05. Simple Weapon Tattoos
Simple Weapon Tattoos
Simple weapons are magic tattoos that create a seemingly real, physical weapon out of thin air. The type of weapon is limited to those used in hand to hand combat, like an axe, boomerang, ball and chain, club, mace, war hammer, knife, sword, spear, staff, pole arm, and even a bow and arrow. Any of the weapons typically considered melee weapons or which fall under the category of W.P. Ancient Weapons can be a magic tattoo. The weapon inflicts the normal amount of S.D.C. damage for that specific type. However, the weapon is lightweight, perfectly balanced, and never dulls nor breaks.Note: All types of ancient weapons used in hand to hand combat can be made into a magic tattoo, including exotic weapons like tiger claws and shurikens. Although a good list of basic ancient weapons are described in Rifts® and other Palladium RPGs, players and Game Masters might want to take a look at Palladium’s Weapons and Armor sourcebook with more than 700 kinds of ancient weapons. This is an inexpensive sourcebook with stats that can be used with any game system.
Simple Weapons
P.P.E. to Activate: All Simple Weapons require only 2 P.P.E. to activate.Duration: 30 minutes per level of experience or until canceled.
Power: Creates the weapon illustrated in the tattoo out of thin air, right down to every detail, ornate or plain hilt, inscription, etc. The weapon is lightweight, perfectly balanced, and indestructible. Vanishes when the magic is canceled or the duration ends.
Weapon Skill Bonuses: W.P. skills and bonuses are applicable, but such weapon skills must be selected separately.
Size: The weapon is always proportional to the size of the T-Man and the type of weapon it is.
Notes: The user of the Simple Weapon tattoo can cancel the magic at any time with a mere thought and the weapon disappears. The tattoo weapon continues to exist even when the user is rendered unconscious, possessed, or mind controlled. In the case of possession or mind control, the controlling outside 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. Anybody can pick up and use a tattoo weapon as long as the T-Man allows it.
Remember, the T-Man cancancel the magic in the twinkle of an eye, leaving the person suddenly weaponless.
As many as six tattoos can be activated at any one time. All effects and abilities are cumulative.
Limitation: Modern weapons, revolvers, rifles, automatic and energy weapons are NOT possible.
None of the weapon’s powers can be transferred or extended to living beings or to modern weapons.
A List of Some Common Melee Weapons:
- Arrow for a Short Bow: 1D6 S.D.C.
- Arrow for a Long Bow or Cross Bow: 2D6 S.D.C.
- Throwing Knife, Throwing Spikes or Shurikens: 1D6 S.D.C. (1D4 for small knives and most pocket knives).
- Throwing Axe: 2D4 S.D.C.
- Battle Axe (large): 3D6 S.D.C.
- Knife/Dagger: 1D6 S.D.C.
- Survival Knife: 2D4 S.D.C.
- Double-Bladed Claw: 2D4 S.D.C.
- Triple-Bladed Claw: 3D4 S.D.C.
- Machete: 1D6 S.D.C.
- Short Sword, Saber, Cutlass, Scimitar or Sickle: 2D4 S.D.C.
- Large Sword (most). 2D6 S.D.C.
- Bastard Sword: 2D6+2 S.D.C.; two-handed.
- Broadsword: 2D4+1 S.D.C.
- Claymore: 3D6 S.D.C.; two-handed.
- Flamberge and Executioner’s Swords: 4D6 S.D.C.; two-handed.
- Long Sword: 2D6 S.D.C. Rapier: 2D4 S.D.C.
- Spear (short) or Javelin: 1D6 S.D.C.
- Spear (long): 2D6 S.D.C.
- Pick: 2D4 S.D.C.
- Pole Arm (long): 3D6 S.D.C.
- Ball and Chain: 2D4 S.D.C.
- Cane or Scepter: 1D6 S.D.C.
- Club/Cudgel/Pipe: 2D4 S.D.C.
- Flail: 2D6 S.D.C.
- Hercules Club (large mace): 3D6 S.D.C.
- Mace: 2D4 S.D.C.
- Mace and Chain: 3D6 S.D.C.
- Morning Star (spiked): 2D6 S.D.C.
- Staff (short): 1D6 S.D.C.
- Staff (long): 2D4 S.D.C. (+1D6 if iron).
- Bo Staff (long): 2D6 S.D.C.
- Warhammer: 2D6 S.D.C.
- Scythe: 4D6 S.D.C.; two-handed.
Simple S.D.C. Shield
P.P.E. to Activate: 4 Duration: 30 minutes per level of experience or until canceled.Power: Creates the shield illustrated in the tattoo out of thin air. The shield is lightweight, perfectly balanced, and has 200 S.D.C. and an A.R. of 13. The shield takes damage only when an attacker is trying to destroy it, which is rare. Vanishes when the S.D.C. is depleted or the magic is canceled or the duration ends.
The size of the shield is always proportional to the size of the T-Man and based on the type of shield depicted in the tattoo. Some are small, some medium, some large. Some are round, others V or heart-shaped, rectangular and so on.
Bonus: +1 to parry in addition to any W.P. skill or P.P. bonuses.
Note: As always, the user of the tattoo can cancel the magic at any time with a mere thought and the shield disappears. The shield continues to exist even when the user is rendered unconscious, possessed, or mind controlled.
M.D.C. Flaming Shield
P.P.E. to Activate: 15Duration: 30 minutes per level of experience or until canceled.
Power: Creates the shield illustrated in the tattoo out of thin air. The shield is lightweight, perfectly balanced, and is completely indestructible! Vanishes when the magic is canceled or the duration ends. The size of the shield is always proportional to the size of the T-Man.
Bonus: +2 to parry in addition to any W.P. skill or P.P. bonuses.
Note: The user of the tattoo can cancel the magic at any time with a mere thought and the shield disappears. The tattoo shield continues to exist even when the user is rendered unconscious, possessed, or mind controlled.