novice & Seasoned, 2 For Veteran and Heroic, and 3 for Legendary powers). The artist chooses which powers, modifiers, trappings, and limitations are in the tattoo upon creation and these cannot be changed. Unlike Strain from cybernetics, this does not interfere with arcane skills. However, installing cybernetics will negate all tattoos.

Activation: Tattoos are activated using the recipients P.P.E. pool and arcane skill. Magic tattoos may not be shorted.

Power Modifiers: The recipient must enable all available Power Modifiers imbued in a tattoo. Additionally, magical tattoos may not be Shorted (see page 151).

Limitations: All tattoos require touch to activate, and cannot be activated if covered by armor or heavy clothing. Many tattoos may also have the Aspect Limitation (see page 150).

Edges

Arcane Background: Tattoo Magic
  • Arcane Skill: Focus (Spirit)
  • Starting Tattoos: 1
  • Power Points: 15
A special brand of magic granted by True Atlantean tattoos master, Chaing-Ku dragons, and the Splugorth that uses arcane tattoos to activate various powers and abilities instead of spellcasting. Some Magic Tattoos imbue additional abilities and protections rather than powers. In those cases, when the New Tattoo edge is taken the hero can select a power and choose a power modifier as normal or add one or more of the Tattoo Magic Power Modifiers from the list below. Modifiers added to powers use the listed duration for that power.

Because this magic is bestowed (or imposed in the case of Splugorth slaves) Tattooed heros cannot draw power from ley lines or nexus points but are limited to their own internal reserves.

New Tattoo
Requirements: Tattoo Magic
Finding someone to add tattoos is next to impossible and is a painful and exhausting process. Use Tattoo creation rules above to determine creation and recovery time. Only a single power (with any chosen modifiers) is added but the recipient is also gains 5 additional P.P.E.

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

Past the Breaking Point (Beyond the Limit)
Requirements: Veteran, Arcane Background (Tattoo Magic)
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 Limitations of one of their Tattoo’s powers to work without requiring touch.

Mystical Body
Requirements: Seasoned, Tattoo Magic, 5+ tattoos
The sheer number of tattoos has transformed the t-warrior into a magical being. Base PPE is doubled and when she takes the power Points Edge she gains 10 PPE instead of 5.

Tattoo Resilience
Requirements: Novice, Tattoo Magic, 3+ Tattoos
The rigours of tattoo transformation, fuelled by magic energies, provides the t-warrior with a bonus of +2 to Toughness.

Improved Tattoo Resilience
Requirements: Seasoned, Tattoo Resilience, Tattoo Magic, 5+ tattoos
The protection provided from tattoo transformation increases to +4.

Take a Hit
Requirements: Heroic, Improved Tattoo Resilience, Tattoo Magic
Hellfire, vampire bites, stun guns, poison - you’ve seen them all and lived to tell about it. While you’re not immune to damage it takes a lot to slow you down. The T-Warrior is extremely durable and additional Shaken results do not cause a wound.

MARS Package: Tattoo Warrior
  • Start with Tattoos up to 4 total Strain
  • Begin with Focus d6 and the AB Tattoo Magic Edge
  • Begin with the Crazy’s starting gear
Tattoo Power Modifiers & Abilities
Additional mechanical effects can be added to tattoos using power modifiers. This is represented by adding other art to a basic tattoo, for example making a sword allows a tattooed hero to summon a simple weapon, adding flames to that sword allows that weapon to become Mega Damage. Multiple Power Modifiers can be taken and “stacked” on a power or can be selectively activated each time the power is used. This can drastically increase the cost of activating a power. Unless otherwise stated, each specific power modifier can only be taken once per power.

Special: A hero may also chose to spend their New Tattoo edge to take a power modifier as a stand alone ability which activates for the listed cost and lasts for 3 rounds for combat abilities and 1 hour for others. Modifiers with an asterix (*) can be permanently “on” but impose Strain equal to their P.P.E. cost.

Weapon Modifiers & Abilities: Summoning weapons is an important part of tattoo magic. The following power modifications and trappings can be taken alone or added to smite. Any benefits bestowed are in addition to the core smite effects. Smite can be taken multiple times to represent a variety of weapons with various abilities.
  • Simple Weapon: For +1 PPE, activating smite summons an ancient melee weapon rather than empowering a held weapon. This limits the power to self-only. Once summoned, this is a physical weapon which may be disarmed or stolen. The simple weapon can be further modified, for additional PPE cost, as follows.
    • Dripping Blood: Use “Armor Piercing” power modifier from SWADE
    • Flames: Use “Heavy Weapon” power modifier from SWADE
    • Demon Skull - For +2 PPE the weapon can ignore infernal armor (Greater & Lesser Demons) but they add 1/2 spirit to toughness
    • Serpent: For +2 PPE, the weapon can ignore serpent armor (dragons, dinosaurs, etc.) but they add 1/2 spirit to toughness.
    • Wings: For +1 PPE, the hero can double the throwing range of weapon or triple it for +2.
    • Flaming Shield: For +4 PPE, the hero can use the weapon to redirect ranged attacks. When the hero is hit with a ranged attack, she can sacrifice her next action (or come off Hold) to deflect the attack. This requires an Agility roll for thrown weapons (-2 versus firearms, energy weapons, or powers and -4 versus bursts, double-taps, or three-round bursts). Area effect attacks may not be deflected. If the roll is successful, the attack is harmlessly redirected and misses. With a raise, it hits any available target of the character’s choosing within 12”. Roll the attack’s base damage, ignoring any raises on the original roll.
Beneficial Powers:
  • Heart: The T-Warrior can make a Vigor roll at -2 to absorb matter or energy based attacks. Each success and raise lets the hero negate a wound. Magic and psionics cannot be absorbed. This increases activation cost by +5 PPE per type or by +10 PPE for both.
  • Shark or Dolphin*: For +2 PPE, the hero can breathe in water, doesn’t have to make Swimming rolls to avoid drowning when in water, and adds +2 to all Swimming rolls. While in the water, Pace is equal to Swimming skill.
  • Three Eyes*: For +2 PPE, the hero can ignore any and all obscurement penalties (darkness, fog, invisibility, etc). Cover penalties for solid objects still apply normally.
  • Elemental Aura: For +3 PPE a 2d6 damage field of the selected element or energy surrounds the hero.
    • For an additional, +1 PPE. the damage is Mega Damage
    • For an additional +3 PPE the field extends over Medium Burst Template
  • Thorns or Ball of Thorns*: For +1 PPE, the hero is Immune to Poison for the duration of the power.
  • Eagle Eyes*:For +1 PPE, the hero suffers half range penalties
  • Demonic Eyes*: For +1 PPE the hero benefits from Infravision
  • Cat Eyes*: For +1 PPE the hero has Low Light Vision (if both low light and infravision are added the hero ignores all darkness penalties)
  • Third Eye*: For +1 PPE the hero gains +2 to Notice rolls
  • Eyes of the Wolf*: For +1 PPE the hero gains +2 to Tracking rolls
  • Ghost Shield (deflection only): For +1 PPE, the hero can apply his deflection power to one person adjacent to him as a free action but loses benefit of the power while doing so.
  • Brain With Waves: For +2 PPE, this power grants +4 to resist psionic powers and adds +4 armor against Psionics attacks
  • Heart with a Stake Through It*: For +2 PPE, this power gains gains +4 armor vs.attacks from vampires and +4 to resist any vampiric powers.
  • Clouds, Flames, Stones, Waves, etc: For +2 PPE, this power grants +4 armor vs. attacks and +4 to resist a chosen energy type
  • Heart with Wings*: For +2 PPE double base pace and make the run die d10
  • Flaming Fist: For +2 PPE, any melee or non-technical ranged weapon wielded by the bearer of this tattoo does Mega Damage.
Harmful Powers:
  • Skull with Glowing Eye Sockets: For +3 PPE, Fear affects all foes (or neutral bystanders) within 12” of the hero each time this power is activated. For an additional +2 PPE, the Fear check is made at -2 PPE.
  • Skull Coiled with Thorns: For +1 PPE victims of this power victims must make a Vigor roll or suffer a wound. Each point of armor provides +1 to the Vigor roll. For an additional +1 PPE, the Vigor roll is made at -2.
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