01. Animal Tattoos

Animal Tattoos

Animal tattoos have the magic ability to come to life, leap off the body, become full size, and fight for their maker. The animals, including insects and arachnids, are completely obedient to their creator and fight to the death. Only the Tattooed Man who created the animal can command it. They respond to verbal commands. 
Like most tattoos, the user of the animal tattoos may cancel the magic at any time with a mere thought. Until then, or until the animal is slain or the magic’s duration expires, the tattoo animal continues to exist, even when its creator is rendered unconscious, possessed, or mind controlled.
In the case of possession or mind control, the controlling out-side force cannot activate any new tattoos nor cancel any already activated. Tattoos that were activated at the moment that control was initiated remain in place until the end of their duration or the animal is slain/depleted of S.D.C. points.
None of the animal’s powers can be transferred or extended to the T-Man or other living beings.
As many as six tattoos can be activated at any one time unless the O.C.C. states otherwise. All effects and abilities are cumulative.
To Activate an Animal Tattoo, the T-Man merely touches the desired tattoo, focuses his concentration (counts as one melee attack), the tattoo glows, disappears from his arm, and reappears as a dull gray, life-sized animal protector. The animals aren’t actually alive, but composed of magic and an ectoplasm-like substance.
  P.P.E. Cost to Activate Animal Tattoos
  • Small animals (12 Hit Points or less): 10 P.P.E. 
  • Medium-sized animals (13 to 30 Hit Points): 15 P.P.E. 
  • Medium-sized animals (31 to 50 Hit Points): 20 P.P.E. 
  • Large animals (over 50 Hit Points): 30 P.P.E. 
  Duration: One hour per each level of the Tattooed Man, or until the animal is destroyed/slain by depleting its S.D.C. and Hit Points, or until the magic is canceled. When canceled or destroyed, the creature glows, disappears, and reappears on the T- Man’s body as a tattoo.
The tattoo is instantly reusable if the magic was canceled or the duration time has expired. However, if the animal was destroyed, meaning all of its S.D.C. was depleted, the T-Man must spend twice the number of P.P.E. points to re-create it or wait four hours.
  Destroying a Tattoo Animal as a living entity causes its owner to suffer 3D6 points of damage direct to Hit Points or 2D6 M.D.C. if he is a Mega-Damage being, which all Tattooed Men are. Damage is cumulative for the destruction of each living tattoo. No damage if the tattoo is canceled or the duration ends. Damage heals as normal or can be restored by magical or psionic means. T-Men heal from physical injury and recover P.P.E. quickly via meditation.
  S.D.C.: Magic animals are S.D.C. and Hit Point creations. No tattoo animal is a Mega-Damage creature. See animal descriptions. 
  Animal Characteristics: The magic animals act like the creature illustrated in the tattoo in every way, and possesses all the abilities that the real animal would have. Birds fly, peck and claw; canines bite and run; felines stalk, climb, claw and bite; bulls and bovines charge and ram; snakes slither and bite; and so on. 
    Damage: Animals are S.D.C. creations and inflict only S.D.C. damage. Animals created by Tattoo Magic are typically intended for use in combat (attack and defense) or as a pack animal or riding animal. They do not function like a wizard’s familiar, but as a trained pet. The T-Man is not mentally linked to the creature and does not see, hear or know what the creature is experiencing other than suffering Hit Point damage at the moment of its destruction.
  Animal Stats: A great resource for animal information is the Monsters & Animals sourcebook for the Palladium Fantasy RPG (Den har jag ///Mogge). This book contains around 200 different animals and can be a terrific sourcebook for any Palladium RPG. Using this reference book enables you to play specific animals using their appropriate stats without any work on your part. There are also numerous monsters that can be dropped into most any game setting. Note: You do not need Monsters & Animals to play a Tattooed Man in Rifts®. You should be able to wing it using common sense and the basic, general data that follows under Animal Tattoo Descriptions, below. Since animal tattoos are used primarily as a fighting ally, all one typically needs to know is how much damage the creature can endure and what kind of damage it inflicts. Remember, all animals are S.D.C. creatures and inflict S.D.C. damage.
 

Animal Tattoo Descriptions

Ape: Chimpanzee: The same size and behavior as the real animal. 48 Hit Points and 40 S.D.C. Bite inflicts 2D4 S.D.C. damage, slashing and tearing hands do 2D4 +3 damage. Three attacks per melee. +3 to strike, +2 to parry and dodge, and can use simple weapons such as clubs, rocks, knives, and similar, but not guns. Average Spd is 10. Nightvision 15 feet (4.6 m), Climb 88%, Prowl 60%, leap up to 10 feet (3 m).
  Ape: Gorilla: The same size and behavior as the real animal. 80 Hit Points and 80 S.D.C. Bite inflicts 2D4 S.D.C. damage, slashing and tearing hands do 2D6+6 damage. Four attacks per melee. +3 to strike, +3 to parry, +1 to dodge, and can use simple weapons such as clubs, rocks, knives, and similar, but not guns or tech. Average Spd is 12. Nightvision 15 feet (4.6 m), Climb 40% and Prowl 40%.
  Baboon: The same size and behavior as the real animal. 48 Hit Points and 10 S.D.C. Bite inflicts 2D6+3 S.D.C. damage, slashing and tearing hands do 2D4+2 damage. Three attacks per melee. +3 to strike, +2 to parry and dodge. Average Spd is 12. Nightvision 40 feet (12.2 m), exceptional vision and hearing, track by smell 65%.
  Badger & Wolverine: The same size and behavior as the real animals. 30 Hit Points and 10 S.D.C. Bite or slashing claws do 1D6+2 S.D.C. damage. Three attacks per melee. +1 to strike and parry, and +3 to dodge. Average Spd is 12. Nightvision 50 feet (15.2 m), track by smell 65%, and dig 5 feet (1.5 m) per minute. 
  Bear: Black and Brown: The same size and behavior as a real bear. 66 Hit Points, 80 S.D.C. Bite does 1D8+2 S.D.C. damage, slashing claws 2D6+6 S.D.C. damage, pouncing/ram does 1D6+4 and has a 1-50% chance of knocking its opponent down (victim loses initiative and one melee attack), but counts as two attacks. Three attacks per melee. +2 to strike and parry, +1 to dodge. Average Spd is 22 but can run in bursts of speed at 30 mph (48 km) for up to 15 minutes. Climb 40%, Swim 80%.
  Bear: Grizzly or Polar: The same size and behavior as a real bear. 120 Hit Points, 80 S.D.C. Bite does 1D8+6 S.D.C. damage, slashing claws 2D6+8 damage, pouncing/ram does 2D6+4 and has a 01-62% chance of knocking its opponent down (victim loses initiative and one melee attack), but counts as two attacks. Four attacks per melee. +2 to strike and parry, +1 to dodge. Aver- age Spd is 16 but can run in bursts of speed up to 20 mph (32 km) for up to 15 minutes. Climb 40%, Swim 70% (+25% to Swim for polar bears).
  Bird: Hawk or Falcon: The same size and behavior as the real animals. 16 Hit Points and no S.D.C. Bite 1D6 S.D.C. damage, slashing claws inflict 1D4+2 damage, and a diving claw at- tack 2D4+2 damage, but counts as two attacks. Three attacks per melee, +2 to strike and parry and +3 to dodge. Average speed flying is 50, about 35 mph (56 km). Nightvision 300 feet (91.4 m), exceptional vision and hearing, and track by smell 65%.
  Bird: Eagle: The same size and behavior as the real animal. 24 Hit Points and 10 S.D.C. Bite 2D4 S.D.C. damage, slashing claws inflict 2D6+4 damage, and a diving claw attack 4D6+4 damage, but counts as two attacks. Four attacks per melee, +2 to strike and parry and +3 to dodge. Average speed flying is 50, about 35 mph (56 km), but can attain a speed of 75 mph (120 km) and maintain that speed for an hour. Nightvision 400 feet (122 m), exceptional vision and hearing, and track by smell 60%.
  Boar or Wild Pig: The same size and behavior as the real animals. 40 Hit Points and 40 S.D.C. Bite/slashing tusks does 1D8+2 S.D.C. damage, head butt does 1D6+2, ram does 2D6+4 and has a 1-55% chance of knocking its opponent down (victim loses initiative and one melee attack), but counts as two attacks. Three attacks per melee. +1 to strike, and +2 to dodge. Average Spd is 22 but can run in bursts of speed at 35 mph (56 km) for up to 30 minutes.
  Canine: Fox, Coyote, Jackal, or Small Dogs: The same size and behavior as the real animals. 24 Hit Points, 10 S.D.C. Bite does 1D6+4 S.D.C. damage, slashing claws 1D4 damage, three attacks per melee. +1 to strike and parry, +4 to dodge. Average Spd is 50, about 35 mph (56 km) and can run at that speed for 1D6 hours. Track by smell 70%, Swim 50%, Prowl 50%, keen vision and hearing.
  Canine: Wolf or Large Dogs: The same size and behavior as the real animals. 48 Hit Points, 40 S.D.C. Bite does 2D6+8 S.D.C. damage, slashing claws 1D4 damage, three attacks per melee. +3 to strike, +1 to parry, +6 to dodge. Average Spd is 50, about 35 mph (56 km), and can run at that speed for 2D4 hours. Track by smell 85%, Swim 65%, Prowl 50%, keen vision and hearing, and nightvision 30 feet (9 m).
  Elephant: The same size and behavior as the real animal. It can be ridden by the Tattooed Man who created it. 90 Hit Points and 100 S.D.C. Three attacks per melee. Tusks inflict 2D6+6 S.D.C. damage, strike from trunk 1D6, leg kick/stomp 3D6+6 damage, head butt does 3D6+6, and a ramming charge and trample inflicts 6D6+6 damage and has an 80% likelihood of knocking opponents weighing less than 1,000 lbs (450 kg) to the ground, causing them to lose one melee attack and initiative (counts as two attacks). Average Spd is 10, about five mph (8 km), but can run as fast as 35 mph (56 km) for 30 minutes. Keen hearing and sense of smell, good vision, nightvision 40 feet (12.2 m), Swim 90% and has a prehensile trunk.
  Feline: African Lion: The same size and behavior as the real animal. 52 Hit Points, 80 S.D.C. Bite does 2D4 S.D.C. damage, slashing claws 2D6+6 damage, four attacks per melee. +3 to strike and parry, +4 to dodge. Average Spd is 22, about 15 mph (24 km), but can run in bursts at a speed of 25 mph (40 km) for 1D4 minutes. Track by smell 70%, Swim 50%, Prowl 70%, Climb 30%, leap up to 15 feet high (4.6 m) and 20 feet long (6 m), keen vision and hearing, and nightvi- sion 60 feet (18.3 m).
  Feline: Bobcat, Lynx, Mountain Lion: The same size and behavior as the real animals. 42 Hit Points, 40 S.D.C. Bite does 1D6 S.D.C. damage, slashing claws 2D4+3 damage, four attacks per melee. +3 to strike and parry, +4 to dodge. Average Spd is 22, about 15 mph (24 km), but can run in bursts at a speed of 30 mph (48 km) for 1D4 minutes. Swim 44%, Prowl 86%, Climb 90%, leap up to 20 feet high (6 m) and 20 feet long (6 m), keen vision and hearing, and nightvision 200 feet (61 m).
  Feline: Cheetah: The same size and behavior as the real animal. 48 Hit Points, 40 S.D.C. Bite does 1D6 S.D.C. damage, slashing claws 2D4+6 damage, four attacks per melee. +4 to strike and parry, +6 to dodge. Average Spd is 22, about 15 mph (24 km), but can run in bursts of incredible speed – 80 mph (128 km) for 1D4 minutes. Track by smell 50%, Swim 55%, Prowl 50%, Climb 45%, leap up to 10 feet high (3 m) and 15 feet across (4.6 m), keen vision and hearing, and nightvision 50 feet (15.2 m).
  Feline: Leopard & Panther: The same size and behavior as the real animals. 48 Hit Points, 40 S.D.C. Bite does 1D6 S.D.C. damage, slashing claws 2D4+3 damage, four attacks per melee. +3 to strike and parry, +4 to dodge. Average Spd is 22, about 15 mph (24 km), but can run in bursts at a speed of 35 mph (56 km) for 1D4 minutes. Track by smell 50%, Swim 80%, Prowl 90%, Climb 75%, leap up to 3 feet high (9 m) and 40 feet across (12.2 m), keen vision and hearing, and nightvision 200 feet (61 m).
  Feline: Tiger: The same size and behavior as the real animal. 68 Hit Points, 80 S.D.C. Bite does 2D6 S.D.C. damage, slashing claws 2D6+8 damage, four attacks per melee. +3 to strike and parry, +4 to dodge. Average Spd is 22, about 15 mph (24 km), but can run in bursts at a speed of 35 mph (56 km) for 1D4 minutes. Track by smell 50%, Swim 80%, Prowl 70%, Climb 50%, leap up to 20 feet high (6 m) and 25 feet long (7.6 m), keen vision and hearing, and nightvision 200 feet (61 m).
  Ferret, Mink, or Marten: The same size and behavior as the real animals. 12 Hit Points and no S.D.C. Bite and slashing claws inflict 1D4 S.D.C. damage. Three attacks per melee, +1 to strike and parry and +4 to dodge. Average Spd is 10. Nightvision 40 feet (12.2 m), exceptional vision and hearing, track by smell 65%, Climb 50%, Prowl 65%, and Swim 70%.
  Horse: The same size and behavior as the real animal. It can be ridden by the Tattooed Man who created it. 48 Hit Points and 80 S.D.C. Three attacks per melee, bite inflicts 1D4 S.D.C. damage, front leg kick 2D6 damage, hind leg kick 4D6 damage, charging head butt does 2D4+10 and has an 80% likelihood of knocking opponents weighing less than 300 lbs (135 kg) to the ground, causing them to lose one melee attack and initiative (counts as two attacks). Average Spd is 33, about 22 mph (35 km), but can run as fast as 45 mph (72 km) for 1D4 hours. Can also leap up to six feet high (1.8 m) and 12 feet long (3.7 m), keen hearing, and swim 50%.
  Monkey: The same size and behavior as the real animal. 32 Hit Points and 10 S.D.C. Bite and slashing/tearing hands inflict 1D6+1 S.D.C. damage. Three attacks per melee, +3 to strike and parry and +5 to dodge. Average Spd is 12. Nightvision 25 feet (7.6 m), exceptional vision and hearing, Climb 95%, Acrobatics 95%, leap 8 feet high (2.4 m) and 20 feet (6 m) across in trees, prehensile tail.
  Rhinoceros: The same size and behavior as the real animal. It can be ridden by the Tattooed Man who created it. 84 Hit Points and 80 S.D.C. Two attacks per melee, jab with horn inflicts 2D6+4 S.D.C. damage, leg kick/stomp 3D6+4 damage, head butt with horn does 3D6 +4, and a ramming charge and trample in- flicts 4D6 +6 damage and has an 80% likelihood of knocking opponents weighing less than 1,000 lbs (450 kg) to the ground, causing them to lose one melee attack and initiative (counts as two attacks). Average Spd is 14, about seven mph (11 km), but can run as fast as 30 mph (48 km) for 12 minutes. Keen hearing and sense of smell, poor vision, and Swim 40%.
  Scorpion: The same size as a common scorpion, it behaves as a living scorpion would, its sting is poisonous. 2 Hit Points. Three attacks per melee, +2 to strike and dodge, Spd 8, and can Climb (90/75%) most surfaces except glass or highly polished metal.
  Spider (non-poisonous): One to three inches (76 mm maximum) in diameter. 2 Hit Points. Bite does one point of damage. Two attacks per melee, Spd 10, and can Climb (95/90%) most surfaces except glass or highly polished metal.
  Spider (poisonous): Three inches (76 mm) in diameter. 4 Hit Points. Bite does one point of damage plus 4D6 damage (roll to save vs poison – a successful save means no damage). Three attacks per melee, Spd 12, and can Climb (95/90%) most surfaces except glass or highly polished metal.
  Snake (poisonous): About four to six feet long (1.2 to 1.8 m). 13 Hit Points and 6 S.D.C. Moves and behaves as a normal snake. Bite inflicts 1D4 S.D.C. damage and releases a poison that causes an additional 4D6 damage (roll to save vs poison – no damage if save is good). Two attacks per melee. +3 to strike and dodge. 
  Wasp or Bee: The same size as the common insects, it behaves as a living bee or wasp. 1 Hit Point. Its sting is painful, causing one S.D.C. point of damage per every two stings. Two attacks per melee, +2 to strike and dodge, Spd walking 8, Spd flying 37 (25 mph/40 km) and can Climb (98/96%) most surfaces except glass or highly polished metal.