07. Enhancements for Weapons

Magic Weapon Enhancement Tattoos

In addition to the seven types of Magic Weapon tattoos, there are some enhancements or features that can be added on to the Magic Weapon, such as Wings to increase the range it can be thrown (or fired if an arrow), or Two Weapons Crossed to provide combat bonuses, and so on.

Each enhancement adds to the cost to activate a particular Magic Weapon tattoo.

For example, adding Wings to a Weapon Covered in Flames (10) adds 20 P.P.E., for a total cost of 30. The maximum number of enhancements that can be added to any weapon tattoo is two. If done when the tattoo is first made, they all count as one tattoo, e.g. a flame covered sword with wings, or whatever one or two enhancements are desired.

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Weapon Dripping Blood (S.D.C.) (Double S.D.C. Damage of Simple Weapons Only!)

Additional P.P.E. to Activate: 5

Duration: 15 minutes per level of experience.

Power: The weapon, whether it be an arrow, dagger, sword, club, etc., inflicts double its usual amount of S.D.C./Hit Point damage for that particular weapon.

Applicable to Simple Weapons only.


Blood Splatter Around the Weapon

Additional P.P.E. to Activate: 20

Duration: 15 minutes per level of experience or until canceled.

Power: This tattoo augments that specific Magic Weapon tattoo to be far more deadly in combat for the duration. When active, the weapon does a Critical Strike (double damage) on every roll to strike that is a Natural (unmodified) 18, 19 or 20.

If hand to hand skill or other bonuses already give the T-Man a Critical Strike on an 18-20, this tattoo would improve the Critical Strike of the weapon to a Natural 17-20.


Two Weapons Crossed (Combat Bonus)

Additional P.P.E. to Activate: 5

Duration: 15 minutes per level of experience or until canceled.

Power: This enhancement makes the T-Man +1 to strike and +2 to parry with ANY type of weapon that falls into the category of the weapons depicted in the tattoo (e.g. knives, clubs/maces/ hammers, or axes, or swords, or spears, etc.). The weapons must be identical or similar, such as two crossed knives, two swords, etc.

The bonus applies whether the T-Man is using one or both of the weapons in the tattoo, or a normal S.D.C. or M.D. weapon of the same type. The bonuses are in addition to any combat or W.P. skills the character may also possess.

Crossbows and bows and arrows are NOT included with this particular type of tattoo.


Weapon Covered in Electrical Arcs

Additional P.P.E. to Activate: 20

Duration: 15 minutes per level of experience or until canceled.

Power: The enhancement gives the weapon an electricity attack. A successful strike delivers a nasty electrical jolt to his opponent, and inflicts +2D6 M.D. extra damage from the electricity.

No damage occurs when the weapon is successfully parried.

It can also fire an electrical blast that does 2D6 M.D.; range: 60 feet (18.3 m), each blast counts as one melee attack. Can be combined with a Weapon Covered in Flames to make the weapon inflict M.D. in all modes of attack. Note: Electricity damage is 2D6 S.D.C. in S.D.C. against S.D.C. opponents and 2D6 M.D. against Mega-Damage opponents.


Weapon with Flaming Gout Shooting Out

Additional P.P.E. to Activate: 20

Duration: 15 minutes per level of experience or until canceled.

Power: This enhancement enables the weapon to fire a gout of M.D. fire like a flamethrower, in addition to its normal weapon capabilities. Each flame blast counts as one of the T- Man’s melee attacks and does 5D6 M.D. Range: 100 feet (30.5 m). Can be combined with a Weapon Covered in Flames to make the weapon inflict M.D. in all modes of attack. Note: Fire damage is 5D6 S.D.C. in S.D.C. settings and 5D6 M.D. against Mega-Damage opponents and S.D.C. against S.D.C. opponents. If combined with Flames and Dripping Blood, the fire damage remains at 5D6 M.D. and the range remains 100 feet (30.5 m).


Weapon Covered with Green or Black Thorns (Poison)

Additional P.P.E. to Activate: 25

Duration: 15 minutes per level of experience or until canceled.

Power: A Magic Weapon covered with thorns inflicts contact poison. When the weapon strikes flesh, the victim must make a saving throw vs lethal poisons/toxins (a roll of 14 or better is needed to save). Cannot be combined with Dripping Blood, but can be combined with Weapon Covered in Flames (M.D.C.).

Green: On a successful save, the victim suffers an additional 1D4 M.D. (or S.D.C. damage), but is otherwise okay, no penalties nor full damage from the poison.

On a failed saving roll, green thorns impairs its victim: -3 on Perception Rolls, -2 on initiative, -2 to strike, parry, dodge, disarm, and pull punch, -1 melee attack, -20% on skill performance and reduce speed 30%. Duration is 10 minutes. The victim feels weak and focus is hazy. The penalties from multiple poisonous strikes are not cumulative, but the duration is (10 minutes for each failed save) and so is damage: +2D6 M.D. (or S.D.C. depending on the nature of the victim) from the poison per each strike. This is in addition to the weapon’s usual damage.

On a failed saving roll, black thorns inflict 6D6 M.D. (or S.D.C./Hit Point damage) per each successful weapon strike. This is in addition to the usual damage inflicted by the weapon. On a successful saving throw there is only 1D4 M.D. damage.

Note: Those who have the tattoo Thorns or Ball of Thorns (protection from poison) activated prior to taking any damage are protected and automatically save from this weapon’s attack. This tattoo upgrade is a favorite of Sunaj Assassins and Tattooed Archers of the Splugorth. Damage is S.D.C. against S.D.C. opponents, and M.D. against Mega-Damage opponents.


Weapon with Wings

Additional P.P.E. to activate the wing feature:

  • 5 if a Simple Weapon (S.D.C. damage), 
  • 10 if Dripping Blood (double S.D.C. damage) or Impaling a Heart (anti-P.P.E.) or a Skull (anti-I.S.P.), 
  • 20 if Weapon Covered in Flames (an M.D. weapon), 
  • 30 if Serpent Slayer, Demon Slayer or Deevil Slayer, or Flaming and Dripping with Blood.

Duration: 15 minutes per level of experience or until canceled.

Power: The weapon can be thrown, or arrows fired, three times farther than the usual effective range and it automatically returns to the Tattooed Man immediately afterwards! Typically four arrows in the tattoo; one of any other type of weapon.