04. Enhancements & Mods to monster & animal
Enhancements & Modifications to Monster and Animal Tattoos
Just like weapon tattoos, animal and monster tattoos can also be modified and enhanced. The base requirement is the monster or animal. Like the weapons, the tattoo enhancements count as a second active tattoo, and add to the overall cost of activating the animal or monster tattoo with the enhancement/modification. A maximum of three enhancements can be added to a monster or animal tattoo. An animal or monster with three enhancements would count as four tattoos when active (the creature and the three enhancements).Military Saddle
P.P.E. to Activate with this Enhancement: 2 for animal and 5 for a monster.Duration: The same as the creature being activated.
Power: Adding a saddle to any animal or monster makes the beast easier to control and ride like a horse. Tattooed Men gain a +10% bonus to their Horsemanship skill (or have a base riding skill of 50%). One requirement is that the animal or monster must be capable of having a rider and that a saddle can be reasonably added. Example, a ferret, dog, cougar or eagle cannot be saddled and ridden.
Animal/Beast Breathing Fire/Ice/Lightning (select one)
P.P.E. to Activate with this Enhancement: 12 for animals or 25 for monsters.Duration: The same duration as the creature being activated.
Power: The tattooed warrior should select one breath weapon (fire/ice/lightning) when he receives the tattoo.
Damage: Select one. Note: Damage is S.D.C. for animals.
- Fire: Damage: 3D6 M.D. Range: 60 feet (18.3 m).
- Ice Shards or Frost: Damage: 2D6+2 M.D. Range: 80 feet (24.4 m).
- Electrical: Damage: 3D6 M.D. Range: 60 feet (18.3 m).
Flaming Claws, Hoofs, Fangs or Tail
P.P.E. to Activate with this Enhancement: Costs an additional 7 P.P.E. for animals (S.D.C. damage bonus) or 15 for monsters (M.D.C. damage bonus).Duration: The duration is the same as the creature being activated.
Power: Whichever one of the animal or monster’s natural weapons (claws, talons, hooves, teeth/fangs or tail if appropriate as a weapon like a scorpion) is covered in flames to indicate it does more damage than usual. Add 2D6 M.D. (or 2D6 S.D.C. to animals that inflict S.D.C. damage) to whatever the normal dam- age is for that creature’s weapon (teeth, claws, etc.).
So if a claw strike normally inflicts 1D6 M.D., it now does 3D6 M.D. (Or S.D.C. as the case may be.) In the case of most creatures, this is a set of teeth/fangs or the front two claws, or bird talons, or front hooves (or two back hooves), one scorpion tail, and so on. Only a pair of appendages can have this enhancement (i.e. upper and lower teeth, front paws for claws, etc.). If the creature has more limbs, for example eight tentacles, only two tentacles can have this enhancement.
Mounted Weapon
Requirement: Also requires a Military Saddle if the weapon is to be fired by a rider.P.P.E. to Activate with this Enhancement: Applicable to monster tattoos only and costs an additional 30 P.P.E. to activate.
Duration: The duration is the same as the creature being activated.
Power: This is an addition to the creature. An energy weapon that is mounted on the monster, though it may have an organic appearance that fits the monster. It fires a mystic energy bolt (similar to the Power Bolt spell).
- Damage: 5D6 M.D. per blast. Range: 1,600 feet (487 m).
If the monster can fire the weapon on its own, as if it were one of its own natural weapons, the mounted weapon counts as ONE extra melee attack for the creature, but it can only be fired once per melee round.
Fiery Streaks
P.P.E. to Activate with this Enhancement: Costs an additional 10 P.P.E. for animals or 15 P.P.E. for monsters.Duration: The duration is the same as the creature being activated.
Power: Fiery Streaks are added near wings or legs. Increases the animal or monster’s speed by 50%. This includes flight and/or ground speed.
Barding (Animal Body Armor)
Requirement: Also requires a Military Saddle tattoo if the armor is to accommodate a rider.P.P.E. to Activate with this Enhancement: Costs an additional 10 P.P.E. for S.D.C. barding or 25 for M.D.C. barding.
Duration: The duration is the same as the creature being activated.
Power: The animal or monster has a complete set of barding/ protective body armor. Damage is first subtracted from this armor before it does damage to the magical construct. Only applicable to animals the size of a large dog or wolf, or larger.
- S.D.C. Barding: 60 S.D.C. +15 S.D.C. per level of the Tattooed Man.
- M.D.C. Barding: 60 M.D.C. +15 M.D.C. per level of the Tattooed Man.