08. Power Tattoos

Power Tattoos

Power Tattoos bestow magic powers upon the Tattooed Man or gives him the ability to impose an effect upon, or attack, others. Some are utilitarian, some defensive, and others offensive in nature.

P.P.E. Cost to Activate: Varies depending on the magic imbued upon the tattoo user or his victim. Each Power Tattoo lists the cost.

Duration: As indicated under each specific Power tattoo. As always, the tattoo user may cancel the magic at any time with a mere thought. The Power tattoo remains in effect even when its creator is rendered unconscious, possessed, or is mind controlled.

Unless noted otherwise, the user of the tattoo can cancel the effects of the magic at any time with a mere thought. The effects of the tattoo magic continue even when the user is rendered unconscious, possessed, or mind controlled. In the case of possession or mind control, the controlling outside force can NOT activate any new tattoos or cancel tattoos that were activated at the moment that control was initiated. Active tattoos remain in place until the end of their duration.

Power: Varies with each type of Power Tattoo. None of the pow- ers can be transferred or extended to other people, they only effect the T-Man.

Attacks per Melee: Each activation of a tattoo as well as each use of the power bestowed counts as one melee attack.

Saving Throw: Opponents trying to save versus Power tattoo magic such as the Death Touch, Empathic Transmission, etc., must roll a 16 or higher, unless stated otherwise. A successful save usually means no damage or effect. Failure to save means the victim suffers full penalties and damage.

Note: Remember, as many as 6 tattoos total can be activated at any one time unless stated otherwise in the O.C.C. or tattoo de- scription. All effects and abilities are cumulative.

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Black Sun (Darkness Powers)

P.P.E. to Activate: 40

Duration: Five minutes per level of experience.

Range: Self or a 5 foot (1.5 m) radius per level of experience

Number of Attacks: Each use of a Darkness power counts as one of the tattoo user’s melee attacks.

Power: The tattoo user is given the following (limited) powers over darkness:

  • Nightvision 600 feet (182.9 m), see in magic darkness, and the ability to recognize Shadow Beasts and other creatures from the Shadow Dimension even when they are melded into the shadows. (Does NOT include Shadow Vision.)
  • Shadow Meld; same as the spell.
  • Cloak of Darkness; same as the spell

Beautiful Dancer (Hypnotic Gaze)

P.P.E. to Activate: 15

Duration: Duration of the effects varies with the command. The T-Man retains the ability for two minutes per level of experience.
Range: 12 feet (3.65 m) and eye contact.

Number of Attacks: Each Hypnotic Suggestion counts as two of the tattoo user’s melee attacks.

Power: The tattoo user is given the psionic ability of Hypnotic Suggestion, equal to the Super-Psionic power of the same name.


Bleeding Heart (Power Punch)

P.P.E. to Activate: 20

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

Power: The tattoo user is able to inflict Mega-Damage with his bare hands as if his P.S. attribute was Supernatural. Note that only the hands, arms and strength are affected, and that lifting and carrying abilities are NOT boosted to Supernatural by this magic, nor is the P.S. attribute number increased. Its sole purpose is to allow the user to inflict Mega-Damage with his bare hands.

Parry Bonus: This Magic Tattoo is sometimes called “Steel Hands,” because the Power tattoo also enables the enchanted individual to parry Mega-Damage blades, flaming weapons and even energy blasts with his bare hands!

The character’s usual parry bonuses apply when parrying melee weapons and attacks. No parry bonuses apply when attempting to parry energy blasts and projectile attacks and he is -5 to parry them.

For Tattooed O.C.C.s who are already M.D.C. beings with Supernatural P.S.: +6 M.D. to their physical punches, and +12 on power punches, but the latter counts as two attacks. And of course, they can parry M.D. weapons with their bare hands.

Note: Damage is S.D.C. against S.D.C. opponents, and M.D. against Mega-Damage opponents.


Chain Encircling a Skull or Brain (Bonus to Save vs Psionics)

P.P.E. to Activate: 25

Duration: One minute per level of experience or until canceled.

Power: Impervious to mind control of all types and +3 to save vs psionic attacks of any kind.


Chain with a Broken Link (Supernatural P.S.)

P.P.E. to Activate: 30

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

Power: Instills or boosts Supernatural Strength (+6 to P.S. for duration of the magic). Mega-Damage is inflicted from all physical attacks, punches, kicks, head butt, power punch, etc., and lifting and carrying abilities are also boosted. Remember, +6 to P.S. is likely to bump a T-Man’s Supernatural P.S. up to the next level which inflicts greater damage.

Note: Damage is S.D.C. against S.D.C. opponents, and M.D. against Mega- Damage opponents. See Supernatural Strength list in the core rule book.


Chain Wrapped Around a Cloud (Air Powers)

P.P.E. to Activate: 50

Duration: One minute per level of experience or until canceled.

Power: Influence the elemental force of air.

  • See the Invisible, the same as the spell (see Rifts Ultimate Edition, page 199).
  • Float in the Air, same as the spell (see Rifts Ultimate Edition, page 202).
  • Wind Rush, same as the spell (see Rifts Ultimate Edition, page 214).
  • Call Lightning twice per melee round/every 15 seconds; same as the spell (see Rifts Ultimate Edition, page 209).
  • Calm Storms, same as the spell (see Rifts Ultimate Edition, page 223).
  • See Air Elementals.
  • Communicate with Air Elementals.


Cracked or Broken Skull (Mental Blast)

P.P.E. to Activate: 25

Duration: Victims suffer the effects for one melee round per level of the tattoo user. The T-Man retains the ability for one minute per level of experience.

Range: Touch or 100 feet (30.5 m) plus 10 feet (3 m) per level of experience. The intended target must be visible.

Number of Attacks: Each Mental Blast counts as one of the tattoo user’s melee attacks.

Saving Throw: The intended victim must roll 14 or higher to save. A successful save means no damage, no penalties.

Powers: The T-Man using this magic can cause a victim to be overcome with mind-splitting headache pain with a mere touch. The effects are as per the spell Mental Blast. 5D6 damage plus disorientation: -2 on initiative, -2 to strike, parry, dodge, -20% on all skills. Multiple blasts have cumulative effect. See Rifts® Book of Magic, page 109, for details.


Cross (Turn Dead)

P.P.E. to Activate: 15

Duration: One minute per level of experience or until canceled.

Power: Turn Dead, equal to the invocation of the same name.


Eye with a Dagger in It (Blind)

P.P.E. to Activate: 25

Duration: The effect is instant and the victim is blinded for one melee round per level of the T-Man’s experience.

The Tattooed Man possesses the blinding touch for one melee round (15 seconds) per level of his experience.

Power: Blinds an opponent by activating the tattoo and touching the intended victim. Victim needs to save vs magic, 16 or higher. A failed save means blinded (-10 to strike, parry, dodge) for one melee round (15 seconds) per level of the tattoo user.

Each blinding touch counts as one melee attack. It works on beings with natural armor, cyborgs, creatures of magic and supernatural beings, as well as those clad in M.D.C. armor and power armor with less than 350 M.D.C. or less. Power Armor with 350 M.D.C. or more blocks the magic. Cannot be used to blind people inside a vehicle by touching the vehicle or the window.


Eye of Knowledge (Language)

P.P.E. to Activate: 15

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

Power: Understands and speaks all languages equal to a skill of 96%.

Includes Literacy equal to a skill of 82% and can read and understand most written languages, but that does not include magic symbols, runes, wards or circles.


Eye of Mystic Knowledge (Magic)

P.P.E. to Activate: 20

Duration: 10 minutes per level of experience or until canceled.

Power: Can recognize magic circles, symbols, wards, and runes as being genuine articles involved in magic. 86% skill in reading and using magic scrolls, 74% skill in recognizing enchantment and possession, 62% skill of being able to read/identify specific wards and magic symbols. 50% skill in correctly identifying magic circles. 40% skill in accurately reading runes. 30% chance of correctly identifying a magic item, including weapons and artifacts.

This knowledge does not enable the character to cast spells, perform rituals or operate circles.

Note: The tattoo is an eye in a circle with two equal length lines. In many cases the eye may be inside a pyramid. A pyramid point-side up means the knowledge is only available for doing good works. A pyramid with its point facing downward means it works only when used for evil purposes.

The pyramid often indicates the Tattooed Man’s alignment (at least at the time he received the tattoo) and/or that it was designed to restrict a warrior slave’s use of the knowledge as intended by his master/tattoo creator. The magic tattoo with this pyramid restriction does not work when contrary to its alignment, and will not work for selfish motives either.


Eye With Tears (Empathy & Transmission)

P.P.E. to Activate: 15

Duration: Two minutes per level of experience.

Power: Empathy equal to the psionic sensitive power and can perform one Empathic Transmission once per melee round; each use counts as one melee attack.

See the Rifts® core rule book for details.


Eyes: Three (Supernatural Vision)

P.P.E. to Activate: 20

Duration: Ten minutes per level of experience.

Power: Perfect vision plus the following:

  • Nightvision: 1,200 feet (366 m sees in total darkness.
  • See the Invisible, including the supernatural.
  • See Aura (same as psionic sensitive power).
  • Bonuses: +1 on initiative and +1 to strike.


Flaming Eye (Fire Projection & Thermo-Imaging)

P.P.E. to Activate: 20

Duration: Five minutes per level of experience.

Range: 100 feet (30.5 m), plus 50 feet (15.2 m) per level of experience for the flame attack.

Number of Attacks: Each fiery blast counts as one melee attack.

Damage: 1D4 M.D. per level of experience.

Bonuses: +2 to strike with flame from the eye, but no other bonuses apply to the fire bolt shot from the eye. Each fire blast counts as one melee attack.

Powers: Provides the tattoo user with the ability to see infrared radiation (heat waves) equal to a thermo-imager with a range of 600 feet (183 m), as well as the power to fire an M.D. bolt of fire from his eyes. Range: 60 feet (18.3 m). 1D4 M.D. per level of the T-Man’s experience. Damage is S.D.C. against S.D.C. opponents, and M.D. against Mega-Damage opponents.


Heart Encircled by Chains (Invulnerability)

P.P.E. to Activate: 40

Duration: 10 minutes per level of experience or until the total number of M.D.C. is depleted. The user of the tattoo can cancel the magic at will. The effects of the magic continues even when the user is rendered unconscious or mind controlled.

Power: Limited Invulnerability: A faint but visible, light blue magic aura encircles the character rather like a force field protecting him and everything on his body. Ordinary S.D.C./Hit Point damage does NO damage!

The aura also provides 75 M.D.C. per level of the tattoo user. Subtract any M.D. caused by Mega-Damage attacks from the character’s magical M.D.C. aura. This includes damage from falls, collisions, explosions, energy blasts, Supernatural P.S. punches, and even poison, gas, and drugs. When the M.D.C. is used up and gone, the limited invulnerability magic continues to protect against S.D.C. attacks until the duration elapses or the magic is canceled.

Vulnerabilities: It does not protect against magic clouds, psionic attacks or many types of magic, only those that do physical damage. The character is, of course vulnerable to magic that immobilizes, entangles, and influences the mind and senses, like Domination and Blind, for example.

Physical attacks created by psionics such as Psi-Sword or spells that do damage like Call Lightning and Fire Ball, do damage to the magic aura until it is whittled down to zero. Likewise, spells such as Light Target, Befuddle and Charm are not stopped by invulnerability since they do not cause direct physical damage.


Heart with Large Wings (Fly)

P.P.E. to Activate: 20

Duration: 30 minutes per level of experience or until canceled by the user of the tattoo.

Power: The tattoo user can fly at a speed of 50 mph (80 km) plus 10 mph (16 km) per level of experience. Maximum height is limited to 4,000 feet (1,219 m) above the ground. The effects of the magic continues even when the user is rendered unconscious or mind controlled, which means he will float 2D6 feet (0.6 to 3.6 m) above the ground and float in the direction of the wind at a rate of about five miles (8 km) an hour.

Bonuses when Flying: +1 to strike and dodge, +1 when the tattoo user reaches levels 4, 8 and 12, and +3 to damage from hand to hand attacks due to height and speed advantage. Note: Damage is S.D.C. against S.D.C. opponents, and M.D. against Mega- Damage opponents.


Heart with Tiny Wings (Speed)

P.P.E. to Activate: 10

Duration: 30 minutes per level of experience or until canceled by the user of the tattoo. The magic remains in place when the user is rendered unconscious, possessed or mind controlled.

Power: Run at Superhuman Speed: 30 mph (48 km) plus 10 mph (16 km) per level of experience. He can also leap up to 20 feet (6 m) high or 30 feet (9 m) lengthwise from a running start and at a speed of at least 30 mph (48 km).

Bonuses: +1 to dodge (when running) at levels 1, 4, 8 and 12; +2 to damage in melee combat due to speed advantage. Supernatural beings, like Undead Slayers, inflict an extra +1D4 M.D. for every 30 mph (48 km).


Heart Pierced by a Wooden Stake (Protection)

P.P.E. to Activate: 15

Duration: One hour per level of experience or until canceled.

Power: The T-Man gains the following power:

  • Immune to the Pheromone Induced Seduction.
  • The character is impervious to the slow kill bite, and cannot be turned into a vampire or enslaved.
  • Impervious to all the mind control powers of vampires and related species of undead.
  • When the magic tattoo is first activated, a wooden stake and a cross appears, one in each hand. Both disappear when the duration ends or the tattoo magic is cancelled.

Note: Though greatly protected by this magic tattoo, the vampire can hurt and even kill a Tattooed O.C.C. like the Undead Slayer by using killing bite attacks, the brute force of punches, claws, etc., and via weapons or magic.


Heart of Steel (Courage)

P.P.E. to Activate: 25

Duration: Five minutes per level of experience.

Range: Self.

Powers: Provides the tattoo user with resistance to fear and the following bonuses:

  • +4 to save vs Horror Factor and all fear inducing attacks.
  • +2 to save vs illusions and mind control.
  • +5 to save vs possession.


Heart in Two Pieces (Strength Drain)

P.P.E. to Activate: 30

Duration: Victims suffer the effects for one melee round per level of the tattoo user’s experience.

The Tattooed Man retains the ability for one minute per level of experience.

Range: Touch.

Number of Attacks: Each use counts as two melee attacks.

Powers: At first, the victim of this attack feels nothing but a simple touch or the strength of a punch. But when he attempts to return the blow, its effects are apparent. Unless the victim makes a successful saving throw vs magic of 14 or higher, he finds his P.S. attribute temporarily reduced by half!

Reduce all damage stats and bonuses appropriately, and even lesser supernatural creatures and creatures of magic suffer from the loss of strength. Greater Demons, Demon Lords, Godlings, gods, the undead and adult dragons, are immune to this magic.


Heart Wrapped in Thorns (Poison Touch)

P.P.E. to Activate: 35

Duration: Effects last one minute per level of experience. The tattoo user retains the ability for two minutes per level of experience.

Range: Touch.

Number of Attacks: Each poisonous touch counts as one melee attack.

Powers: This magic can cause a victim to feel as if he has been poisoned. Potential victims may roll a saving throw vs magic of 14 or higher. A successful save means the attack fails and no penalties are inflicted.

A failed saving throw means the victim believes he has been poisoned and suffers from the following psychosomatic penalties: Attacks per melee and speed are reduced by half, -4 to all combat bonuses, is -4 to save vs real poisons and toxins, is -30% on all skills and feels dizzy, nauseous and ill.


Knight in Full Body Armor

P.P.E. to Activate: 25

Duration: 30 minutes per level of experience, or until M.D.C. is depleted, or until the magic is canceled, or duration time ends.

Power: Magic, M.D.C. body armor appears on the body of the tattoo user. The armor is transparent so the other tattoos can still be seen. The T-Man’s hand can pass right through the armor, like air, in order to touch and activate other tattoos, but to all others the armor is as solid as M.D.C. alloys! The armor is weightless and does not restrict movement in any way.

M.D.C. of the Armor: 35 M.D.C. per level of the tattoo user’s experience.

Note: The armor cannot be placed on another person; it magically appears on the tattoo user. The armor is not like modern environmental suits and does not protect the wearer from toxic air, fumes, gases, or foul smells. Note: Armor is S.D.C. with an A.R. of 17 in S.D.C. environments and M.D.C. in Mega- Damage environments.


Lightning Bolts (Shoots Lightning)

P.P.E. to Activate: 30

Duration: One minute (4 melee rounds) per level of experience or until canceled.

Range: 200 feet (61 m) plus 100 feet (30.5 m) per level of experience; +3 to strike and only bonuses from the P.P. attribute can be added to this strike bonus; hand to hand and W.P. bonuses are not applicable.

Number of Attacks: Each bolt counts as one melee attack.

Damage: 2D6 M.D. plus 1D6 M.D. per every two levels of experience; i.e.: 2D6 at first level, 3D6 at second level, 4D6 at fourth level, 5D6 at sixth level and so on. The user can regulate the amount of damage a lightning bolt can inflict in increments of 1D6. Note: Damage is S.D.C. against S.D.C. opponents, and M.D. against Mega-Damage opponents.

Power: The tattoo user can fire lightning bolts from his hands. The character simply points and mentally releases the lightning bolt.


Phoenix Rising from the Flames (Resurrection)

P.P.E. to Activate: 124 and see note.

Duration: Instant, with permanent results.

Range: Touch or within 12 feet (3.7 m).

Power: Super-healing and resurrection of others! Using the power to super-heal will restore up to 50 Hit Points and 50 S.D.C. points, or 100 M.D.C. if the character being healed is a Mega-Damage creature. Furthermore, the super-healing cures all types of common diseases, Magic Minor Disorders, Magic Sickness, Minor Curse, and turns a victim of Petrification back to flesh.

Forms of insanity, magic insanity and addiction are not cured via this magic.

Resurrection is possible only if performed within six hours after the moment of death. The magical resurrection costs 124 P.P.E. and brings the dead person up to three Hit Points and restores/regenerates missing limbs and organs and completely heals all wounds without scarring.

Resurrection Costs: 124 P.P.E., plus the cost of performing a resurrection has a lasting effect on the tattoo user. The character permanently loses 1D6 Hit Points or M.D.C., 2D6 P.P.E. points, and one P.E. attribute point of his own each time a resurrection is performed. However, he permanently gains one M.A. point. There are no penalties for performing a super-healing.


Rose and Thorny Stem Dripping Blood (Healing)

P.P.E. to Activate: 30

Duration: One minute per level of experience or until canceled. As many as three healing touches can be performed every minute. Each healing counts as two of the character’s melee attacks.

Range: Touch.

Power: With the touch of his hand the tattoo user is able to heal wounds and injuries; restoring 1D6 Hit Point damage and 3D6 S.D.C. (or 1D6+3 M.D. to Mega-Damage beings) per each touch. Three healings per melee round are possible.


Shark or Dolphin (Swim)

P.P.E. to Activate: 20

Duration: 30 minutes per level of experience or until canceled.

Range: Self.

Power: The tattoo user can swim like a fish at a speed of 20 mph (32 km), breathe without air, swim at a proficiency of 98%, at a maximum depth of two miles (3.2 km).

Underwater combat bonuses: +2 to parry and dodge in water.


Skeleton in Chains (Constrain the Undead)

P.P.E. to Activate: 20

Duration: One minute per level of experience.

Range: Touch or up to 200 feet (61 m) away.

Number of Attacks: Each use of this ability counts as one melee attack.

Powers: The tattoo user can keep the undead at bay. With the wave of a hand, he can cause any one undead to freeze in its tracks for 1D4 melee rounds. Only one undead can be affected at a time. Mummies, zombies, and similar unintelligent undead have no saving throw against this magic.

Most others, like vampires, can attempt to resist the magic and have a saving throw of 14 or higher.

Master Vampires and other superior undead are immune to the magic’s effects.


Skull with Bat Wings (Animate Dead)

P.P.E. to Activate: 30

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

Power: Animate and Control Dead, same as the spell invocation of the same name.


Skull Coiled with Thorns (Death Touch)

P.P.E. to Activate: 40

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

Power: Limited power over death (well, sort of). The tattoo user is enveloped in an eerie, pale white glow. The aura instills in him the following:

  • +25% to save vs coma/death,
  • +6 to save vs poison and deadly gases/vapors,
  • +6 to save vs Horror Factor,
  • +1 to save on all other saving throws,
  • one super bio-regeneration (self: re- stores 1D4x10 S.D.C. and 6D6 Hit Points, or 1D6x10+10 M.D.C. if a Mega-Damage being).

Upon others, the tattoo user can inflict the Death Touch.

Death Touch Number of Attacks: Each Death Touch counts as two melee attacks.

Range: Touch and will penetrate M.D. body armor and magic armor, but not robots, vehicles or power armor with 160 M.D.C. or more.

Bonuses: +1 to strike and parry in addition to normal bonuses.

Damage from Death Touch or Death Blow: Each punch that strikes or even a gentle touch inflicts an additional 1D6 points of damage directly to Hit Points or 3D6 M.D. to Mega-Damage creatures like dragons, demons, fellow Tattooed O.C.C.s, etc.

Potential victims roll to save vs magic (needs a 16 or higher to save). A successful saving throw means NO damage is caused by the Death Touch – this time. If a character is killed by a Death Touch (six or more touches that inflict damage), he is -12% to save vs coma/death.

Note: The Death Touch will awaken victims who are sleeping and even unconscious characters get an automatic saving throw. Characters of a good, and even selfish alignment seldom select this power. Assassins (Sunaj) on the other hand, love it.


Skull Engulfed in Flames (Fire Powers)

P.P.E. to Activate: 45

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

Power: The tattoo user is enveloped in an eerie, red glow that resembles heat vapors and wisps of fire that appear and disappear in a random pattern across the body. The magic makes him impervious to fire and heat, including magic and Mega-Damage fires (no damage). Lasers and all other forms of energy do half damage, and the glowing aura provides 60 M.D.C. points of protection. When the bonus 60 M.D.C. is depleted, the other powers remain.

The tattoo user can also shoot bolts of fire from his finger-tips. He simply points and mentally releases the fiery blast.

Number of Attacks: Each fire blast counts as one melee attack.

Damage: 1D4 M.D. per level of experience. The user can regulate the amount of damage a fire bolt can inflict in increments of 1D4.

Range: 100 feet (30.5 m) per level of experience.

Bonuses: +2 to strike. Only bonuses from the P.P. attribute can be added to this strike bonus, hand to hand and W.P. bonuses are not applicable.

Note: Damage is S.D.C. against S.D.C. opponents, and M.D. against Mega-Damage opponents.


Thorns or Ball of Thorns (Protection from Poison)

P.P.E. to Activate: 15

Duration: 10 minutes per level of experience or until canceled.

Power: Impervious to all forms of poison and +2 to save vs all types of drugs, chemicals, and gases.


Wolf’s Head with Glowing Eyes (Hunting Prowess)

P.P.E. to Activate: 30

Duration: Five minutes per level of experience.

Range: Self.

Bonuses: +1 to initiative.

Powers: Similar to the magic spell, Eyes of the Wolf, but with some modifications.

  • Nightvision 100 feet (30.5 m)
  • Recognize and track animals by sight: 01%-50%
  • Identify edible plants, fruits and meat: 01%-75%
  • Sense traps: 01%-35%


New Power Tattoos

Over the millennia, Atlanteans have created new Power tattoos. Alchemists and Tattoo Masters regularly collaborate and share their newest creations with their fellow Atlanteans. The following are new tattoos created in recent decades. Naturally, the Splugorth have been able to get their tentacles on these new tattoos, so it is likely many, if not all, may be seen on Splugorth Tattooed Warrior Slaves as well.

Orb with a Flame Within It (Fire Globe)

P.P.E. to Activate: 40

Duration: The Fire Globe lasts one hour per level of experience or until it is used.

Damage: 5D6 M.D. at the moment of impact and 5D6 additional M.D. per melee round for 1D4 minutes (4-14 melees).

Power: Activating the tattoo creates one portable globe containing a magical fire. Like the spell of the same name, this “Fire Globe” is about the size of a grapefruit and flickers as if a fire burns inside (which it does), but no heat or significant amount of light radiates from it.

The globe can be handled and put in a bag or backpack for later use without fear of starting a fire until it is thrown and it ignites.

Upon impact, the fire inside erupts like napalm, covering the surface body of its target in flame. It burns for 1D4 minutes and then vanishes or until it is extinguished.

It can be put out with magic or by rolling in dirt or being covered in dirt, sand, or other substance to smother the flame. The use of water to extinguish the fire hurts, creates steam and inflicts 2D6 M.D. (scalding) before the fire is extinguished.


Red Lightning Bolt (Impervious to Energy)

P.P.E. to Activate: 40

Duration: One melee round per level of experience.

Power: This temporarily makes the tattoo user impervious to all energy based attacks. Physical attacks such as punches, kicks, arrows, bullets, rail gun rounds, and explosives do full damage.


Eye of Mystic Knowledge Encircled by Chains (Magic Resistance)

P.P.E. to Activate: 20

Duration: Five minutes per level of experience.

Power: This tattoo allows the tattoo user further resistance to magic attacks. The T-Man is +2 to save vs all types of magic and enables him to see the invisible.


Eye of Mystic Knowledge in a Red Circle with a Slash Through It (Negate Magic)

P.P.E. to Activate: 40

Duration: Instant.

Power: When a T-Man is attacked magically and fails his saving throw, this tattoo can be activated to cancel the effect of the enchantment.

Works the same as the Negate Magic spell. The T-Man can try to negate any magical effects cast upon him, or another by touch, by activating this tattoo.


Eye of Mystic Knowledge on a Broken Shield (Dispel Magic Barriers)

P.P.E. to Activate: 45

Duration: Instant.

Power: The T-Man can attempt to dispel a magic barrier that bars his path by touching it and activating this tattoo. The effects are the same as the spell Dispel Magic Barriers.


Fire Dragon’s Head (Impervious to Fire)

P.P.E. to Activate: 20

Duration: Ten minutes per level of experience.

Power: Activation makes the tattoo user impervious to all forms of heat and fire, including magic fire, M.D. plasma, lava, etc.


Fire Dragon’s Head Breathing Fire

P.P.E. to Activate: 30
Duration: Five minutes per level of experience.

Power: Activation gives the tattoo user control over the element of fire and can perform ONE of the following powers. Only one power can be selected and used whenever this tattoo is activated.

  1. Breathe Fire: Four times per melee round, the tattoo user can breathe fire doing 5D6 M.D. Range is 5 feet (1.5 m) per level of experience. Each breath attack counts as one melee attack. The ability can be used for five minutes per level of experience.
  2. Wall of Flame: The T-Man can create a wall of flame that is 10 feet (3 m) long, by 5 feet (1.5 m) thick, by 10 feet (3 m) high per level of experience. Damage from the flames is 4D6 M.D. for every 5 feet (1.5 m) traveled through the fire. The size of all dimensions increases by 5 feet (1.5 m) every level of experience. The wall remains for five minutes per level of experience.

Note: Damage is S.D.C. against S.D.C. opponents, and M.D. against Mega-Damage opponents.


Gas Mask or Air Breathing Mask (Impervious to Vacuum)

P.P.E. to Activate: 15

Duration: Ten minutes per level of experience.

Power: This tattoo shields the tattoo user from the effects of a vacuum. The T-Man can breathe and function normally in a vacuum without needing any sort of space suit for protection. However, if there is no gravity the individual must find a way to secure/ anchor himself or move in space, otherwise he drifts away.

This tattoo also protects the tattoo user from toxic air, poisonous gas and for breathing in environments without air, including underwater (and survive ocean depths up to two miles/3.2 km). It also negates the effects of any spells that create vacuums.


Ice Dragon’s Head (Impervious to Cold)

P.P.E. to Activate: 20

Duration: Ten minutes per level of experience.

Power: Activation makes the tattoo user impervious to all cold-based attacks, including magic spells, ice breath attacks, ice-cold water, the vacuum of space, and sub-zero environments, etc.


Ice Dragon’s Head Breathing Ice

P.P.E. to Activate: 30

Duration: Five minutes per level of experience.

Power: The tattoo user can manipulate the ice on several levels with this tattoo. Only ONE power can be used when this tattoo is activated, pick one.

  1. Breathe Frost: Four times per melee, the tattoo user can expel an icy frost breath that does 4D6 M.D. Range is 5 feet (1.5 m) per level of experience. Each breath attack counts as one melee attack. The ability can be used for five minutes per level of experience.
  2. Ice Blade: The T-Man can fire a large, machete-sized shard of ice from his hand that does 3D6 M.D. +1 M.D. per level of experience. Range is 20 feet (6.1 m) per level of experience. Each ice dagger blast counts as one melee attack.

Nuclear Symbol (Sub-Particle Acceleration)

P.P.E. to Activate: 40

Duration: One melee round per level of experience.

Power: The tattoo user is impervious to radiation of all kinds.

The T-Man can fire energy blasts from his hands. The damage is 1D4x10 M.D., +2 M.D. per level of experience. Range is 30 feet (9.1 m) per level of experience. Each energy blast counts as two melee attacks.

Note: Damage is S.D.C. against S.D.C. opponents, and M.D. against Mega-Damage opponents.


Power Matrix (Energize Tattoo)

P.P.E. to Activate: Five to activate Power Matrix, plus the P.P.E. cost of the magic tattoo the user wants to extend via the Power Matrix. Or 5 P.P.E. to activate and make available the P.P.E. stored in the Power Matrix for casting spells or the activation of other tattoos or magic devices.

Duration: Doubles or continues for another full duration the powers/abilities and duration of another tattoo, or immediately makes available energy stored in the Power Matrix to activate one or more magic tattoos within the usual limitation of no more than six magic tattoos active at any one time.

Power: There are situations where the tattoo user may not want an active magic tattoo’s duration and abilities to end. The P.P.E. stored in the Power Matrix tattoo can be used to extend the duration of that tattoo with but a thought. Applicable to any type of magic tattoo.

It is used only to extend the duration of an active tattoo and as an energy reserve with which to activate other magic tattoos when he has used up his own P.P.E. or extra P.P.E. is required.

P.P.E. Reserve: The Power Matrix can hold 10 P.P.E. per level of the tattoo user. It can be recharged with P.P.E. two ways. One, by the T-Man channeling his own P.P.E. into the Matrix via meditation at the rate of 10 P.P.E points an hour, or by channeling the ambient P.P.E. of a ley line or nexus point at a rate of 20 P.P.E. per hour. The energy is available until spent. When used up, the tattoo user must consciously channel new P.P.E. into it or the Power Matrix remains empty or with whatever is left.


Rose Encircling a Heart (Bio-Regeneration)

P.P.E. to Activate: 50

Duration: One minute per level of experience.

Power: Activation of this tattoo Bio-Regenerates physical damage at a rate of 4D6 M.D.C. per melee round (once every 15 seconds). S.D.C. beings see 4D6 Hit Points or 4D6 S.D.C. restored, whichever needs regeneration. Hit Points are restored first, then S.D.C.


White Skull on a Black Shield (Sense Evil)

P.P.E. to Activate: 5

Duration: Five minutes per level of experience.

Power: This tattoo lets the T-Man sense the presence of evil as per the Sense Evil psionic ability. Range is 25 feet (7.6 m) per level of experience.


Defender Power Tattoos

These two powerful tattoos have been specifically developed for the defense and protection of Atlantean settlements from supernatural foes and other enemies by creating the magical equivalent of a light power armor (Crystal Guardian) and a large combat robot (the Crystal Super-Guardian).

The mystic energy of the Guardian and Super-Guardian Power Tattoos integrate with the crystal armors created by a Crystal Mage and/or Atlantean Alchemist (or Chiang-Ku dragon). Both are formidable combat units with excellent M.D.C. and armor with regenerative capabilities. They both also allow the warrior to access and continue to use his magic tattoos while inside them.

Both tattoos are exclusive to the Tattooed Defender O.C.C., imparted to them in a secret ritual that only Tattooed Defenders are trained to use. Part of that training involves a willingness to use magical constructs that are killing you – draining you of your life essence – while you wear them.

Like true heroes, Tattooed Defenders are blasé about the whole situation, pointing out that everyone who goes to battle whether it’s on foot or inside a combat vehicle is putting their life on the line. True enough, but they are not being slowly killed by the combat vehicle they pilot.


Crystal Guardian Armor 

Exclusive to the Tattooed Defender

P.P.E. to Activate
: 25 plus life energy of the wearer!

Duration: One hour per level of experience of the Defender; double on ley lines, at stone pyramids and in sunlight (solar and magic powered). Deactivates when taken off.

Range: Armor by touch.

Number of Attacks: Same as the Tattooed Defender inside +1.

Damage: As per the Create Crystal Guardian Armor spell.

Bonuses and Limitations: As per the Create Crystal Guardian Armor spell, page 132, includes laser fire.

Powers: The tattoo user is able to don Crystal Guardian environmental armor to combat invaders and the forces of evil. The Guardian armor functions as a magical, light power armor. It is solar energy and ley line powered, which is perfect for the Tattooed Defender whose job description includes defending stone pyramids which are always located along ley lines and harness their energy.

As a rule, a Tattooed Defender is issued a Crystal Guardian (or Crystal Super-Guardian) for special missions and as necessary for the defense of an Atlantean colony, pyramids, or clan. Like fighter pilots, the Tattooed Defender leaps into his Crystal Guardian and charges into battle. Most Tattooed Defenders do not own their own Guardian Armor, however, some officers and renowned Defender heroes are awarded Guardian Armor for outstanding service to their city or clan.

See the Create Crystal Guardian Armor spell for complete stats, details and abilities, page 132.


Crystal Super-Guardian

Exclusive to the Tattooed Defender

P.P.E. to Activate: 40 plus life energy of the wearer!

Duration: 30 minutes per level of experience; double in sunlight, on ley lines and at stone pyramids (solar and magic powered). It also draws on the Defender’s own life force, so the warrior needs to be conscious of this. It is recommended not to be worn for more than 6-8 hours at a time. The magic tattoo combines with the magic in the Golem-like body to make it fully powered and energized the entire time it is worn.

Deactivates when the Tattooed Defender steps out of it.

Range: Armor by touch.

Number of Attacks: As per the Create Super-Guardian spell, which includes bonus attacks added to the character’s own.

Damage: As per the Create Super-Guardian spell.

Bonuses: As per the Create Super-Guardian spell; includes laser fire.

Powers: The tattoo user is able to merge with the powerful Crystal Super-Guardian Armor to combat invaders and the forces of evil. The Super-Guardian armor functions as a sort of magical crystal combat robot or Golem operated by a pilot inside, i.e. the Tattooed Defender. It is solar energy and ley line powered, which is perfect for the Tattooed Defender whose job description in- cludes defending stone pyramids which are always located along ley lines and harness their energy.

As a rule, a Tattooed Defender is issued a Super-Guardian (or Guardian armor) for special missions and as necessary for the defense of an Atlantean colony, pyramids, or clan. Like a giant robot pilot, the Tattooed Defender leaps into his Crystal Super-Guardian and charges into battle. Most Tattooed Defenders do not own their own Super-Guardian, however, some officers and renowned Defender heroes are awarded a Super-Guardian Pseu- do-Golem for outstanding service to their city or clan.

See the Create Super-Guardian Pseudo-Golem spell for complete stats, details and abilities, page 133.


Dimension Tattoos

Dimension Tattoos are fundamentally the same as other magic tattoos, but with a focus on dimensional travel and teleportation. These specialized Power tattoos are typically reserved for Atlantean Tattooed Voyagers as they are best trained in how to utilize them to their fullest potential. Should a Dimension tattoo be placed on anyone other than an Atlantean Voyager, it costs 50% more P.P.E. and P.E. points to activate the tattoo. The only exception being Chiang-Ku dragons as they are the creators and masters of magic tattoos.

It should be noted that some of the tattoos drain more than P.P.E. In some instances, they drain the Tattooed Voyager of Physical Endurance (P.E.) points. This drain is temporary and all spent P.E. points do return after complete rest at a rate of one point per hour of sleep or rest, or two points per hour of meditation.

Remember to adjust P.E. bonuses accordingly when they are spent. If the Tattooed Voyager’s P.E. dropped to half or less, the character functions as fatigued and exhausted. All combat bonuses are temporarily reduced by half, and -2 attacks per melee until the T-Man can rest and recover (must have half or more of his P.E. number). If P.E. is dropped to zero or below, the Voyager collapses into a coma, is vulnerable and could die without receiving medical attention. Magical Healing touch only restores one P.E. point per spell casting!

The process of receiving a Dimension Tattoo is similar to receiving a Power Tattoo. The only difference is that the debilitating effects last longer. Damage is 6D6 S.D.C./Hit Points (or M.D.C. as the case may be) and it causes severe pain for 1D4 days. The limb where the tattoo is located is black and blue, stiff and painful to the extent it can barely move. For the duration there is a throbbing ache accompanied by stabbing pain that shoots through the whole body, and the recipient suffers from nausea and weakness from the pain and physical exhaustion. Reduce speed by 80%, combat bonuses to zero (no bonuses for the 1D4 days duration), attacks per melee by half, and suffers a -40% to the performance of all skills for the duration (1D4 days).

At the end of the 1D4 days, the Tattooed Man is well on the road to recovery and normalcy. The pain is a dull throb and only hurts when the individual exerts himself in combat or heavy work, not in normal activity. All penalties, above, are reduced by half, and after another 1D4 days, they are back to full health and performance.

Note: No magic, psionics or Healing Pyramid, reduces the pain or its duration. The recipient of the magic tattoo needs to tough it out. In fact, all True Atlanteans (and Chiang-Ku) know that because the tattoo and accompanying pain and damage is magical in nature, trying to stop the pain or shorten its duration with healing magic or by other means risks undoing the magic ritual to create the tattoo, and therefore rendering the tattoo powerless.

All Tattooed Men know that to receive a magic tattoo they must endure the debilitating recovery process.

Atlanteans do not know if the Splugorth possess Dimension Magic tattoos. It is assumed they do, but they do not give these tattoos to common slaves like the Maxi-Man or T-Monster Men. Which suggests they may reserve them for elite minions only, or they do not know the secrets to these tattoos. Or perhaps, do not trust slaves and lesser minions with them.

Kommer sen... //Mogge