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Re: Invented Magic Tattoos

Posted: Tue Sep 30, 2014 12:55 am
by Alrik Vas
Oddly enough, a Chiang-ku npc in my current campaign has a lesser version, just the water dragon. Thought the title Four Emperors was too cool not to use, so I made it multi-elemental instead.

Re: Invented Magic Tattoos

Posted: Sun Jan 18, 2015 7:50 pm
by abe
lightbulb behind the sun(light rays)
ppe needed 123
effect-you can send out rays of pure light that cause 12 hp damage to vampires & a NASTY sunburn to other creatures not effected negativly by sunlight!
nice huh?

Re: Invented Magic Tattoos

Posted: Sat Apr 09, 2016 3:00 pm
by drewkitty ~..~
Exploding Firework (or some type of light show)
PPE Needed: 2+
Effect: Creates a light sculptures based on those depicted in the Tattoo. These can have two uses.
The Non-Combat use is to make a light show to entertain people, or to distract marks from looking in the wrong direction when you are trying to sneak past. When activated for this use it Tattoo costs but 2 PPE to activate, and +1 PPE for each burst of light produced after the first. The range of the effects can be made out to 30 feet from the user. The range can be extended by 10 feet for every +1 PPE point added to activation cost.The Duration of this non-combat effect is one melee round per level.
Combat Use: Can be use much like a directional Blinding Flash spell. Creates a flash of light in the form depicted in the tattoo , formed in the direction the user is looking. It moves from where it form out to 60 feet. Blinding those that look at it for 1d4 melees. Normal blindness penalties. The saving throw is in the form of a Parry with only the P.P. bonus applicable. Even if the targets save vs the effects they are blinded for Two APM.
Combat use PPE cost: 5

Re: Invented Magic Tattoos

Posted: Thu Apr 28, 2016 5:33 pm
by Axelmania
drewkitty ~..~ wrote:Blood Covered (Animal & Monster modifier)
P.P.E. to Activate: +10 to activation cost
Power: The animal or monster appears to be covered with blood and drips. This doubles the damages done by tattoo animal's SD attacks and their speed. While it also doubles a monster's speed it only adds an extra die of damage to a monster's MD attacks.

Along the lines of applying magic weapon modifiers to summonables....

Flaming Snake Wrapped in a Serpent: inflict big MD bites to dragons?

Re: Invented Magic Tattoos

Posted: Sun May 22, 2016 12:28 pm
by Lynn
JuliusCreed wrote:Hey everybody! Uncle Remus here with a little something from the vaults for your consideration. Whaddayathink?

Beast Within
Appearance: Rips in the Tattoo Man's skin with claws that give the appearance of some creature tearing its way out. Tattoo may include a glowing eye or two, a hint of fangs or any other little details desired, but the overall effect must be that of some unseen creature ripping through the T-Man's skin.
PPE Cost: 200
Range: Self
Duration: 4 melees/lvl
Saving throw: None
Effect: Activation of this tattoo causes an effect similar to the Monster Shaping tattoos (Rifts South America 1 pg 101 & Book of Magic pg 233) except rather than summoning an ectoplasmic armor around the T-Man, his body actually takes on the shape of some horrific nightmare creature. The exact appearance of the creature varies widely between individuals, from hairy werewolf-like monstrosities to rampaging lizard beasts, fanged demonic horrors and literally anything you can imagine, but the basic abilities between them all are identical.
The transformation grants the following powers; +10 to PS, +5 to PP, +100 S/MDC, an additional +2 to Strike and Parry, +4 to Dodge and Initiative, 1 additional attack per melee and the T-Man gains claw attacks (3d6 dmg+PS bonus) and bite attacks (2d6 damage). The beast form also gives the T-Man enhanced senses for the duration of the spell, including Nightvision out to 60 feet, enhanced sense of smell that allows him to track by scent at 70% proficiency (90% if it's a blood scent), and acute hearing that grants the combat bonuses above and allows him to parry attacks hand to hand attacks from the rear (can still be shot in the back)
Now the bad news. The T-Man's other tattoos cannot be used while transformed unless they have already been activated beforehand. for example The T-Man has this tattoo plus an animal (a lion), a simple weapon (battle axe), and a power tattoo (death touch). The T-Man summons his axe for his first attack, brings up his lion for his second attack and then activates Beast Within. While Beast Within is active he can still wield the axe and command his lion, but he will not be able to activate his Death Touch power tattoo until the duration for the Beast Within expires or is cancelled. If he activates Death touch before the Beast Within, he can use that power while in the transformed state.

Questions? Comments? Compliments? Complaints? Suggestions?


maybe have the character roll a nightbane as the monster within. just a thought

Re: Invented Magic Tattoos

Posted: Sun Jul 10, 2016 9:40 pm
by SpiritKitsune7
Modern Weapon Tattoo: Rocket Turret
Duration: 10 min per level
PPE: 80
Max range: 1 mile
Holds 6 guided mini-missiles
Uses standard mini-missiles
Costs 60 PPE to refill turret with 6 mini-missiles
Damage/effect as per mini-missile type
Tracks designated targets and can be magically attached to an vehicle.
Note: Invented by a Chang-Ku.

Do I need to fix anything on my tattoo?

Re: Invented Magic Tattoos

Posted: Mon Jul 11, 2016 4:16 pm
by Bill
SpiritKitsune7 wrote:Modern Weapon Tattoo: Rocket Turret
Duration: 10 min per level
PPE: 80
Max range: 1 mile
Holds 6 guided mini-missiles
Uses standard mini-missiles
Costs 60 PPE to refill turret with 6 mini-missiles
Damage/effect as per mini-missile type
Tracks designated targets and can be magically attached to an vehicle.
Note: Invented by a Chang-Ku.

Do I need to fix anything on my tattoo?

Modern weapons are specifically prohibited on WB2 p86. However, you could write it as a purely magical power.

Six Shooting Stars
P.P.E. to activate: 60
Duration: One minute (4 melee rounds) per level of experience or until cancelled.
Power: The tattoo user can call into existence six glowing balls of energy that orbit the character's head. The character can mentally direct these energy balls against his foes using any number of energy balls up to the full six as a volley. Directing any number of energy balls against a single target uses one attack/action.
Number of Attacks: Up to six.
Damage: Each ball of energy inflicts 3D4 M.D. plus 1D4 M.D. per additional level of experience. The energy balls explode on impact, affecting a 1 foot (.3 m) radius per level of experience as a missile would (see RUE, p 362).
Range: 200 feet (61 m) plus 200 ft (61 m) per level of experience.
Bonuses: +3 to strike; only bonuses from the P.P. attribute can be added to this strike bonus, hand to hand and W.P. bonuses are not applicable. A single attack roll is made for all energy balls used in a volley. If they miss, the balls are self-guided and will attempt to strike the target again on their next attack/action (each ball has two attacks/actions per melee round). The balls have 1 M.D.C. per level of the T-Man that created them and can attempt to dodge attacks with a +3 bonus. Destroying a ball causes it to cease to exist rather than detonating it prematurely.

Re: Invented Magic Tattoos

Posted: Mon Jul 11, 2016 5:15 pm
by drewkitty ~..~
SK7: other then that they can't be modern weapons, you proposal had a duration much longer then any other power tattoo that shoots out magic. (1 min/L and 5min/L)
The range is also much to long for a magic tattoo.
--------
Nice one Bill. :ok: :ok:

I would of added text about them leaving a trail of glowyness as they move. To make their imagery match the tattoo. (so they look like comets as they move)

However, the range bonus is a bit high by x2. and you are limiting the tattoo to just 6 rounds.
And if they are moving missile speeds they need a speed stat.

You did a good job of balancing the limitations verses the abilities.
The only parts I don't like is the self guided part and that they can be shot down.

Re: Invented Magic Tattoos

Posted: Fri Jul 28, 2017 1:03 pm
by gaby
What Spells would you like to see turn into do Magic Tattoos?

Re: Invented Magic Tattoos

Posted: Fri Jul 28, 2017 6:28 pm
by drewkitty ~..~
are you limited this question to canon and Rifter spells?

Re: Invented Magic Tattoos

Posted: Fri Jul 28, 2017 7:29 pm
by 13eowulf
gaby wrote:What Spells would you like to see turn into do Magic Tattoos?

My answer to this is 'none'. I would rather see unique tattoos instead of "this tattoo mimic x spell for the duration" or "this tattoo lets you cat x spell or abc spells y number of times or z number if times per time period"

Hell, there are literally hundreds of abilities in various books outside of spells one could steal and use as a tattoo, or even super powers you could have a tattoo mimic over spells. Enough with the tattoo versions of spells, may as well just make a tattoo template you can slot any spell into with some sort of ppe formulaic modifier involving original ppe cost and level and be done with it. Duration spells get a modified duration, instant spells get a rate of fire.

Re: Invented Magic Tattoos

Posted: Fri Jul 28, 2017 7:53 pm
by gaby
I say canon.

But Powers are also a Good idea.

Re: Invented Magic Tattoos

Posted: Mon Jul 31, 2017 1:20 pm
by gaby
What H.U,s Powers make Good Tattoos?

Re: Invented Magic Tattoos

Posted: Mon Jul 31, 2017 10:01 pm
by drewkitty ~..~
Getting "ideas" from superpowers might be a good idea, But directly ""converting"" *shakes head* I wouldn't do that.

There is a winged flight spell and super power….making a 'wings' tattoo I would make the stats different then both.

as for a wingless flight tattoo….this could take many forms, & the one that came to me off the top of my head was a tattoo of Sups himself flying. the side effect would be that the t-(wo)man would be covered in blue and red tights w/cape while it was in effect. :D 8) If it was a AT US the symbol would be their clan emblem. ;)

Re: Invented Magic Tattoos

Posted: Wed Jul 15, 2020 1:15 pm
by drewkitty ~..~
Slimy Tattoos

A blue orb with a core of dk blue (slime), bound in a pair of crossed magic circles on a shield.

PPE to Activate: 30.
Duration: five minutes per level, special.
Power: For the duration of the magic a blue shield forms around the user. The magic will intercept any magic cast on the user, and bind it into a small 3 inch blue orb with a dk blue center. The orb (slime) can remain like this for one day per level of the user. The user of this tattoo can touch the orb without setting the orb off, and is able to use this orb like a grenade by throwing it at a target so the spell will effect whoever it hits. The orb will bounce off of none animate objects like a tennis ball.
Availability: Extremely Rare. Unknown to both sets of Atlanteans, True and slpugorth.
(If the user of this tattoo is also a card mage then the orb can be used to Bomb/Trap Cards by incorporating the captured spell into the magic card.)

Re: Invented Magic Tattoos

Posted: Fri Jul 17, 2020 1:38 am
by drewkitty ~..~
*pull out a random rifter….#43)

Unlike other Tattoos This one only has a name.
Sexy Escort
Picture: <an escort in what the user things is sexy>
Duration: 1 hour per level of user.
PPE Cost: 40.
Description: Unlike with other magic tattoos when activated they have real to life colors, and can hold a conversation with the user and other people. The Escort will have the same hand to hand abilities as the user. These are possible because there is a slime imbedded in the tattoo. The user will be warned not to abuse the escort or they might develop a dislike of them and start to punish them for the disrespectful behavior. Sometimes by not activating. And that there is a problem once the user had this tattoo from 4 levels, the tattoo sometimes self activating and wanders off to experience the world without the user.

Most people don’t take this advice, since most of the people wanting this tattoo are very self-important that don’t listen to others, or are loners that don’t really know how to interact with people.

Re: Invented Magic Tattoos

Posted: Fri Jul 17, 2020 1:14 pm
by drewkitty ~..~
(Another random Rifter….#53)

Hero Outfit
Description: The User in a stylized outfit Fit for a SuperHero.
Duration: 10 minutes, special.
Powers: the tattoo surrounds the user with a hero suit that shows off their physiques. Well the physiques the tattoo gives them. The tattoo boost the user’s physical stats to those of a hero’s. (Raised to 17 if lower, keeping those that are higher.) The user gets 20 mobile attribute points that the user can apply to their physical stats as needed. [excluding PB….but this is raised to 17 also with activation.] This does mean in a single activation the user can move the points around to fit the need of the moment. When applied to the spd attribute each mobile point counts as four.(e.g. like if the user needs more running speed they can move more points into their spd attribute, or if they need to be more dexterous they can move more points into their P.P. attribute.) With each level of experience the user can choose between more duration or more mobile attribute points. or the ability to call forth weapon or. The weapon is equal to that what is gained through a weapons simple tattoo, but with further level-ups choices can be upgraded to have other abilities.

Unlike normal magic tattoos this tattoo can not be bought or given out by mortals. As such it is extremely rare, and having P.E activations per day. The activations can be strung together without interruption at will. However, if the ‘normal tattoo’ like powers are taken, they cost the user just as much PPE as a T-man.

Other Bonuses:
+3D6x10 SDC
+3d6x10 PPE, +PE PPE per level. (unmodified base PE)

Note: that the hero outfit is in full color.
GM Note: This tattoo is, in PB game terms, is for a “Mysticly Bestowed Abilities” character. See the HU2 Core book page 154 for the ‘Idea text’ of the MBA power category. And I would suggest that mimicking 'power tattoos' be limited to higher levels.

Re: Invented Magic Tattoos

Posted: Fri Jul 17, 2020 8:30 pm
by taalismn
drewkitty ~..~ wrote:(Another random Rifter….#53)

Hero Outfit.


This is not likely to be one of those things you wake up with along with a hangover in Tijuana...unless you're going for a really funky origin story, have visited a REALLY exotic variant of the place, or the GM has a mean sense of humor and a magic tattooist who likes handing out power to random mooks for the $#!+s and giggles....

Re: Invented Magic Tattoos

Posted: Sun Jul 19, 2020 12:20 pm
by drewkitty ~..~
*pull out a random rifter….#23

Dino-Man
Picture: of a humanoid dino-person
Duration: 5 minutes per level of user.
P.P.E. Cost: 35.
Description: The dino-man/dino-woman (the type is set at time of tattoo creation) created is made up of magic energy, and is an extra fighter in a tight spot or to hinder anyone from following the user.
S.D.C.: 30 +5 per level of user.
Size: from 4 ft to 15 ft tall (this is set at time of tattoo creation)
Attributes: I.Q.:9, P.S.:30 P.P.:22 P.E.:30 spd: 9-25 (depending on type that was set at time of tattoo creation)
Impervious to pain, poison, cold, heat, fear and psionic attacks.
Combat: A.P.M.: 5. Init: +2, Combat rolls: +6 (this includes P.P. bonus) Punches: 2d6+P.S. S.D. Kicks: 3d6+P.S. S.D. Tail strikes: 1d6+P.S. S.D.
Can lift-carry as per PS 30. Can assist to clear rubble but is not a beats of burden so will not carry things farther than 100 feet.

If used in an M.D.C. environment the S.D.C. turns into M.D.C. and the tattoo construct does M.D. with its bare handed attacks.

Re: Invented Magic Tattoos

Posted: Sun Jul 19, 2020 8:25 pm
by taalismn
drewkitty ~..~ wrote:*pull out a random rifter….#23

Dino-Man
Picture: of a humanoid dino-person .


Or any of the Mad Haven mutants will do, especially if the Splugorth have had more contact with the mutant-folk.

Re: Invented Magic Tattoos

Posted: Mon Jul 20, 2020 5:31 pm
by drewkitty ~..~
*Random Rifter…..#64

Norther Dragon Trap
Picture: a bluish-dirty white dragon exhaling a cold looking stream icy water.
PPE: 44
Duration: special: lay in wait: 20 minutes per level of user. Active: 2 minutes per level of user.
Description of the Magic: This tattoo creates a magic trap that is meant to dissuade people from following along the same path as the user. If this trap is activated then the area it was placed on (10 feet per level across.) chills down to the point that the humidity in the air turns to mist, and the ground frosts over. Then a Winterserpent just like the one depicted in the tattoo, appears. This will be ether out of the mist, from around a corner, or from out of the ground shrugging off dirt of snow, Like it was just sleeping and you woke it up, and is now mad. The dragon emanates a Horror Factor 15, however, this trap is mostly a ‘paper tiger’, being a magical light sculpture. Even thou it looks solid, there is no substance to it.

It is only …mostly… a paper tiger. For the trap does have a very real Breath. Its breath weapon will soak and cover one wagon sized (or larger) object with sub-zero stream of water that freezes after it hits. If two human sized targets are within 6 feet of each other the can both be hit. If the target hit is a living being and not ether immune to the cold or is not wearing waterproof clothing, they will have to save vs cold vs 20 (PE bonus applicable) to avoid the effects of severe hypothermia (95.0-91.4 Fahrenheit) and only suffer mild hypothermia (97.6-95.0 Fahrenheit). Ether way they will need to remove or replace the wet clothes soon or their body temp will drop further. (See the Northern Hinterlands gamebook pages 24 & 25 for the details of the penalties of and treatments for hypothermia.)

If anyone is brave enough to make it past the Winterserpent trap then they are ignored by the trap.

Combat: the dragon will stand in the center of the trap area. Breathing on anyone who is in front of it within the range of its 30 foot long breath attack. The trap can use its breath weapon every other melee attack and has a +5 to strike. If there is no one within range then it will make a breath attack on the floor/ground to making it icy and to cause spray that would encourage anyone to just leave.

Re: Invented Magic Tattoos

Posted: Mon Jul 20, 2020 9:45 pm
by taalismn
drewkitty ~..~ wrote:*Random Rifter…..#64

Picture: a bluish-dirty white dragon exhaling a cold looking stream icy water..


You need to give this one a name for easier convenience.
Otherwise it's a great little trap/dissuader.

Re: Invented Magic Tattoos

Posted: Mon Jul 20, 2020 10:44 pm
by drewkitty ~..~
drewkitty ~..~ wrote:*Random Rifter…..#64

Norther Dragon Trap
Picture: a bluish-dirty white dragon exhaling a cold looking stream icy water.


*a disgruntled voice comes over the telephone*" No I am not a Northern Dragon, I am a Southern dragon. You humans are melting the polar ice cap, I saw it coming decades ago so I moved to Antarctica ages ago."


Southern Dragon Trap.

Re: Invented Magic Tattoos

Posted: Mon Jul 20, 2020 11:11 pm
by Mack
This thread has me thinking about creating another class of tattoos, one of minor powers. They would be treated like an SDC weapon or animal tattoo (meaning two could be acquired per level) but they would be relatively low power.

Such as:
-- 4 PPE for a set of SDC clothes.
-- 5 PPE for Negate Minor Illness (cures indigestion, the flu, hangovers, etc; no effect on magically induced illness).
-- 2 PPE to temporarily tame a SDC animal.
-- 3 PPE for Climb (same as Invocation).

Re: Invented Magic Tattoos

Posted: Tue Jul 21, 2020 12:20 am
by taalismn
Mack wrote:This thread has me thinking about creating another class of tattoos, one of minor powers. They would be treated like an SDC weapon or animal tattoo (meaning two could be acquired per level) but they would be relatively low power.

Such as:
-- 4 PPE for a set of SDC clothes.
-- 5 PPE for Negate Minor Illness (cures indigestion, the flu, hangovers, etc; no effect on magically induced illness).
-- 2 PPE to temporarily tame a SDC animal.
-- 3 PPE for Climb (same as Invocation).



Go for it. Why should magic be old, stodgy, and static, while technology races ahead?

Re: Invented Magic Tattoos

Posted: Tue Jul 21, 2020 12:35 pm
by drewkitty ~..~
Mack wrote:This thread has me thinking about creating another class of tattoos, one of minor powers. They would be treated like an SDC weapon or animal tattoo (meaning two could be acquired per level) but they would be relatively low power.

Such as:
-- 4 PPE for a set of SDC clothes.
-- 5 PPE for Negate Minor Illness (cures indigestion, the flu, hangovers, etc; no effect on magically induced illness).
-- 2 PPE to temporarily tame a SDC animal.
-- 3 PPE for Climb (same as Invocation).

It's for posting the magic tattoos you/anyone invents.
TA/Splugi/CK tattoos, Danzi Spirit Tattoos, Nat. Am. tattoos or types of your own creation.
I would suggest to add how they interact with the limits of the other tattoo types if you make a whole new school.

On that Note: Slime Tattoos will typically count as a power tattoos of the TA/S/CK type, depending on the level of power in them.


P.S.: I was just looking through another random Rifter (#62) and the only thing I could think of for a new tattoo was one that made a Official (looking) Badge. Maybe it'd count as a weapon:simple tattoo.

Re: Invented Magic Tattoos

Posted: Wed Jul 22, 2020 2:44 pm
by drewkitty ~..~
random rifter.....#81
"Honny, did you vacuum the living room floor."
"Yes, Dear. ....Why?"
"Its all fluffed up but I don't see any wheel tracks...."

Shifting Earth
Picture: a set of footsteps that fade out as they gets older, with little movement marks around the fading ones.
PPE: 13
Duration: 5 min. per level.
Power: all tracks within 2 feet +6 inches per level of the user fade into the dust/dirt/snow/mud/whatever... after the user passes by. It does this by moving the particles of what was walked on/in to destroy the tracks. This will work in uptown 18 inches of snow.
The user can shift out a trail in deeper snow or dust if they spend another 13 PPE per 18 inches of the stuff.
Note: that with a very good trading skill roll (01-05%) or perception roll (19+) an "experienced tracker" can notice the path where all tracks have been cleared.

Re: Invented Magic Tattoos

Posted: Wed Jul 22, 2020 9:33 pm
by taalismn
drewkitty ~..~ wrote:Note: that with a very good trading skill roll (01-05%) or perception roll (19+) an "experienced tracker" can notice the path where all tracks have been cleared.


It's like ECM..sometimes the attempt ot cover up something, reveals the presence of something that's been covered up. :)

Re: Invented Magic Tattoos

Posted: Thu Jul 23, 2020 11:50 pm
by drewkitty ~..~
*random Rifter...#20*

"Told ya I had a dark side."

Shadow Self
Picture: the users as a shadow with a outline drawing of the user behind it.
PPE:
15.
Duration: 2 minutes per level of user.
Power: with activation of the tattoo it looks like the user blinks out and becomes a shadow being. The Shadow being will attack/defend or dodge/evade as the user intends. However, the only way for the shadow self to attack is by using one of the user's weapon tattoos, because it is etherial, having no substance. However, it does have have three times the user's sped attribute. (if you have the TMNT spd dodge bonus chart use that to figure out the DB for that speed.) Otherwise the shadow self will have all the basic combat skills (w/o attributes bonuses) for the shadow self.
While the shadow self expressed itself, the magic of the tattoo makes the user invisible(S) for the duration.

Re: Invented Magic Tattoos

Posted: Fri Jul 24, 2020 8:21 pm
by taalismn
drewkitty ~..~ wrote:*random Rifter...#20*

Shadow Self
[b]Picture: the users as a shadow with a outline drawing of the user behind it..


"Told ya I had a dark side."

Re: Invented Magic Tattoos

Posted: Sat Jul 25, 2020 4:43 pm
by drewkitty ~..~
*pulls out a random Rifter……#4*
‘…..hummm…humm….nothing sparks an idea’
*back on the shelf*

*another random Rifter…#10*
“I never told you I have an attractive personality?”


Hand of the God World

Picture: an image of the sunward side of a gas giant. (colors, moons and rings are optional)
PPE: 20.
Duration: 1 melee round per level of user.
Max Delay: 1 minute per level of the user.
Power: creates a singularity with one earth gravity per level of the user. While the singularity is magical in and of itself, the gravity it produces is very real. The spot (this is always in relation to something to something like a ship or planet) the singularity is set to is marked by smallish light sculpture of the jovian planet depicted in the tattoo. With the sunlit face facing the direction the user wishes. Creators intent for this light sculpture was for it to mark the spot at which the effects will take place. That way the user, and the user’s comrades could retreat out of the range of the effects, while luring their opponents into the effect range. The Gravity gradient is fairly steep with the maximum gravity at the core 5 foot radius, lowering by 1 gravity every 5 feet further from the core area. The gravity effects everything within the area equally, and once the force overcomes any friction between a person and the ground they are drawn unceremoniously to the singularity. Strong chars can ‘climb’ along the floor away from the gravity if there are foot and hand holds. However, can’t just muscle/resist their way through standing up. Even deities will succumb to this if they have no way to resist this.

Simplified Damages: Normal 10 foot falling damage times the max gravity of the singularity starting with the 2nd object pulled in.

Notes:
➣Once the place and delay are set there is no changing them, except to cancel the magic as a whole.
➢Since the lighted face of the light sculpture is facing the user (assumed), then the dark side of the light sculpture is facing the opponents.

Re: Invented Magic Tattoos

Posted: Sat Jul 25, 2020 9:49 pm
by taalismn
drewkitty ~..~ wrote:*

Hand of the God World

Picture: an image of the sunward side of a gas giant. (colors, moons and rings are optional)
PPE: 20.

Simplified Damages: Normal 10 foot falling damage times the max gravity of the singularity starting with the 2nd object pulled in..


Why doesn't the damage start with the first object pulled in?

Now, does anybody/thing trapped by the gravity smack into the ground at the point set(just stop and go clunk?), or could they g flying past it? Could I say, set up the attractor next to a glass window-wall on the 50th floor and let my targets smack into the window, and possibly through it to the long drop beyond?
And does it matter what sort of surface I set it off on with regards to damage(say, I set it on the rubber playground mat, as opposed to a steel road grate)?

Re: Invented Magic Tattoos

Posted: Sat Jul 25, 2020 11:08 pm
by drewkitty ~..~
taalismn wrote:
drewkitty ~..~ wrote:*

Hand of the God World

Picture: an image of the sunward side of a gas giant. (colors, moons and rings are optional)
PPE: 20.

Simplified Damages: Normal 10 foot falling damage times the max gravity of the singularity starting with the 2nd object pulled in..


Why doesn't the damage start with the first object pulled in?

Now, does anybody/thing trapped by the gravity smack into the ground at the point set(just stop and go clunk?), or could they g flying past it? Could I say, set up the attractor next to a glass window-wall on the 50th floor and let my targets smack into the window, and possibly through it to the long drop beyond?
And does it matter what sort of surface I set it off on with regards to damage(say, I set it on the rubber playground mat, as opposed to a steel road grate)?


There is nothing for the first object to hit.

It depends on where the Singularity is set to. If it is set at eye level (which is where the writer was presuming the User would set it) the resulting glob would be mid air.

GMs that want the char that gets caught in it to yoyo back and forth till motion stops due to friction of the air or smacking into the next poor sod can do it that way. Or if they want the caught to just stop at the singularity they can do it that way.

The singularity would have to be outside the building for it to pull anything outside of the building.
HUmmm....if the user canceled the magic as the caught up in the gravity effects pass it...I guess the smashing out the window is possible.

Could a char with flight powers (or maybe super speed powers), fly towards the singularity to get a gravity assisted slingshot to escape by leaving the other side of the effect field? yes, if GM option one was taken. But the player would have to think of it and roll piloting to miss whatever is already caught up in the gravity field.

Everything caught up in the gravity field would just drop once the regular gravity of the planet reasserted itself when the magic ends.

(yes, I know it is still a 'trap' effect, but most of the direct usage powers are already written up as official and R-Optional Tattoos)

Re: Invented Magic Tattoos

Posted: Sun Jul 26, 2020 12:57 am
by Kraynic
Basically the magnetism spell, but with gravity. Cool.

The damage makes sense to me, just because that is how it is with magnetism. The armored person in the smithy doesn't get hurt from being pulled to the center of the magnetic field, but when the anvil gets there...

Re: Invented Magic Tattoos

Posted: Sun Jul 26, 2020 1:47 am
by taalismn
Kraynic wrote:Basically the magnetism spell, but with gravity. Cool.

The damage makes sense to me, just because that is how it is with magnetism. The armored person in the smithy doesn't get hurt from being pulled to the center of the magnetic field, but when the anvil gets there...


Or the sword..... :demon:

Re: Invented Magic Tattoos

Posted: Sun Jul 26, 2020 12:52 pm
by drewkitty ~..~
*RR....#8*


Back to Camp

Picture: a doorway of swirly rainbow lights, with tents shown through the doorway.
PPE: Set Waypoint: 10. Make Doorway: 70.
Duration: 5 minutes per level of user.
Description: This tattoo makes a doorway to the last waypoint set to this tattoo. Dimensional barriers are the only thing that blocks this. (Like the DB spell in the PF LoB page 87.)
Range: 100 miles.

Re: Invented Magic Tattoos

Posted: Sun Jul 26, 2020 8:18 pm
by taalismn
drewkitty ~..~ wrote:*
Back to Camp

Picture: a doorway of swirly rainbow lights, with tents shown through the doorway.
PPE: Set Waypoint: 10. Make Doorway: 70.
Duration: 5 minutes per level of user.
Description: This tattoo makes a doorway to the last waypoint set to this tattoo. Dimensional barriers are the only thing that blocks this. (Like the DB spell in the PF LoB page 87.)
Range: 100 miles.


"Where'd he go? He was in here just a minute ago! I had some more work for him!"

Re: Invented Magic Tattoos

Posted: Tue Jul 28, 2020 5:52 pm
by drewkitty ~..~
Random Rifter.....#27

Effecancy
Picture: a blue beam shining through a sphere coming thinner on the other side.
Cost: a Power tattoo slot.
Power Description: This tattoo reduces the PPE cost of even other tattoo of the T-man by 10%.
Adding Blood soaked thorn vines adds 1 perm PE point to the cost while bumping up the savings to 20%.


Well of Magic
Picture: a stone circle (imagineer Stonehenge if new/compleat) with two blue lines crossing.
Cost: 1 perm PE point.
Power description: This tattoo causes the user to recharge their PPE at 1 every two minutes no matter what activity level. If the user is not a full t-man, this tattoo only gives 1 PPE every four minutes.

Re: Invented Magic Tattoos

Posted: Tue Jul 28, 2020 10:03 pm
by taalismn
Interesting. Amplifiers for amplified abilities...

Re: Invented Magic Tattoos

Posted: Tue Jul 28, 2020 10:48 pm
by drewkitty ~..~
taalismn wrote:Interesting. Amplifiers for amplified abilities...

They are two different tattoos.
27 does have "The Pros and Cons of studying Magic." in it.

Re: Invented Magic Tattoos

Posted: Wed Jul 29, 2020 8:47 pm
by taalismn
drewkitty ~..~ wrote:27 does have "The Pros and Cons of studying Magic." in it.


"J'hn here is a professional diviner and Ca'l just spent eighteen months in a CS detention camp for getting a tattoo."
Oh, you meant a DIFFERENT pros and cons, didn't you?

Re: Invented Magic Tattoos

Posted: Thu Jul 30, 2020 8:54 pm
by drewkitty ~..~
*read the last post and got an idea*

"Where did Allistare go?....Wasn't he in that cell over there?"

And this Tattoo will set you Free.
Picture: of shattered jail bars and chains.
PPE: 35,
Duration: instant.
Description: all bonds of any sort shatter if they are within 5 feet of the user. Magical bonds get a save vs this magic (16), and only open to free the bound prisoner.
This is a power tattoo that cannot be blocked from being activated. As such counts as two power tattoos.

Re: Invented Magic Tattoos

Posted: Thu Jul 30, 2020 11:58 pm
by taalismn
drewkitty ~..~ wrote:*read the last post and got an idea*

"Where did Allistare go?....Wasn't he in that cell over there?"

And this Tattoo will set you Free.

bad pun....VERY useful power...
Guard: (looking at the pile of shredded latex rubber, frayed canvas, popped buckles, and shattered chain at the feet of the glowering, growling, and glowing (ex)prisoner three inches away an)"...okay, maybe the boot in the ribs was uncalled for...." :eek:

Re: Invented Magic Tattoos

Posted: Fri Jul 31, 2020 9:16 pm
by drewkitty ~..~
Is the cost balanced with the power?

Re: Invented Magic Tattoos

Posted: Fri Jul 31, 2020 11:55 pm
by taalismn
drewkitty ~..~ wrote:Is the cost balanced with the power?


I'd make it 40 because of its pan-restraint breaking ability. But I'm also thinking of how it taking up two slots balances the power requirements.

Though, what happens if the character is earring. poison-injecting or explosive restraint?

Re: Invented Magic Tattoos

Posted: Sat Aug 01, 2020 1:23 pm
by Kraynic
taalismn wrote:explosive restraint?


I could easily imagine that being a drawback.

"What happened?"
"I don't know. He wasn't doing anything, but just suddenly blew up."

Re: Invented Magic Tattoos

Posted: Sat Aug 01, 2020 7:10 pm
by drewkitty ~..~
*shakes head*
The breaking apart doesn't trigger traps.

Re: Invented Magic Tattoos

Posted: Sat Aug 01, 2020 9:31 pm
by taalismn
drewkitty ~..~ wrote:*shakes head*
The breaking apart doesn't trigger traps.


So the magic can outwit an anti-tampering mechanism?
Color me impressed.

Re: Invented Magic Tattoos

Posted: Sun Aug 02, 2020 12:31 pm
by drewkitty ~..~
taalismn wrote:
drewkitty ~..~ wrote:*shakes head*
The breaking apart doesn't trigger traps.


So the magic can outwit an anti-tampering mechanism?
Color me impressed.

not 'out wit', breaks.


The only way I can think of to work around this magic it for the bondage items (*thwaks those with dirty minds* get your minds out of the gutter) to incorporate a self detonating binary explosive or a binary or trinary poison which the components would mix after the bondage item breaks.

Re: Invented Magic Tattoos

Posted: Sun Aug 02, 2020 8:12 pm
by taalismn
drewkitty ~..~ wrote:[
The only way I can think of to work around this magic it for the bondage items (*thwaks those with dirty minds* get your minds out of the gutter) to incorporate a self detonating binary explosive or a binary or trinary poison which the components would mix after the bondage item breaks.


Wouldn't breaking a circuit do the trick as well?
Because it's an article of faith that anybody willing to wire a poisonous/explosive collar to somebody has the mindset to approve /think of nasty failsafes.