Tattoo Magic, related Races and Framework
Posted: Fri Apr 28, 2017 5:58 pm
Something I worked up today. Likely needs some adjustment.
Tattoo Magic
Tattoo magic is an ancient form of enchanting, imbuing living flesh with mystic power. Taught by the Chiang-ku to the True Atlanteans in the days of High Atlantis, it’s secrets were wrested by the Splugorth, either from rogue Chiang-ku or during the Atlantean diaspora after the Atlantean Cataclysm. For True Atlanteans, it is part of their culture; all True Atlanteans are tattooed young with the “Marks of Heritage”, including a sword bearing the crest of their Clan, and a mark providing protection against vampires. Not all True Atlanteans study tattoo magic; they can make use of the Marks of Heritage and minor tattoos, but without the Arcane Background in Tattoo Magic, they cannot acquire other Power Tattoos.
Tattoos form two basic types: Minor Tattoos, also called Gear Tattoos by Splugorth Slaves, and Power Tattoos. Minor Tattoos create relatively simple, mundane objects. Most common are Medieval Weapons, such as swords, clubs, flails, and so on, but can also include medieval armor, ropes, lockpicks, quivers of arrows, or any simple tool with a minimum of moving parts, and nothing which functions due to chemical reactions (so no batteries, bullets, or lighters, for example). Creating such objects requires no roll, but normally requires an action. Each different object requires a separate tattoo, and a single PPE. The object will persist indefinitely while attended to by the Tattooed Warrior, and for a round after they release it.
Power Tattoos are far more flexible, and more closely mimic the Powers of spellcasters, psychics, and other Arcane Backgrounds. A primary difference is range; powers designed to help someone frequently only function on the Tattooed Warrior themselves; functioning at their normal range requires a different tattoo, and an additional power point. Tattoos are also limited; any choices about the power, save the target, must be made when the tattoos is created; a Boost Strength Tattoo is different than a Boost Spirit Tattoo, and if the Tattooed Warrior is to use it beyond themselves, it will require a separate tattoo, and cost 3 (rather than 2) points to use.
All tattoos impart power and endurance to their bearers. For every tattoo, the bearer receives +1 PPE. For every 3 tattoos, the bearer receives +1 to Armor and Toughness. However, worn armor interferes with the use of Tattoo Magic, inflicting a 1 point penalty on Tattoo Magic skill rolls per point of armor. Tattoo Magic carries an additional drawback: because it is enchanting, too many tattoos will inhibit the use of other magic. For every power tattoo, or two minor tattoos, any skill dependent upon PPE (spellcasting, mysticism, a techno-wizard’s Weird science) takes a -1. True Atlanteans do not count their Marks of Heritage for this penalty.
Tattooed Warrior Iconic Framework
Tattooed Warriors must be Humans, Ogres, Elves, or True Atlanteans; Chiang-ku Dragons are also capable of learning Tattoo Magic, but have their own approach, different from this Iconic Framework. True Atlantean Tattooed Warriors are frequently known as “Undead Slayers”; humans, ogres, and elves who are Tattooed Warriors are most commonly slaves of the Splugorth.
Tattooed Warrior’s Hero’s Journey
Tattooed Warriors begin with three rolls on the Hero’s Journey tables, chosen from any except Body Armor, Cybernetics, Ranged Weapons, and Underworld & Black Ops.
Tattooed Warrior Abilities and Bonuses
Arcane Background (Tattoo Magic). Tattooed Warriors begin with 10 PPE, and a d8 Tattoo Magic skill. They begin with 4 Minor Tattoos and 4 Power Tattoos. If the “New Power” Edge is acquired, two Minor Tattoos may be taken, or one Power Tattoo.
Trained to War: Tattooed Warriors begin with d8 Fighting and two Combat Edges. They must meet the requirements of any edges they select. They may also activate 1 minor tattoo each round as a free action.
Enhanced Toughness. Tattoo magic enhances the toughness of those who have been subjected to it. For every 3 tattoos, Tattooed Warriors receive +1 Armor and +1 Toughness.
Enhanced Magic. Tattooing imparts a bit of additional PPE reservoir into their skin. For each tattoo, add +1 PPE.
Master of Magic: Tattooed Warriors may use their Power Tattoos as Mega Powers, if they wish.
Tattooed Warrior Complications
Naked and Famous: Physical armor impedes a Tattooed Warrior’s access to his powers. Each point of worn armor imposes an equal penalty on Tattoo Magic rolls.
Tattooed Freak: Tattooed Warriors are very noticeable. For every 2 power tattoos, they receive a -1 modifier to Charisma to those prejudiced against magic, Splugorth/True Atlanteans, or tattoos.
Conditioned: Tattooed Warriors all have a Major personality hindrance stemming from their background. Undead Slayers may suffer from Arrogant, Code of Honor, Heroic, or Vow. Splugorth Tattooed Warriors may suffer from Arrogant, Bloodthirsty, Overconfident, or Vengeful.
Unable to Learn: Tattooed Warriors cannot learn Powers in any normal way; acquiring a Power requires that they visit a Tattoo Master willing and able to provide them the tattoo they wish, take the equivalent of two wounds, and heal from them without magic. Acquiring a Minor Tattoo requires the same, but they only need to heal from one wound. Any powers acquired during character creation are assumed to have been adequately healed. Furthermore, Tattooed Warriors may not possess any other Arcane Background dependent on PPE, though they may use Psionics normally.
Cybernetics: Like other magical disciplines, each point of cybernetic Strain inflicts a 1 point penalty on the Tattoo Magic skill.
True Atlantean Race:
*Magical Folk: +5 PPE (+1)
*Marks of Heritage: Sword. May summon a (medieval era) sword that remains until dismissed. May only summon 1 sword at a time. If the True Atlantean is a Tattooed Warrior, this counts as a bonus Tattoo. The bonus PPE from this Tattoo is already included in the “Magical Folk” trait. (+1)
*Marks of Heritage: Protection from Vampires. A +4 bonus to resist the powers of vampires, and +4 armor from a vampire’s attacks. This tattoo requires no roll or PPE to activate. If the True Atlantean is a Tattooed Warrior, this counts as a bonus Tattoo. The bonus PPE from this Tattoo is already included in the “Magical Folk” trait. (+1)
*Enemies: True Atlanteans are deeply unpopular with many throughout the Megaverse. When recognized as True Atlantean, there is a 50% chance they will receive a -4 Charisma modifier; either due to prejudice against them as D-Bees (among Coalition sympathizers), or as True Atlanteans. (-2)
Ogre Race:
Size (+2): Ogres are simply massive; 8-10 feet tall, which an equal increase in Toughness.
Let’s Get Physical: Ogres begin with a d8 in Strength and Vigor, with a maximum of d12+2 in both traits
Simply Horrible: Ogres suffer from a Bad Reputation; they are known to be cannibals. They are also quite Distinctive (as Distinctive D-Bee), have a Non-Standard Physiology.
Restricted Path: Ogres may not access ISP, or take Iconic Frameworks or Arcane Background dependent on them
Tattoo Magic
Tattoo magic is an ancient form of enchanting, imbuing living flesh with mystic power. Taught by the Chiang-ku to the True Atlanteans in the days of High Atlantis, it’s secrets were wrested by the Splugorth, either from rogue Chiang-ku or during the Atlantean diaspora after the Atlantean Cataclysm. For True Atlanteans, it is part of their culture; all True Atlanteans are tattooed young with the “Marks of Heritage”, including a sword bearing the crest of their Clan, and a mark providing protection against vampires. Not all True Atlanteans study tattoo magic; they can make use of the Marks of Heritage and minor tattoos, but without the Arcane Background in Tattoo Magic, they cannot acquire other Power Tattoos.
Tattoos form two basic types: Minor Tattoos, also called Gear Tattoos by Splugorth Slaves, and Power Tattoos. Minor Tattoos create relatively simple, mundane objects. Most common are Medieval Weapons, such as swords, clubs, flails, and so on, but can also include medieval armor, ropes, lockpicks, quivers of arrows, or any simple tool with a minimum of moving parts, and nothing which functions due to chemical reactions (so no batteries, bullets, or lighters, for example). Creating such objects requires no roll, but normally requires an action. Each different object requires a separate tattoo, and a single PPE. The object will persist indefinitely while attended to by the Tattooed Warrior, and for a round after they release it.
Power Tattoos are far more flexible, and more closely mimic the Powers of spellcasters, psychics, and other Arcane Backgrounds. A primary difference is range; powers designed to help someone frequently only function on the Tattooed Warrior themselves; functioning at their normal range requires a different tattoo, and an additional power point. Tattoos are also limited; any choices about the power, save the target, must be made when the tattoos is created; a Boost Strength Tattoo is different than a Boost Spirit Tattoo, and if the Tattooed Warrior is to use it beyond themselves, it will require a separate tattoo, and cost 3 (rather than 2) points to use.
All tattoos impart power and endurance to their bearers. For every tattoo, the bearer receives +1 PPE. For every 3 tattoos, the bearer receives +1 to Armor and Toughness. However, worn armor interferes with the use of Tattoo Magic, inflicting a 1 point penalty on Tattoo Magic skill rolls per point of armor. Tattoo Magic carries an additional drawback: because it is enchanting, too many tattoos will inhibit the use of other magic. For every power tattoo, or two minor tattoos, any skill dependent upon PPE (spellcasting, mysticism, a techno-wizard’s Weird science) takes a -1. True Atlanteans do not count their Marks of Heritage for this penalty.
Tattooed Warrior Iconic Framework
Tattooed Warriors must be Humans, Ogres, Elves, or True Atlanteans; Chiang-ku Dragons are also capable of learning Tattoo Magic, but have their own approach, different from this Iconic Framework. True Atlantean Tattooed Warriors are frequently known as “Undead Slayers”; humans, ogres, and elves who are Tattooed Warriors are most commonly slaves of the Splugorth.
Tattooed Warrior’s Hero’s Journey
Tattooed Warriors begin with three rolls on the Hero’s Journey tables, chosen from any except Body Armor, Cybernetics, Ranged Weapons, and Underworld & Black Ops.
Tattooed Warrior Abilities and Bonuses
Arcane Background (Tattoo Magic). Tattooed Warriors begin with 10 PPE, and a d8 Tattoo Magic skill. They begin with 4 Minor Tattoos and 4 Power Tattoos. If the “New Power” Edge is acquired, two Minor Tattoos may be taken, or one Power Tattoo.
Trained to War: Tattooed Warriors begin with d8 Fighting and two Combat Edges. They must meet the requirements of any edges they select. They may also activate 1 minor tattoo each round as a free action.
Enhanced Toughness. Tattoo magic enhances the toughness of those who have been subjected to it. For every 3 tattoos, Tattooed Warriors receive +1 Armor and +1 Toughness.
Enhanced Magic. Tattooing imparts a bit of additional PPE reservoir into their skin. For each tattoo, add +1 PPE.
Master of Magic: Tattooed Warriors may use their Power Tattoos as Mega Powers, if they wish.
Tattooed Warrior Complications
Naked and Famous: Physical armor impedes a Tattooed Warrior’s access to his powers. Each point of worn armor imposes an equal penalty on Tattoo Magic rolls.
Tattooed Freak: Tattooed Warriors are very noticeable. For every 2 power tattoos, they receive a -1 modifier to Charisma to those prejudiced against magic, Splugorth/True Atlanteans, or tattoos.
Conditioned: Tattooed Warriors all have a Major personality hindrance stemming from their background. Undead Slayers may suffer from Arrogant, Code of Honor, Heroic, or Vow. Splugorth Tattooed Warriors may suffer from Arrogant, Bloodthirsty, Overconfident, or Vengeful.
Unable to Learn: Tattooed Warriors cannot learn Powers in any normal way; acquiring a Power requires that they visit a Tattoo Master willing and able to provide them the tattoo they wish, take the equivalent of two wounds, and heal from them without magic. Acquiring a Minor Tattoo requires the same, but they only need to heal from one wound. Any powers acquired during character creation are assumed to have been adequately healed. Furthermore, Tattooed Warriors may not possess any other Arcane Background dependent on PPE, though they may use Psionics normally.
Cybernetics: Like other magical disciplines, each point of cybernetic Strain inflicts a 1 point penalty on the Tattoo Magic skill.
True Atlantean Race:
*Magical Folk: +5 PPE (+1)
*Marks of Heritage: Sword. May summon a (medieval era) sword that remains until dismissed. May only summon 1 sword at a time. If the True Atlantean is a Tattooed Warrior, this counts as a bonus Tattoo. The bonus PPE from this Tattoo is already included in the “Magical Folk” trait. (+1)
*Marks of Heritage: Protection from Vampires. A +4 bonus to resist the powers of vampires, and +4 armor from a vampire’s attacks. This tattoo requires no roll or PPE to activate. If the True Atlantean is a Tattooed Warrior, this counts as a bonus Tattoo. The bonus PPE from this Tattoo is already included in the “Magical Folk” trait. (+1)
*Enemies: True Atlanteans are deeply unpopular with many throughout the Megaverse. When recognized as True Atlantean, there is a 50% chance they will receive a -4 Charisma modifier; either due to prejudice against them as D-Bees (among Coalition sympathizers), or as True Atlanteans. (-2)
Ogre Race:
Size (+2): Ogres are simply massive; 8-10 feet tall, which an equal increase in Toughness.
Let’s Get Physical: Ogres begin with a d8 in Strength and Vigor, with a maximum of d12+2 in both traits
Simply Horrible: Ogres suffer from a Bad Reputation; they are known to be cannibals. They are also quite Distinctive (as Distinctive D-Bee), have a Non-Standard Physiology.
Restricted Path: Ogres may not access ISP, or take Iconic Frameworks or Arcane Background dependent on them