03. Monster-Shaping Tattoos

Monster-Shaping Tattoos

Monster-Shaping tattoos are a special category of super-rare tattoos that seemingly transform the user into a member of any monster species. These tattoos do not grant “true” shape-shifting abilities, but create an ectoplasm-like substance that surrounds the character’s true body, disguising his appearance and making him appear to be a monster he is not.
True Atlanteans cannot be transformed by any means, magical or technological, but the magical Monster-Shaping tattoos do NOT physically transform the character. Instead they create a magical false body around him. One might consider the monster shape created by the tattoos to be a mystic monster costume or exoskeleton that changes his appearance. The monster shape adds to the Tattooed Man’s M.D.C., scent and physical P.S., P.P. and P.E., but does NOT grant the user any of the special powers of the monster race he or she is disguised as (although they may be able to simulate certain powers and abilities through other means).
  Note: This tattoo type is exclusive to the Skellian Clan Monster Hunter. (See O.C.C. in this book for details.) Once in a great while it is bestowed as a reward to Skellian Tattooed Defenders and Undead Slayers of high rank or for heroic service above and beyond the call of duty. Monster-Shaping tattoos are used to get close to monstrous enemies. 
Only members of Clan Skellian and a few Chiang-Ku dragons associated with Clan Skellian know the secrets of Monster-Shaping tattoos (a particular group of Chiang-Ku helped the Skellian clan design the magic tattoos). Atlantean player characters must be affiliated with Clan Skellian to get a Monster-Shaping tattoo. 
Note: The Splugorth are beginning to suspect that a new category of tattoo has come into existence. Once they find proof of it they will spare no effort to obtain its secrets for themselves.
 

Shape-Shifting Capabilities of Monster-Shaping Tattoos

To activate a Monster-Shaping tattoo, the Monster Hunter merely touches the tattoo and focuses his concentration on it (counts as one melee action/attack). The tattoo glows with a blinding aura that completely covers the Atlantean. When the aura dissipates, the Monster Hunter has a new, monstrous shape.
An added advantage to this unique tattoo is that nobody suspects there is an Atlantean Tattooed Man concealed inside, because Atlanteans cannot shape-change. That’s the beauty of this particular magic tattoo, it creates a sort of magical costume or armor that looks like a specific type of monster, but is really made of ecto-plasm and worn like a suit of light power armor. The Atlantean is not, himself, transformed in any way, he is clad in a light M.D.C., magical disguise!
 
Monster-Shaping Tattoo per Type of Monster
A single Monster-Shaping tattoo does not enable the Atlantean heroes to turn into an endless array of monsters of any variety. It is limited to that “type” of creature. However, that enables them to create a variety of creature disguises when the monsters look very similar to one another. 
For example, a Reptilian Monster-Shaping tattoo means the Monster Hunter can turn into a large variety of large, humanoid Lizard Men. Likewise, a Monster-Shaping tattoo of a Xiticix enables the Monster Hunter to create a Monster-Shaping disguise of ANY type of Xiticix, from Drone to Hunter, all of them except for the Queen. 
That same tattoo can be used to make a Pincer Warrior of Cibola and many other insectoid species that have a similar appearance. But NOT Arachnoid species because arachnids are different from insects. Likewise, a canine Monster-Shaping tattoo enables the warrior to assume the disguise of most humanoid canine species, including werewolves in their humanoid-wolf form, the Dark Hound, Space Wulfen, and a wide range of large Dog Boys and other canine mutants and monsters. However, though related on the evolutionary scale, a canine tattoo would not enable the Monster Hunter to create a humanoid bear disguise, nor a feline. It has to be a similar looking creature of the same type: Canine, feline, avian, reptilian, saurian (dinosaur-like), amphibian, fish, and other broad ranges of species. 
Of course, some beings are unique enough that they require a monster specific tattoo for a Monster-Shaping disguise to be possible. This applies to beings like the Brodkil, Lyn-Srial, Worm Wraiths and Oborous-Slitherers found in the New West. 
 
P.P.E. needed to activate the Monster-Shaping Tattoo
The P.P.E. cost depends upon the M.D.C. associated with the monster being mimicked by the magic. The lower the M.D.C. of the monster, the lower the P.P.E. cost.
  • Monsters with 1,000 S.D.C./Hit Points or less: 30 P.P.E. 
  • M.D.C. races with 60 M.D.C. points or less: 60 P.P.E. 
  • M.D.C. races with 61 to 200 M.D.C.: 90 P.P.E.
  • M.D.C. races with 201 to 1,000 M.D.C.: 120 P.P.E.
  • M.D.C. races with 1,001 to 3,000 M.D.C.: 200 P.P.E. (the limit).
P.P.E. Cost Note: Reduce P.P.E. cost by 10% when on a ley line, and reduce by 20% when the tattoo is activated at a ley line nexus.
 
M.D.C. Armor from Monster-Shaping Disguise
Treat the magical Monster-Shaping construct/disguise as a suit of M.D.C. or S.D.C. body armor (varies with the creature being imitated). When its structural capacity is depleted, the shell/shape is destroyed, its armor protection gone, and the person inside is revealed. The M.D.C. of the faux monster exterior corresponds with the M.D.C. of the creature being mimicked and the amount of P.P.E. spent (see above). 
Use the average M.D.C. of the monster being imitated as if it were 6th level +1D6x10 M.D.C. (or Hit Points and S.D.C. combined as the case may be) to determine the M.D.C. of the ectoplasmic covering.
For example, an ectoplasmic disguise to look like a 7 foot Felinoid Mutant Jaguar of Omagua would have 70 S.D.C. +1D6x10 S.D.C. from the magic tattoo. S.D.C. because the Jaguar people are Hit Point/S.D.C. based beings. 70 because the “average” Hit Points for a 6th level Jaguar mutant is 35 Hit Points + 35 S.D.C. = an average total of 70. Thus, the disguise generated by the Monster-Shaping disguise is 70 S.D.C. and costs 30 P.P.E. All S.D.C. constructs have a Natural Armor Rating of 14, so only rolls to strike of 14 or higher inflict damage.
By comparison, if disguised as the supernatural Pincer Warrior (see page 136 of Rifts® South America), the average M.D.C. for the disguise is 325 points + 1D6x10 M.D.C. at a cost of 120 P.P.E. to create. 
  Note: “Average” M.D.C. is the midpoint between minimum and maximum M.D.C. for that 6th level creature. The maximum Mega-Damage Capacity of the disguise generated cannot exceed 800 M.D.C. or twice the Character’s own natural M.D.C. total, whichever is less, even if the creature being imitated could have much greater M.D.C. in real life.
  Duration: 30 minutes per each level of the Monster Hunter’s experience, or until destroyed. 
Note: Duration of the disguise becomes doubled starting with the day the Monster Hunter reaches 6th level experience and forward.
If the S.D.C. or M.D.C. of the shell is destroyed, so is the disguise, turning into floating globs that quickly fade away into nothing, and revealing the Monster Hunter underneath. The disguise also globs and fades away should the Monster Hunter concealed by the disguise be killed. 
The convincing ectoplasmic disguise continues to remain in place when the Atlantean wearing it is rendered unconscious, is possessed, or falls victim to mind control.
 
Mimic Basic Physical Attributes
 The monster form works like a power armor, providing the wearer with the equivalent of the maximum P.S., P.P., and P.E. attributes of the creature the dis- guise is mimicking – or – the Monster Hunter’s own, whichever is higher. 
While the physical disguise enables the Monster Hunter to use horns on his head, extra limbs, a tail, etc., he cannot fly even if the Monster Shape has wings, nor breathe fire, etc. See Attacks, below, for more details.
Many monsters, particularly those with animal traits and abilities, rely on scent to help them navigate the world. Somehow, the Monster-Shaping tattoo imbues the disguise with the proper scent to fool creatures with the keenest of senses.
 
Attacks per Melee and Possible Extras from Monster-Shaping 
The Monster Hunter also gains any extra natural hand to hand attacks his disguise may offer from an additional appendage, such as a tail strike, or extra pair of arms or tentacles, as well as corresponding damage from a bite or claw attack. The monster shape, however, does NOT grant the tattoo user any of the creature’s natural abilities or skills, such as heightened senses of smell, hearing, superior vision, see the invisible, etc., nor flight, climbing or leaping abilities, resistance to fire or cold, Bio-Regeneration, natural shape-shifting abilities, breath or energy attacks, magic, psionics, and so on.
Limitations: The Monster-Shaping tattoo only gives the Monster Hunter the general shape, size and features of a particular race or type of humanoid monster, including demons and supernatural creatures. It cannot be shaped to assume the features of a specific individual. The True Atlantean may look like a typical Troll or Devilkin, but cannot make himself look like a specific leader or war chief of a particular tribe or any other individual.
  When a Monster-Shaping magic tattoo is activated, wisps and strands of ectoplasm appear and seem to cocoon around the Atlantean, completely covering his body, light armor, clothing and gear he may have been wearing. Any weapons and equipment the Atlantean intends to use as “the monster” should be taken off before the spell is cast and put back on over the monstrous exterior. Likewise, a bulky backpack or sword hilt is going to stick out as an odd growth or hunchback on the monster unless it is removed and stowed away first.
The ectoplasm quickly takes the shape of the inhuman monster race desired. The racial disguise desired must be inhuman and monstrous, not human or human-like and attractive. The shape must be humanoid and larger than the Monster Hunter.
  Size matters: Since most Atlanteans are between six feet, two inches (1.9 m) and 7 feet (2.1 m) tall, only larger than human species of mutants, monsters and D-Bees can be imitated by the magic. Large mutants and D-Bees like the Anti-Monster, Arkhon and Aunyain of South America, most Felinoids and Fallam of South America, Blucies, Bruutarsaur, Demon-Dragonmage, Ewaipanomas of South America, Fennodi, Grackle Tooth, Greot Hunter, Lanotaur, Larmac, Mastadonoid, Pincer Warrior of South America, (a short) Pogtal Giant, Sasquatch, Splugorth Conservator, Erta, Kydian, many Splugorth slave races, Dark Hound, werebeasts, large Dog Boys, Ogres, Trolls, Brodkil, many aliens and monsters of the Three Galaxies, many demons and Deevils, and similar beings up to 12 feet (3.7 m) tall can all be mimicked by Monster-Shaping tattoos.
  Note: Though some rumors claim giant races and large monsters like dragons, sphinxes, centaurs and others can also be mimicked, it is not true because they are not humanoid enough or are much too large. Remember, this monstrous exterior is worn by the Monster Hunter like a suit of power armor, so it can only be so large.
 
Tattoos remain visible
Even disguised as a monster, the magic somehow preserves the Atlantean’s other magic tattoos and they remain visible on the character’s false hide or scales. The tattoos can be covered under clothing, a robe, cloak, rags, mud, war paint or armor, but doing so may restrict the Monster Hunter’s access to them. Since most people, especially D-Bees, cannot use Tattoo Magic, unless they have witnessed Atlantean Tattooed Men using them they probably know nothing about magic tattoos. 
Consequently, most people are likely to assume any tattoos are decorative markings or paintings, and have no reason to suspect the character is an impostor or spy just because of the tattoos. However, other Atlanteans, the Minions of Splugorth and others familiar with True Atlanteans know about Tattoo Magic and may be instantly suspicious or realize there is an invader in their midst.
The advantage of the magic tattoos being visible on the monstrous hide is that the Atlantean Monster Hunter can activate and use them while in disguise. Activating magic tattoos in plain sight will, of course, reveal the character to be a dangerous impostor and intruder.