Tattoo Master looking for Feedback
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- darthauthor
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Tattoo Master looking for Feedback
Posted player invented O.C.C.
Tattoo Master. Originated with ChiangKu dragons who taught it to the Atlanteans.
Tattoo Master O.C.C.
A Tattoo Master is a learned spell caster.
Atlantean Magic Tattoo: The invention of magic magic tattoos is accredited to the ChiangKu dragons. One or more of them taught certain members of the True Atlantean people the art of creating them. They in turn took apprentices and taught more of their own people. The skills were passed down throughout the ages with the understanding it is not to be abused or misused: Never against a ChiangKu dragon. IF against a dragon, only in self-defense. The intent is for diplomacy, gain knowledge, healing, self-defense, and trade.
The great shame is the corruption of this intent by the Splurgorth in their creation of the T-Men.
The process of making magic tattoos is in some ways like that of creating a techno-wizard device (only a tattoo instead).
When trained by an Atlantean Tattoo Master (or someone was trusted enough to be accepted as a student of the art of making magic tattoos) they begin as an apprentice. Years of training include both the art of making ordinary tattoos and the study of magic and its application with flesh. The education (by an Atlantean) includes lessons in history of the Atlantean people with a special reverence to the ChiangKu dragons who invented it. How these dragons (and dragons are normally at least a little bit selfish and like being the most important one in the room shared this gift with both each other and the Atlantean people) gave them a gift. Not withheld for money but bestowed to those who need them to defend their people or to fulfill a role in society, a purpose greater than them.
After many years and when they have the basics down the apprentice (under the watchful eye of their master) applies the traditional Marks of Heritage to Atlantean children.
For most Tattoo Masters, 99% of the tattoos they give people are the Marks of Heritage to Atlantean children. It is a ceremony like a baptism that reminds those present of the traditions and goals of the Atlantean Clan. As a consequence they spend a lot of time around Atlantean children and their parents. Many of these same children will grow up to see the same Tattoo Master who gave them their Marks of Heritage 15 or 20 years later to receive more tattoos.
Many a Tattoo Master stays in their Clan’s major cities for most of their careers. They are expected to behave as someone who is a good example to kids and an upstanding member of the community. To know and be known by the people.
They don’t travel much but when they do it is under the protection of tattooed defenders. After all, they are a precious resource to their people and depending on the tattoos they know how to bestow they are like a firearms sales person. The Clan cannot afford to allow them to be kidnapped or run rogue.
So they are allowed to leave the security of their clan’s cities with bodyguards. Regardless, most Tattoo Masters don’t leave their home city's unless it is for a vacation or to bestow tattoos on those for whom the journey to come to them is too time consuming or difficult.
More than a few Tattoo Masters have had to go to war zones to put new tattoos on Atlantean Defenders and Undead Slayers.
The (Principled) Tattoo Master is trained to ask what the Atlantean needs the tattoos for. If part of the military or such they will have a sort of government sponsor vouching for the Atlantean. That they have taken an oath of service and passed their tests. The tattoos are issued to the Atlantean like a rifle to a soldier. This is the official process.
Tattoo Masters who have gone rogue (or moonlight) might sell their service to give a tattoo to a sentient for whatever price they decide. Ultimately, it is they who have the ability to bestow magic tattoos. The only way another might stop them is if others are around to tell on them to Atlantean society. Typically, if Atlanteans see or hear of Atlanteans or non-Atlanteans using magic tattoos, especially if the tattoos are not needed or advantageous in their profession they are supposed to report it. It would be like seeing your neighbor with a rocket launcher and they work as a cook at a restaurant. Likewise, if they only make $40k a year and suddenly start driving a car worth $500k you know something does not add up. Where did they get the money for that car?
Consequently, Tattoo Masters are issued the recipe to create traditional magic tattoos by their clan elders. This is done in an attempt to ensure these powers cannot be abused.
However, a Tattoo Master, given time and subjects to experiment upon, can figure out the formula to recreate tattoos they don’t know. Likewise they can create their own original tattoos much like a Techno-Wizard can create their own devices.
Typically they have to get the art down.
Imagine what they want the new tattoo to do.
Work out the Art design. The magic the tattoo will work must relate to the tattoo’s image. This is like how a Techno-Wizard’s device must have some shape or form that suits its function. So as form equals function for the magic tattoos, art of the tattoo must relate to the magic it will do. There must be an image associated with the spell in the tattoo.
Determine the Function. A magic tattoo is effectively a permanent techno-wizard device attached to one’s skin.
Determine How Many Spell Chains Will Be Necessary.
That Tattoo Master must be able to cast the spells needed to make the magic tattoo or work with someone who does.
Once a Tattoo Master has a “new” magic tattoo they must risk experimenting by applying it to a volunteer and seeing how it works out. Many Tattoo Masters take this risk by experimenting on themselves. Still, Many an Atlantean Nomid have gotten an original tattoo to give them new powers.
Note: Simple weapons magic tattoos are easy for Tattoo Master to make and can do small variations on their shape and design easily and without years of study. Once you can do one type of weapon you can do all variations within that category of it for the purposes of tattoo magic.
Their other most frequent recipients are Atlantean Tattoo Defenders and Atlantean Undead Slayers.
Because the process of giving someone a magic tattoo is taxing to the person to whom it is given it is not uncommon for years to go by between tattoo sessions. Also, the powers that come from magic tattoos are somewhat de-humanizing.
In truth, the effect of getting a tattoo is addictive.
Also, there are genuine fears that if an Atlantean or any sentient got as many tattoos as it is possible to get the power would corrupt them to the point of being drive to accumulate as much power as possible and using it to destroy anyone stronger and dominate those weaker.
The traditional threshold were the greatest change in an Atlanteans behavior is when they become an Mega-Damage being of supernatural strength. So it is a cultural taboo for people to get more than six magic tattoos unless their profession requires it of them.
Making a magic tattoo on someone is considered a magic ritual that takes about an hour. It is in essence casting the spell(s) that go into the during the process, the Tattoo Master must expend P.P.E. equal to twice the magic tattoo's P.P.E. cost (or 50 P.P.E. if the tattoo has no P.P.E.).
The Tattoo Master may learn new types of magic tattoos from other Tattoo Masters, much like a spell caster can learn new spells from other spell casters. However, most new types of magic tattoos are closely guarded secrets since they take years and much experimentation to develop.
Note that level limits and/or time restrictions may apply to when a particular creature can receive magic tattoos. Generally, those with six or fewer tattoos can receive another tattoo as soon as they recover from the last. Those with seven or more tattoos can only receive two tattoos every six months, and are restricted by level limits. The Tattoo Master can sense how long a recipient must wait before receiving another tattoo by touch.
When a Tattoo Master is not making magic tattoos they are typically making ordinary ones or art, studying new ideas for tattoos/magic, and being a community influencer/councilor.
Special O.C.C. Abilities & Bonuses:
1. Create Atlantean Magic Tattoos:
The greater the power of the tattoo the greater the skill required to create it. Part of that skills comes from having the skills associated with the magic tattoos effect. To work their magic they must have the real life experience and skills. When creating the tattoo the Tattoo Master must succeed on a skill check. If they fail they must attempt it again and the P.P.E. is spent while the person still has the side effects as though the tattoo had succeed even though it did not.
1st level ALL Altantean trained Tattoo Masters know how to create the Marks of Heritage.
2nd level: Simple Weapon Tattoos for which they have the Weapon Proficiency skill.
3rd level: Animal Tattoos but must have skills appropriate to the animal. Horsemanship for horses. Horsemanship Exotic for exotic animals. Breed Dogs for Canines, cats, and such. Zoology just about covers it all when it comes to animals.
4th level: Monster Tattoos. Must have the Lore Skill in the specific monster the tattoo will be of.
5th level: Magic Weapons. Must have Weapon Proficiency in the weapon.
6th level: Power Tattoos. Varies but must have experience with the magic and medium involved. For example, for a power tattoo like a cloud with a buster symbol over it the Tattoo Master may have to travel to the elemental plane of Air to experience it. After which the master need never return for the purposes of creating a tattoo with powers of an Air Warlock. For a Tattoo Master to create a Black Sun tattoo they must have once gone to the dimensional plane of shadow even if only for a minute. While power tattoos like gas mask would require the NBC skill. A bloody rose matches with their healing skills and spells. That sort of thing.
7th level: Dimensional Tattoos. Must have years of experience traveling back and forth between dimensions. In short, Lore: Dimensions
2. Tattoo Masters can only have 6 magic tattoos. IF Atlantean they start with the traditional Marks of Heritage. Typically, the will get one additional Magic Tattoo every level but they pass on it if they wish. Regardless, they must stop at six Magic Tattoos or they will kill their ability to cast spells and thus their ability to create magic tattoos. The P.P.E. cost to activate magic tattoos, on their own body, is half and the damage, duration, and range are double.
3. Initial Spell Knowledge:
At level one experience, players get the spell "Sense Magic" and may select any three spells invocation magic levels 1 thru 3, for a total of 10 spells.
4. Learning Additional Magic: At each new level of experience the Tattoo Master will be able to figure out a spell equal to or lower than their new level of experience.
This spell is considered to be taught to them by someone in the Atlantean community who knows it. The player must provide a back story as to how their clan or fellow Tattoo Masters had such a contact. The GM may decide that one particular spell may be an adventure in itself.
The specialist spell must still be equal to or lower level.
Possibilities Include:
Card Magic, Elemental Magic (invocation versions of the spells; leaned 2 levels higher then whent the Warlock can get it and for 20% more P.P.E.), Living Fire Magic, Ludicrous Magic, Nature Magic, Ocean Magic, Shamanistic Magic, Temporal Magic, etc.
Note: Necromancy Spells are considered a taboo and avoided but this is a cultural obstacle. A rogue or non-Atlantean can do what they want.
5. P.P.E.: Being learned spell casters the Tattoo Master's Base P.P.E. is 2D4x10+40. Add 12 P.P.E. points for each level of experience and six P.P.E. points for each tattoo. Also, being a spell caster, the character can draw energy from ley lines and nexus points. When making a magic tattoo it is common for the master to use the energy of a stone pyramid or P.P.E. battery. When these are not available they can use either their own P.P.E. or collect the energy via ritual from volunteers.
P.P.E. Recovery: The Tattoo Master's P.P.E. replenishes itself at the rate of 20 points for every hour of rest or sleep.
6. Neutralize Magic Tattoo. Tattoo Masters have the power to disable magic tattoos though the subject need not be willing and gets a save. The process takes an hour and costs an much P.P.E. as it does to put it on. It is sort of a tattoo removal/reversal.
7. Activate Other peoples Magic Tattoos: At 5th level the Tattoo Master can activate the magic tattoos on other peoples bodies. The effect will be on the person's body whom the tattoo is on. This in effect allows the Tattoo Master to pay the P.P.E. cost for the tattoo. Note: IF the Tattoo Master created the magic tattoo the P.P.E. cost is half for them but they have to touch the tattoo.
8. A place of honor within their own clan and prestige in all other Atlantean clans. When recognized as a Tattoo Master they have an awe factor of 15. Typically, most Atlantean communities will provide a Tattoo Master with free amenities, food, lodging, medical attention, and security. Each Atlantean Clan has a guild house for Tattoo Masters. These "Houses" keep records of all whom they have given a magic tattoo and the artist, date and location the tattoo was done. They also have a library of art work and recipes of sorts for magical tattoos along with the tools and techniques for doing them.
9. Bonuses: +2 to I.Q., +2 M.E. and +1d4 to M.A. attributes, +5 on Perception Rolls, and +2D6 to S.D.C.
Race Restrictions: Technically none but they must be a species capable of casting magic spells and getting tattoos.
O.C.C. Skills:
Language & Literacy: Dragonese/Elf and Atlantean/Greek at 98%.
Language & Literacy: Three additional choices (+20%).
Art (Tattooing): (+30%)
Basic Math (+20%)
Chemistry (+20%)
History: Pre-Atlantis Island collapse:
History: Post Collapse: (+30%)
Lore: Magic: (+20%)
Lore: Demons and Monsters: (+20%)
Lore: Atlantean Clan (+20%)
Paramedic or Holistic Medicine (+15%)
Wardrobe & Grooming (Pro) (+20%)
W.P. Sword
W.P. One of Choice
Hand to Hand Combat: None to start, but can be selected as an O.C.C. Related Skill as follows: Hand to Hand: Basic counts as one skill selection or Expert as two.
O.C.C. Related Skills: Select 11 other skills, but at least four must be selected from Technical and two from Domestic or Medical. Plus select two additional skills at levels three, six, nine, 12, and 15. All new skills start at level one proficiency.
Communications: Barter, Creative Writing, Language, Literacy, Performance, Public Speaking, and Radio: Basic only (+5%).
Cowboy: None.
Domestic: Any (+10%).
Electrical: Basic only (+5%).
Espionage: Wilderness Survival only (+5%).
Horsemanship: General and Exotic.
Mechanical: Basic Mechanics and Automotive only.
Medical: Any, excluding Crime Scene Investigation, Cybernetic Medicine, Entomological Medicine, Forensics, Veterinary Science.
Military: None.
Physical: Any, excluding Acrobatics, Boxing and Wrestling.
Pilot: Any (+5%); excluding military, power armor and bots.
Pilot Related: None
Rogue: Streetwise and Seduction only
Science: Any (+10%).
Technical : Any (+15%).
W.P. : Any; except Heavy Military Weapons and Heavy Energy Weapons.
Wilderness: +5% but only for those who go to those Atlanteans who are in far off communities and warriors.
Secondary Skills: Select four skills from the Secondary Skills List in the Skill Section, +1 at levels 2, 4, 7, 10 and 13. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.
Tattoo Master. Originated with ChiangKu dragons who taught it to the Atlanteans.
Tattoo Master O.C.C.
A Tattoo Master is a learned spell caster.
Atlantean Magic Tattoo: The invention of magic magic tattoos is accredited to the ChiangKu dragons. One or more of them taught certain members of the True Atlantean people the art of creating them. They in turn took apprentices and taught more of their own people. The skills were passed down throughout the ages with the understanding it is not to be abused or misused: Never against a ChiangKu dragon. IF against a dragon, only in self-defense. The intent is for diplomacy, gain knowledge, healing, self-defense, and trade.
The great shame is the corruption of this intent by the Splurgorth in their creation of the T-Men.
The process of making magic tattoos is in some ways like that of creating a techno-wizard device (only a tattoo instead).
When trained by an Atlantean Tattoo Master (or someone was trusted enough to be accepted as a student of the art of making magic tattoos) they begin as an apprentice. Years of training include both the art of making ordinary tattoos and the study of magic and its application with flesh. The education (by an Atlantean) includes lessons in history of the Atlantean people with a special reverence to the ChiangKu dragons who invented it. How these dragons (and dragons are normally at least a little bit selfish and like being the most important one in the room shared this gift with both each other and the Atlantean people) gave them a gift. Not withheld for money but bestowed to those who need them to defend their people or to fulfill a role in society, a purpose greater than them.
After many years and when they have the basics down the apprentice (under the watchful eye of their master) applies the traditional Marks of Heritage to Atlantean children.
For most Tattoo Masters, 99% of the tattoos they give people are the Marks of Heritage to Atlantean children. It is a ceremony like a baptism that reminds those present of the traditions and goals of the Atlantean Clan. As a consequence they spend a lot of time around Atlantean children and their parents. Many of these same children will grow up to see the same Tattoo Master who gave them their Marks of Heritage 15 or 20 years later to receive more tattoos.
Many a Tattoo Master stays in their Clan’s major cities for most of their careers. They are expected to behave as someone who is a good example to kids and an upstanding member of the community. To know and be known by the people.
They don’t travel much but when they do it is under the protection of tattooed defenders. After all, they are a precious resource to their people and depending on the tattoos they know how to bestow they are like a firearms sales person. The Clan cannot afford to allow them to be kidnapped or run rogue.
So they are allowed to leave the security of their clan’s cities with bodyguards. Regardless, most Tattoo Masters don’t leave their home city's unless it is for a vacation or to bestow tattoos on those for whom the journey to come to them is too time consuming or difficult.
More than a few Tattoo Masters have had to go to war zones to put new tattoos on Atlantean Defenders and Undead Slayers.
The (Principled) Tattoo Master is trained to ask what the Atlantean needs the tattoos for. If part of the military or such they will have a sort of government sponsor vouching for the Atlantean. That they have taken an oath of service and passed their tests. The tattoos are issued to the Atlantean like a rifle to a soldier. This is the official process.
Tattoo Masters who have gone rogue (or moonlight) might sell their service to give a tattoo to a sentient for whatever price they decide. Ultimately, it is they who have the ability to bestow magic tattoos. The only way another might stop them is if others are around to tell on them to Atlantean society. Typically, if Atlanteans see or hear of Atlanteans or non-Atlanteans using magic tattoos, especially if the tattoos are not needed or advantageous in their profession they are supposed to report it. It would be like seeing your neighbor with a rocket launcher and they work as a cook at a restaurant. Likewise, if they only make $40k a year and suddenly start driving a car worth $500k you know something does not add up. Where did they get the money for that car?
Consequently, Tattoo Masters are issued the recipe to create traditional magic tattoos by their clan elders. This is done in an attempt to ensure these powers cannot be abused.
However, a Tattoo Master, given time and subjects to experiment upon, can figure out the formula to recreate tattoos they don’t know. Likewise they can create their own original tattoos much like a Techno-Wizard can create their own devices.
Typically they have to get the art down.
Imagine what they want the new tattoo to do.
Work out the Art design. The magic the tattoo will work must relate to the tattoo’s image. This is like how a Techno-Wizard’s device must have some shape or form that suits its function. So as form equals function for the magic tattoos, art of the tattoo must relate to the magic it will do. There must be an image associated with the spell in the tattoo.
Determine the Function. A magic tattoo is effectively a permanent techno-wizard device attached to one’s skin.
Determine How Many Spell Chains Will Be Necessary.
That Tattoo Master must be able to cast the spells needed to make the magic tattoo or work with someone who does.
Once a Tattoo Master has a “new” magic tattoo they must risk experimenting by applying it to a volunteer and seeing how it works out. Many Tattoo Masters take this risk by experimenting on themselves. Still, Many an Atlantean Nomid have gotten an original tattoo to give them new powers.
Note: Simple weapons magic tattoos are easy for Tattoo Master to make and can do small variations on their shape and design easily and without years of study. Once you can do one type of weapon you can do all variations within that category of it for the purposes of tattoo magic.
Their other most frequent recipients are Atlantean Tattoo Defenders and Atlantean Undead Slayers.
Because the process of giving someone a magic tattoo is taxing to the person to whom it is given it is not uncommon for years to go by between tattoo sessions. Also, the powers that come from magic tattoos are somewhat de-humanizing.
In truth, the effect of getting a tattoo is addictive.
Also, there are genuine fears that if an Atlantean or any sentient got as many tattoos as it is possible to get the power would corrupt them to the point of being drive to accumulate as much power as possible and using it to destroy anyone stronger and dominate those weaker.
The traditional threshold were the greatest change in an Atlanteans behavior is when they become an Mega-Damage being of supernatural strength. So it is a cultural taboo for people to get more than six magic tattoos unless their profession requires it of them.
Making a magic tattoo on someone is considered a magic ritual that takes about an hour. It is in essence casting the spell(s) that go into the during the process, the Tattoo Master must expend P.P.E. equal to twice the magic tattoo's P.P.E. cost (or 50 P.P.E. if the tattoo has no P.P.E.).
The Tattoo Master may learn new types of magic tattoos from other Tattoo Masters, much like a spell caster can learn new spells from other spell casters. However, most new types of magic tattoos are closely guarded secrets since they take years and much experimentation to develop.
Note that level limits and/or time restrictions may apply to when a particular creature can receive magic tattoos. Generally, those with six or fewer tattoos can receive another tattoo as soon as they recover from the last. Those with seven or more tattoos can only receive two tattoos every six months, and are restricted by level limits. The Tattoo Master can sense how long a recipient must wait before receiving another tattoo by touch.
When a Tattoo Master is not making magic tattoos they are typically making ordinary ones or art, studying new ideas for tattoos/magic, and being a community influencer/councilor.
Special O.C.C. Abilities & Bonuses:
1. Create Atlantean Magic Tattoos:
The greater the power of the tattoo the greater the skill required to create it. Part of that skills comes from having the skills associated with the magic tattoos effect. To work their magic they must have the real life experience and skills. When creating the tattoo the Tattoo Master must succeed on a skill check. If they fail they must attempt it again and the P.P.E. is spent while the person still has the side effects as though the tattoo had succeed even though it did not.
1st level ALL Altantean trained Tattoo Masters know how to create the Marks of Heritage.
2nd level: Simple Weapon Tattoos for which they have the Weapon Proficiency skill.
3rd level: Animal Tattoos but must have skills appropriate to the animal. Horsemanship for horses. Horsemanship Exotic for exotic animals. Breed Dogs for Canines, cats, and such. Zoology just about covers it all when it comes to animals.
4th level: Monster Tattoos. Must have the Lore Skill in the specific monster the tattoo will be of.
5th level: Magic Weapons. Must have Weapon Proficiency in the weapon.
6th level: Power Tattoos. Varies but must have experience with the magic and medium involved. For example, for a power tattoo like a cloud with a buster symbol over it the Tattoo Master may have to travel to the elemental plane of Air to experience it. After which the master need never return for the purposes of creating a tattoo with powers of an Air Warlock. For a Tattoo Master to create a Black Sun tattoo they must have once gone to the dimensional plane of shadow even if only for a minute. While power tattoos like gas mask would require the NBC skill. A bloody rose matches with their healing skills and spells. That sort of thing.
7th level: Dimensional Tattoos. Must have years of experience traveling back and forth between dimensions. In short, Lore: Dimensions
2. Tattoo Masters can only have 6 magic tattoos. IF Atlantean they start with the traditional Marks of Heritage. Typically, the will get one additional Magic Tattoo every level but they pass on it if they wish. Regardless, they must stop at six Magic Tattoos or they will kill their ability to cast spells and thus their ability to create magic tattoos. The P.P.E. cost to activate magic tattoos, on their own body, is half and the damage, duration, and range are double.
3. Initial Spell Knowledge:
At level one experience, players get the spell "Sense Magic" and may select any three spells invocation magic levels 1 thru 3, for a total of 10 spells.
4. Learning Additional Magic: At each new level of experience the Tattoo Master will be able to figure out a spell equal to or lower than their new level of experience.
This spell is considered to be taught to them by someone in the Atlantean community who knows it. The player must provide a back story as to how their clan or fellow Tattoo Masters had such a contact. The GM may decide that one particular spell may be an adventure in itself.
The specialist spell must still be equal to or lower level.
Possibilities Include:
Card Magic, Elemental Magic (invocation versions of the spells; leaned 2 levels higher then whent the Warlock can get it and for 20% more P.P.E.), Living Fire Magic, Ludicrous Magic, Nature Magic, Ocean Magic, Shamanistic Magic, Temporal Magic, etc.
Note: Necromancy Spells are considered a taboo and avoided but this is a cultural obstacle. A rogue or non-Atlantean can do what they want.
5. P.P.E.: Being learned spell casters the Tattoo Master's Base P.P.E. is 2D4x10+40. Add 12 P.P.E. points for each level of experience and six P.P.E. points for each tattoo. Also, being a spell caster, the character can draw energy from ley lines and nexus points. When making a magic tattoo it is common for the master to use the energy of a stone pyramid or P.P.E. battery. When these are not available they can use either their own P.P.E. or collect the energy via ritual from volunteers.
P.P.E. Recovery: The Tattoo Master's P.P.E. replenishes itself at the rate of 20 points for every hour of rest or sleep.
6. Neutralize Magic Tattoo. Tattoo Masters have the power to disable magic tattoos though the subject need not be willing and gets a save. The process takes an hour and costs an much P.P.E. as it does to put it on. It is sort of a tattoo removal/reversal.
7. Activate Other peoples Magic Tattoos: At 5th level the Tattoo Master can activate the magic tattoos on other peoples bodies. The effect will be on the person's body whom the tattoo is on. This in effect allows the Tattoo Master to pay the P.P.E. cost for the tattoo. Note: IF the Tattoo Master created the magic tattoo the P.P.E. cost is half for them but they have to touch the tattoo.
8. A place of honor within their own clan and prestige in all other Atlantean clans. When recognized as a Tattoo Master they have an awe factor of 15. Typically, most Atlantean communities will provide a Tattoo Master with free amenities, food, lodging, medical attention, and security. Each Atlantean Clan has a guild house for Tattoo Masters. These "Houses" keep records of all whom they have given a magic tattoo and the artist, date and location the tattoo was done. They also have a library of art work and recipes of sorts for magical tattoos along with the tools and techniques for doing them.
9. Bonuses: +2 to I.Q., +2 M.E. and +1d4 to M.A. attributes, +5 on Perception Rolls, and +2D6 to S.D.C.
Race Restrictions: Technically none but they must be a species capable of casting magic spells and getting tattoos.
O.C.C. Skills:
Language & Literacy: Dragonese/Elf and Atlantean/Greek at 98%.
Language & Literacy: Three additional choices (+20%).
Art (Tattooing): (+30%)
Basic Math (+20%)
Chemistry (+20%)
History: Pre-Atlantis Island collapse:
History: Post Collapse: (+30%)
Lore: Magic: (+20%)
Lore: Demons and Monsters: (+20%)
Lore: Atlantean Clan (+20%)
Paramedic or Holistic Medicine (+15%)
Wardrobe & Grooming (Pro) (+20%)
W.P. Sword
W.P. One of Choice
Hand to Hand Combat: None to start, but can be selected as an O.C.C. Related Skill as follows: Hand to Hand: Basic counts as one skill selection or Expert as two.
O.C.C. Related Skills: Select 11 other skills, but at least four must be selected from Technical and two from Domestic or Medical. Plus select two additional skills at levels three, six, nine, 12, and 15. All new skills start at level one proficiency.
Communications: Barter, Creative Writing, Language, Literacy, Performance, Public Speaking, and Radio: Basic only (+5%).
Cowboy: None.
Domestic: Any (+10%).
Electrical: Basic only (+5%).
Espionage: Wilderness Survival only (+5%).
Horsemanship: General and Exotic.
Mechanical: Basic Mechanics and Automotive only.
Medical: Any, excluding Crime Scene Investigation, Cybernetic Medicine, Entomological Medicine, Forensics, Veterinary Science.
Military: None.
Physical: Any, excluding Acrobatics, Boxing and Wrestling.
Pilot: Any (+5%); excluding military, power armor and bots.
Pilot Related: None
Rogue: Streetwise and Seduction only
Science: Any (+10%).
Technical : Any (+15%).
W.P. : Any; except Heavy Military Weapons and Heavy Energy Weapons.
Wilderness: +5% but only for those who go to those Atlanteans who are in far off communities and warriors.
Secondary Skills: Select four skills from the Secondary Skills List in the Skill Section, +1 at levels 2, 4, 7, 10 and 13. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.
Last edited by darthauthor on Wed Nov 22, 2023 6:58 pm, edited 1 time in total.
- drewkitty ~..~
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Re: Tattoo Master looking for Feedback
Looks like an Alchemist sort of character but filled out to be a possible PC, while also taking ideas from the TW way of making TW magic items. (No, I don't think they share creation techniques, even though the "Item outcome mechanics" are similar.)
Overall ....Meh... I would not allow it in a game I GM'ed. and I wouldn't need to role up a NPC just to have someone to add MTs to a char. *handwavyum*
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" At each new level of experience the Tattoo Master can either learn one new spell equal to or lower than their new level of experience. They may also choose to learn either an invocation spell or a spell from another school of magic."
The above text is very off the mark, words in the wrong places, wrong words and words missing.
If it is a level up spell then the wording should be more like 'will be able to figure out a spell equal to or lower than their new level of experience."
Then if the TM is a Practitioner of the Magical Sciences, then there would be additional wording that says that they can learn spells from other Practitioners of the Magical Sciences.
(To look up the difference between Practitioners of the Magical Sciences and Practitioners of the Magical Arts, the text covering this is in the front of the PF2 MoM1 sourcebook.)
I would not let them learn 'any' type of magic. Only Common/invocation magic spells. (listed on pages 91- 154 of the RBoM) and then only from a teacher from their community. Forgetting any level up magic that lets them cast magic directly because that is not their specialty.
----------------
➣Which card magic are you talking about? The one that is 52 themed or the one that is much like a summoner/word magic mages in PF and nerfed the <verb> out of?
➢Elemental magic is not an option due to that warlocks are Granted magic users, Practitioners of the Magical Arts. They can not teach anyone their spells. Much like how Mystics, which are also Practitioners of the Magical Arts, can't teach spells to anyone.
➣ Living fire magic....not something you'd find outside of Rifts earth Russia, because it is unique to Russia.
My basic point is that to let them learn Any Type of Magic introduces a banality to the game where there is no reason to learn a Specialty magic if that guy over there with no training in my specialty magic can just pick up my spells no problem...
(Sort of like how now certain PCCs have Mind Bleeder powers which are....where...suppose to be unique part of their racial powers, even though they are not mind bleeders.)
----------------
Now having invocations that mimic specialty magic spells are okay, but according to the spell conversion rules (NB:TtGD) they are to be at least 2 levels higher then the original spell and +20% PPE compounded with each additional spell level, the spell ends up as.
( So if the org. PPE cost was 20 and there was an increase of two levels...the math would work out to 20x1.2=24 for the first level and then 24x1.2=28.8...and rounded up to 29.
If it had moved three levels then...29x1.2=34.8...rounding up to 39.)
Overall ....Meh... I would not allow it in a game I GM'ed. and I wouldn't need to role up a NPC just to have someone to add MTs to a char. *handwavyum*
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" At each new level of experience the Tattoo Master can either learn one new spell equal to or lower than their new level of experience. They may also choose to learn either an invocation spell or a spell from another school of magic."
The above text is very off the mark, words in the wrong places, wrong words and words missing.
If it is a level up spell then the wording should be more like 'will be able to figure out a spell equal to or lower than their new level of experience."
Then if the TM is a Practitioner of the Magical Sciences, then there would be additional wording that says that they can learn spells from other Practitioners of the Magical Sciences.
(To look up the difference between Practitioners of the Magical Sciences and Practitioners of the Magical Arts, the text covering this is in the front of the PF2 MoM1 sourcebook.)
I would not let them learn 'any' type of magic. Only Common/invocation magic spells. (listed on pages 91- 154 of the RBoM) and then only from a teacher from their community. Forgetting any level up magic that lets them cast magic directly because that is not their specialty.
----------------
➣Which card magic are you talking about? The one that is 52 themed or the one that is much like a summoner/word magic mages in PF and nerfed the <verb> out of?
➢Elemental magic is not an option due to that warlocks are Granted magic users, Practitioners of the Magical Arts. They can not teach anyone their spells. Much like how Mystics, which are also Practitioners of the Magical Arts, can't teach spells to anyone.
➣ Living fire magic....not something you'd find outside of Rifts earth Russia, because it is unique to Russia.
My basic point is that to let them learn Any Type of Magic introduces a banality to the game where there is no reason to learn a Specialty magic if that guy over there with no training in my specialty magic can just pick up my spells no problem...
(Sort of like how now certain PCCs have Mind Bleeder powers which are....where...suppose to be unique part of their racial powers, even though they are not mind bleeders.)
----------------
Now having invocations that mimic specialty magic spells are okay, but according to the spell conversion rules (NB:TtGD) they are to be at least 2 levels higher then the original spell and +20% PPE compounded with each additional spell level, the spell ends up as.
( So if the org. PPE cost was 20 and there was an increase of two levels...the math would work out to 20x1.2=24 for the first level and then 24x1.2=28.8...and rounded up to 29.
If it had moved three levels then...29x1.2=34.8...rounding up to 39.)
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
- darthauthor
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Re: Tattoo Master looking for Feedback
I did ask for feedback.
I admit it would be better if worded better.
I am not familiar with some of those books like Paladium Fantasy book 2 Mom?.
I modestly agree to the idea of invocation versions of the Elemental spells.
I was thinking creatively / magically when I was writing it up. Some part of me was visualizing a tattoo of a playing card or hand of cards and the magic of Atlantean tattoos pulling them out like they are a magic weapon. The image of it stuck in my head.
I can see how wording like, "'will be able to figure out a spell equal to or lower than their new level of experience," is better.
I admit it would be better if worded better.
I am not familiar with some of those books like Paladium Fantasy book 2 Mom?.
I modestly agree to the idea of invocation versions of the Elemental spells.
I was thinking creatively / magically when I was writing it up. Some part of me was visualizing a tattoo of a playing card or hand of cards and the magic of Atlantean tattoos pulling them out like they are a magic weapon. The image of it stuck in my head.
I can see how wording like, "'will be able to figure out a spell equal to or lower than their new level of experience," is better.
- drewkitty ~..~
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Re: Tattoo Master looking for Feedback
PF RPG 2nd ed Mysteries of Magic 1
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
- darthauthor
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Re: Tattoo Master looking for Feedback
I made up an NPC using what I wrote up:
Name: Tethys, of the Clan Navita in the Water Dimension of Oceania.
Special O.C.C. Abilities & Bonuses:
1. Create Atlantean Magic Tattoos:
2. Neutralize Magic Tattoo.
3. Spells:
Aura of Power (4), Cleanse (6), Globe of Daylight (2), Lantern Light (1), Resist Fire (6), See Aura (6), See the Invisible (4), Sense Evil (2), Sense Magic (4), Manipulate Objects (2+), Turn Dead (6)
2nd: Song of Joy (4)
3rd: Flying Fish (8)
4th: Resist Fire (6)
5th: Water Nourishment: (10)
6th: Armor of Neptune (20)
Note: This Atlantean, Tethys, was born and raised in an ocean/water dimension. She has arrangements with her fellow Atlantean Tattoo Master to exchange tattoos.
1 & 2: Marks of Heritage: Flaming Sword (5): 2d6 MD, Stake through Heart (8)
3. Tidal Wave (Water Powers; 13) (12 minutes or until canceled)
Create Fog, Create Water, Circle of Rain, Swim as the Fish (Superior),
Speak with and Understand Water Elementals
4. Armor of Neptune: Basically EBA Armor (180 MD - [15 MD per level for others]; one hour per level - 12 hours for her [(Breathe without Air, makes her impervious to heat and cold (magical heat & cold attacks do half damage), impervious to great depths/pressure & vacuum.
5. ALL abilities of a True Atlantean (Marks of Heritage, etc.)
Tattoo Master O.C.C. 6th Level
I.Q.17, M.E.27, M.A. 20, P.S.20, P.P.18, P.E.17, P.B.20, Spd.22
Hit Points: 47
S.D.C.: 87
P.P.E.: 174
Disposition: Flexible like water but also innovative, progressive, and rebellious. She is loyal to her Clan Navita. Feels aquatic life (Bi-forms) are her equal. She enjoys meeting new people and exploring different cultures.
O.C.C. Skills:
Language & Literacy: Dragonese/Elf and Atlantean/Greek at 98%.
Language & Literacy: American, Galactic Trade, Ocean Language (+20%).
Art (Tattooing): 90%, Basic Math: 90%, Chemistry: 75%,
History: Pre-Atlantis Island collapse: 87%/79%
History: Post Collapse: 90%/85%
Lore: Magic: 75%, Lore: Demons and Monsters: 75%,
Lore: Atlantean Clan (Navita Clan): 75%,
Sea Holistic Medicine: 70%/60%
Wardrobe & Grooming (Pro): 90%
W.P. Net: +4 to strike, +2 to entangle, +5 to parry
W.P. Sword: +5 to strike, +4 to parry
W.P. Trident: +4 to strike, +4 to parry
O.C.C. Related Skills:
Anthropology: 68%, Biology: 68%, Calligraphy: 78%, Field Surgery: 53%, Lore: Sea Creatures: 73%, Medical Doctor: 88%/78%, Pathology: 68%, Seduction: 41%, Whittling & Sculpting (Pro): 83%, Xenology: 68%
3rd Level: Play Musical Instrument: Flute: 63%, Public Speaking: 53%
6th Level: Hand to Hand: Expert level 1.
4 Attacks per melee
Flaming Sword +5 to strike, +4 to parry; 2d6 MD
Clan Navita Bonus Skills: (Dimension Book 15; Secrets of Atlanteans)
Lore: Dimensions: 78%, Swimming: 93%, Boat Building: 68%, Sailing: 98%, S.C.U.B.A: 93%
Secondary Skills:
Fishing: 68%, Philosophy: 58%, Singing: 63%, W.P. Net
2nd Level: Performance: 60%
4th Level: Lore: D-Bees: 43%
Name: Tethys, of the Clan Navita in the Water Dimension of Oceania.
Special O.C.C. Abilities & Bonuses:
1. Create Atlantean Magic Tattoos:
2. Neutralize Magic Tattoo.
3. Spells:
Aura of Power (4), Cleanse (6), Globe of Daylight (2), Lantern Light (1), Resist Fire (6), See Aura (6), See the Invisible (4), Sense Evil (2), Sense Magic (4), Manipulate Objects (2+), Turn Dead (6)
2nd: Song of Joy (4)
3rd: Flying Fish (8)
4th: Resist Fire (6)
5th: Water Nourishment: (10)
6th: Armor of Neptune (20)
Note: This Atlantean, Tethys, was born and raised in an ocean/water dimension. She has arrangements with her fellow Atlantean Tattoo Master to exchange tattoos.
1 & 2: Marks of Heritage: Flaming Sword (5): 2d6 MD, Stake through Heart (8)
3. Tidal Wave (Water Powers; 13) (12 minutes or until canceled)
Create Fog, Create Water, Circle of Rain, Swim as the Fish (Superior),
Speak with and Understand Water Elementals
4. Armor of Neptune: Basically EBA Armor (180 MD - [15 MD per level for others]; one hour per level - 12 hours for her [(Breathe without Air, makes her impervious to heat and cold (magical heat & cold attacks do half damage), impervious to great depths/pressure & vacuum.
5. ALL abilities of a True Atlantean (Marks of Heritage, etc.)
Tattoo Master O.C.C. 6th Level
I.Q.17, M.E.27, M.A. 20, P.S.20, P.P.18, P.E.17, P.B.20, Spd.22
Hit Points: 47
S.D.C.: 87
P.P.E.: 174
Disposition: Flexible like water but also innovative, progressive, and rebellious. She is loyal to her Clan Navita. Feels aquatic life (Bi-forms) are her equal. She enjoys meeting new people and exploring different cultures.
O.C.C. Skills:
Language & Literacy: Dragonese/Elf and Atlantean/Greek at 98%.
Language & Literacy: American, Galactic Trade, Ocean Language (+20%).
Art (Tattooing): 90%, Basic Math: 90%, Chemistry: 75%,
History: Pre-Atlantis Island collapse: 87%/79%
History: Post Collapse: 90%/85%
Lore: Magic: 75%, Lore: Demons and Monsters: 75%,
Lore: Atlantean Clan (Navita Clan): 75%,
Sea Holistic Medicine: 70%/60%
Wardrobe & Grooming (Pro): 90%
W.P. Net: +4 to strike, +2 to entangle, +5 to parry
W.P. Sword: +5 to strike, +4 to parry
W.P. Trident: +4 to strike, +4 to parry
O.C.C. Related Skills:
Anthropology: 68%, Biology: 68%, Calligraphy: 78%, Field Surgery: 53%, Lore: Sea Creatures: 73%, Medical Doctor: 88%/78%, Pathology: 68%, Seduction: 41%, Whittling & Sculpting (Pro): 83%, Xenology: 68%
3rd Level: Play Musical Instrument: Flute: 63%, Public Speaking: 53%
6th Level: Hand to Hand: Expert level 1.
4 Attacks per melee
Flaming Sword +5 to strike, +4 to parry; 2d6 MD
Clan Navita Bonus Skills: (Dimension Book 15; Secrets of Atlanteans)
Lore: Dimensions: 78%, Swimming: 93%, Boat Building: 68%, Sailing: 98%, S.C.U.B.A: 93%
Secondary Skills:
Fishing: 68%, Philosophy: 58%, Singing: 63%, W.P. Net
2nd Level: Performance: 60%
4th Level: Lore: D-Bees: 43%
- ShadowLogan
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Re: Tattoo Master looking for Feedback
Um, No. M-Tattoos are presented (in canon/RAW) as something that doesn't lend itself to creating new "unique" M-tats in terms of Powers. This seems to be established for both the Splugorth and True Atlanteans. Now a few categories of M-tats are presented as flexible enough that one can create "new" ones and have been present from the get-go, but those are really just variations. New Tat categories (Monster Shaping in WB6 and archery one in WB21, I don't have the DB for TAs) are rare (WB21 established it took the Splugorth 1000s of years to develop the T-Archer, pg108). As such I don't see a character (PC or NPC) being able to create "new" m-tats on their own (variations for Weapon/Creature sure, but outright new no).darthauthor wrote:However, a Tattoo Master, given time and subjects to experiment upon, can figure out the formula to recreate tattoos they don’t know. Likewise they can create their own original tattoos much like a Techno-Wizard can create their own devices.
Given the lack of variations (or even expansions) on the idea, the only true Magic Tattoos I can think of are the Yakuza ones in Rifts Japan. IIRC there is another example, but I don't recall the name off hand of the race that uses it. The Nacan Line Magic in one of the South America books might also qualify (though its more of a Diabolism IMHO).
Technically no, the form/function matching makes things easier but isn't a hard requirement for TW. (RUE pg130 "while you could build a TW energy cannon out of a washing machine, it would be incredibly difficult"). Just a Minor nitpick really.darthauthor wrote:This is like how a Techno-Wizard’s device must have some shape or form that suits its function.
I'm not really into tattoos, but would an hour be long enough to do the work for an example in the books (which have graphic depictions)? I really don't know, so an hour might be underselling the time required if one is doing the tattoo work AND a ritual at the same time (even if you can weave them together).darthauthor wrote:Making a magic tattoo on someone is considered a magic ritual that takes about an hour.
Splugorth and High Lords both have the knowledge and ability to grant Magic Tattoos, though neither likely can get (ordinary) tattoos as their bio-regeneration should expel/heal the ink (establish in RAW pg30 of WB21) though low-power MDC beings can (even w/bio-regen). A minor nitpick for sure, but one grounded in RAW as it seems like that anyone can (in theory) learn Tattoo Magic Creation Process, but the list of usable recipients is limited.darthauthor wrote:Race Restrictions: Technically none but they must be a species capable of casting magic spells and getting tattoos.
I'm also not sure if this class is really needed and does seem to break lore (RAW/Canon). Text establishes that the TA's have Alchemists which would do the work (as far back as WB2), which are megaversally speaking a defined class (found in Palladium Fantasy 2E Main Book, granted this is NPC only class), and also Clan Elders (which likely is not a Class, but a Rank/Title so those elders who do this might also be Alchemists). I also have to agree with drew about the spell casting aspect as it is overly generous and would seem to break convention about some disciplines (like Elemental) nor do I think the ability to block/activate another's tattoos is a good idea (maybe if it was limited to tattoos they did, but not a blanket version) since it is established that even if a Psychic Mentally Possessed a subject with M-Tatts they can't activate tatts (they can use already active tatts though).
- darthauthor
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Re: Tattoo Master looking for Feedback
I read the word Alchemist but I never knew it was a class.
Part of the creation of the class, for me, is about having stats on someone so they can be kidnapped or killed as well as fight for their freedom and life when escaping along with the characters.
I had not considered "Handwavium" as just being "the thing" when it comes to the NPC.
I also toyed with the idea of what life is like for the person who makes the magic tattoos. I wanted to make a class who needed adventure to have the experience they needed to create tattoos.
I could have sworen I read something somewhere that said the Sunaj or someone came up with new magic tattoos. I guess I was wrong.
I didn't think the build I made in the character above was overpowered.
While the game itself comes with classes and races that are overpowered; like dragons.
Regardless, feedback is feedback.
The judgement is the class brakes cannon.
The class already exists in the Alchemist, whose class I didn't know existed.
I haven't played Palladium Fantasy 2nd or even 1st edition.
Question:
Does the 2nd Ed Palladium Fantasy book describe the Alchemist's making of a Magic Tattoo?
Rules for it?
Part of the creation of the class, for me, is about having stats on someone so they can be kidnapped or killed as well as fight for their freedom and life when escaping along with the characters.
I had not considered "Handwavium" as just being "the thing" when it comes to the NPC.
I also toyed with the idea of what life is like for the person who makes the magic tattoos. I wanted to make a class who needed adventure to have the experience they needed to create tattoos.
I could have sworen I read something somewhere that said the Sunaj or someone came up with new magic tattoos. I guess I was wrong.
I didn't think the build I made in the character above was overpowered.
While the game itself comes with classes and races that are overpowered; like dragons.
Regardless, feedback is feedback.
The judgement is the class brakes cannon.
The class already exists in the Alchemist, whose class I didn't know existed.
I haven't played Palladium Fantasy 2nd or even 1st edition.
Question:
Does the 2nd Ed Palladium Fantasy book describe the Alchemist's making of a Magic Tattoo?
Rules for it?
- ShadowLogan
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Re: Tattoo Master looking for Feedback
No, Tattoo Magic is one of MANY "lost" magics in the setting with the only ones who know/use it being the Dragons who created it and they are presented as not seeking its return/use because of given reasons (see their writeup in Dragons & Gods for PF setting details). However the way the NPC class is structured they learn several branches of magic over time (with level requirements in each and class changes) and while the description only considers the 3 main ones in the book (Invocation, Circle, and Diabolism leaving out Elemental that is also in the book) there isn't any real reason I could see that other branches couldn't be studied per say as substitutes or additional requirements to better work for another setting or user race or to allow for development of new magic categories that might be added in a later book.darthauthor wrote:Question:
Does the 2nd Ed Palladium Fantasy book describe the Alchemist's making of a Magic Tattoo?
Rules for it?
I will say that honestly, if I was looking to make a Tattoo Maker OCC for player/NPC use I'd likely model it after/use as a starting point the Diabolist Class in PF2E. That OCC deals with mystic symbols and such given than Magic Tattoos could be seen as an extension/variation of that. The alternative is that one (or more) TA specific M-Tat OCCs have an unstated ability to produce them at later levels to "grant" to others and the idea does have some precedent (the one that springs to mind is that those skilled in the Rifts Samurai HTH skill can forge their Rune Diasho starting at level 12 "and the knowledge and skill to create a 'true' samari sword" WB8 pg47 in their HTH skill, with the "True" Samarui Swords being considered Rune Weapons on the previous page).
And it isn't like Rifts requires a specific OCC(s) to give those magic tattoos given the Splugorth and High Lords have knowledge and the ability to give magic tattoos (they just can't receive them) but lack an OCC dedicated to it (the Chiang-Ku dragon writeup is similar IIRC). We also have the Japanese Yakuza M-Tatt (pg43, which is unrelated to the Chiang-Ku created variety). So creating an entire OCC might not even be necessary depending on how you want to handle it (and add to the OCC glut), it could be nothing more than a Ritual(s) that Ley Line Walker (or other learned magic) can learn (and how the Yakuza M-Tat works).
I don't know about the Sunaj, but the only two new categories of magic developed in the books are the archery ones in WB21 by the Splugorth (and it took them 1000s of years) and the WB6 TA clan that developed (and the sole users of) Monster Shaping Tattoos, and that was with the help of the Dragon creators ("(the Chiang-Ku helped the Skellian alchemists develop the shapeshifting magic)." pg101 WB6) with a mention of it taking a millennia to develop (pg88 "Over the millennia, Clan Skellian has continued to work with the Chiang-Ku dragons and have developed a whole new category of magic tattoos:"). Given the above references it seems clear that outright "new" tattoo types shouldn't be "easy" to make and even the TAs need the Chiang-Ku's help to do it faster than Splugorth (apparently).darthauthor wrote:I could have sworen I read something somewhere that said the Sunaj or someone came up with new magic tattoos. I guess I was wrong.
Now I know the WB21 and one of the DBs (I don't have the DB) introduce new M-tattoos, but it isn't clear if they are "new" as in a new model they developed recently OR we're just now finding out about them, and they are "old". Given the previous notions about developing new tattoos I'm inclined to think they are really just "old", and we're just now being introduced to them (of course you can do what you want in your games).
- darthauthor
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Re: Tattoo Master looking for Feedback
Dimension Book 15 Secrets of the Atlanteans
Page 172
Sunaj Power Tattoos
"The Alchemists and Tattoo Masters of the Aerihman clan have been working overtime to come up with unique variations of power tattoos that give their legions of Sunaj an edge with assassinations. So far, they are meeting with some success, but unfortunately they had to share this knowledge with their Splugorth Masters."
So it would seem, according to the book, there exists BOTH Alchemists AND Tattoo Masters, at least in the Aerihman clan.
Their magic tattoos are "unique variations of power tattoos"
Closed eye (Invisibility Superior)
Black Hooded Cloak (Cloak of Darkness)
Skelton Key (Escape)
etc.
No mention of how they did it or how long it took.
No mention of any assistance from dragons or anyone from outside the Sunaj.
I guess it is "just" one of those things in Rifts.
Page 172
Sunaj Power Tattoos
"The Alchemists and Tattoo Masters of the Aerihman clan have been working overtime to come up with unique variations of power tattoos that give their legions of Sunaj an edge with assassinations. So far, they are meeting with some success, but unfortunately they had to share this knowledge with their Splugorth Masters."
So it would seem, according to the book, there exists BOTH Alchemists AND Tattoo Masters, at least in the Aerihman clan.
Their magic tattoos are "unique variations of power tattoos"
Closed eye (Invisibility Superior)
Black Hooded Cloak (Cloak of Darkness)
Skelton Key (Escape)
etc.
No mention of how they did it or how long it took.
No mention of any assistance from dragons or anyone from outside the Sunaj.
I guess it is "just" one of those things in Rifts.
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Re: Tattoo Master looking for Feedback
I wonder, darthauthor, if you've seen the "optional" article The Crusaders and the Black Crusade in Rifter 52. Some of the wording of your Tattoo Master seems like it might have been lifted from it (which I'm in no way condemning). It's the 1st of 4 in a series, all dealing with True Atlanteans and some of their clans' concerns. The article includes an Atlantean Tattoo Master which might be of interest. It's essentially an Undead Slayer with less of a combat focus, whom starts with fewer tattoos but can potentially exceed the number of an U.S. at high levels, can activate tattoos at reduced PPE cost, have activated tattoos affect others (which circumvents the 6 active cap), and can create magical and conventional tattoos. That article also contains the Atlantean Dilettante, which is a decent way to model a character with hard-coded access to magic from disparate disciplines. Your class looks like it might have been an attempt to blend the two.
Note that hard-coded discipline access isn't strictly necessary; if there's access to a willing learned caster of a given discipline spells can just be taught. Many disciplines are descibed as coming in both learned and intuitive versions, such as Demon, Nature, and Blue Flame Magics. Disciplines which are detailed as being intuitive or mystical in nature such as Biomancy or Chaos, which are granted such as Elemental, Priest-specific, and "Shamanistic", or are limited to a very specifc group such as Dolphin and Hunting are a little harder to get for a learned caster. A resource-intensive approach which can work is to create Magic Scrolls containing the spell Create Magic Scroll, imbued with enough additional PPE to cover the cost of the spell desired. If the original knower of the spell is recalcitrant this can be combined with the spell Id Alter Ego, and whatever bribery is required to get the temporary copy to play ball. Note that, with the low chance to learn spells from scrolls, this approach works best with the Chi Arcanist or Chi Immortalist from Mystic China, neither of whom have much PPE to speak of.
A useful metric by which to convert Elemental spells into Invocations is to double both the PPE cost and level (+/- 1 on the latter). There are some spells which are exceed that on either end of that range, but it's a good starting point. Narratively, many games would also have such a character hounded by angry Warlocks at the minimum. The Obsidian Spell Thief found in Dimension Book 6 gets around most issues with the source of a given form of magic, but among its multiple downsides can't cast above 6th level spells unless they have been recently stolen.
While there is an Alchemist NPC class detailed in PFRPG, the only example of an Atlantean Alchemist is given in the Atlantis World Book, pg 67. That character had some previous experience as a Stone Master, Ley Line Walker, Techno Wizard, Scientist, and Assassin, and it's in no way made clear which Alchemist & Tattoo Master abilities are being advanced. That character has 6 tattoos, and so while there's precedent for looking at a Tattoo Master as having some facility with magic
Note that hard-coded discipline access isn't strictly necessary; if there's access to a willing learned caster of a given discipline spells can just be taught. Many disciplines are descibed as coming in both learned and intuitive versions, such as Demon, Nature, and Blue Flame Magics. Disciplines which are detailed as being intuitive or mystical in nature such as Biomancy or Chaos, which are granted such as Elemental, Priest-specific, and "Shamanistic", or are limited to a very specifc group such as Dolphin and Hunting are a little harder to get for a learned caster. A resource-intensive approach which can work is to create Magic Scrolls containing the spell Create Magic Scroll, imbued with enough additional PPE to cover the cost of the spell desired. If the original knower of the spell is recalcitrant this can be combined with the spell Id Alter Ego, and whatever bribery is required to get the temporary copy to play ball. Note that, with the low chance to learn spells from scrolls, this approach works best with the Chi Arcanist or Chi Immortalist from Mystic China, neither of whom have much PPE to speak of.
A useful metric by which to convert Elemental spells into Invocations is to double both the PPE cost and level (+/- 1 on the latter). There are some spells which are exceed that on either end of that range, but it's a good starting point. Narratively, many games would also have such a character hounded by angry Warlocks at the minimum. The Obsidian Spell Thief found in Dimension Book 6 gets around most issues with the source of a given form of magic, but among its multiple downsides can't cast above 6th level spells unless they have been recently stolen.
While there is an Alchemist NPC class detailed in PFRPG, the only example of an Atlantean Alchemist is given in the Atlantis World Book, pg 67. That character had some previous experience as a Stone Master, Ley Line Walker, Techno Wizard, Scientist, and Assassin, and it's in no way made clear which Alchemist & Tattoo Master abilities are being advanced. That character has 6 tattoos, and so while there's precedent for looking at a Tattoo Master as having some facility with magic
- darthauthor
- Champion
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Re: Tattoo Master looking for Feedback
Thanks for the insight Curbludgeon,
I just glanced at page 67 and see the Lord Ahziree Aerihza.
11th level Alchemist & Tattoo Master
I have glanced at many of "The Rifter"
I may have unconsicously remember and osmosis integrated content.
I apologize for any intellectual infringment on who ever created that content.
My ideas of an Atlantean who put the magic tattoos on was that:
A. It is a LEARNED magic
B. Atlanteans keep it a secret
C. Only certain people in the clan are ultimately taught the secret.
D. I looked upon it like the tattoos are techno-wizard magic items.
E. That the leaders of Atlantean clans and the alchemist/tattoo masters themselves decide who can become an apprentice and be taught the skills.
F. That part of the process is to gain the approval of a alchemist/tattoo master. Which I imagine involved a lot of proving themselves loyal to their clan and its beliefs. I saw this a part Rogue Scholar O.C.C. only instead of being able to impart secondary skills they can they can create tattoos.
G. I sort of look upon the Tattoo Master like a Cyber-Doc who could install bionics only tattoos instead.
H. As a cyber-Doc could make a borg a Tattoo Master could make a tattoo man or undead slayer.
I. With the cyber-doc similarity, I imagined as a cyber-doc has a cybernetics themselves so to would a tattoo master have magic tattoos.
J. I imagined that being the creater of magic tattoos, they would be better at using them like a ley line walker takes better advantage of a ley line.
I imagined a lot of things.
I just glanced at page 67 and see the Lord Ahziree Aerihza.
11th level Alchemist & Tattoo Master
I have glanced at many of "The Rifter"
I may have unconsicously remember and osmosis integrated content.
I apologize for any intellectual infringment on who ever created that content.
My ideas of an Atlantean who put the magic tattoos on was that:
A. It is a LEARNED magic
B. Atlanteans keep it a secret
C. Only certain people in the clan are ultimately taught the secret.
D. I looked upon it like the tattoos are techno-wizard magic items.
E. That the leaders of Atlantean clans and the alchemist/tattoo masters themselves decide who can become an apprentice and be taught the skills.
F. That part of the process is to gain the approval of a alchemist/tattoo master. Which I imagine involved a lot of proving themselves loyal to their clan and its beliefs. I saw this a part Rogue Scholar O.C.C. only instead of being able to impart secondary skills they can they can create tattoos.
G. I sort of look upon the Tattoo Master like a Cyber-Doc who could install bionics only tattoos instead.
H. As a cyber-Doc could make a borg a Tattoo Master could make a tattoo man or undead slayer.
I. With the cyber-doc similarity, I imagined as a cyber-doc has a cybernetics themselves so to would a tattoo master have magic tattoos.
J. I imagined that being the creater of magic tattoos, they would be better at using them like a ley line walker takes better advantage of a ley line.
I imagined a lot of things.