Atlantean Tattoo Master Feedback

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darthauthor
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Atlantean Tattoo Master Feedback

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Posted player invented O.C.C.
Tattoo Master. Originated with ChiangKu dragons who taught it to the Atlanteans.


Tattoo Master O.C.C.

A Tattoo Master is a learned spell caster.

Atlantean Magic Tattoo: The invention of magic magic tattoos is accredited to the ChiangKu dragons. One or more of them taught certain members of the True Atlantean people the art of creating them. They in turn took apprentices and taught more of their own people. The skills were passed down throughout the ages with the understanding it is not to be abused or misused: Never against a ChiangKu dragon. IF against a dragon, only in self-defense. The intent is for diplomacy, gain knowledge, healing, self-defense, and trade.
The great shame is the corruption of this intent by the Splurgorth in their creation of the T-Men.
The process of making magic tattoos is in some ways like that of creating a techno-wizard device (only a tattoo instead).
When trained by an Atlantean Tattoo Master (or someone was trusted enough to be accepted as a student of the art of making magic tattoos) they begin as an apprentice. Years of training include both the art of making ordinary tattoos and the study of magic and its application with flesh. The education (by an Atlantean) includes lessons in history of the Atlantean people with a special reverence to the ChiangKu dragons who invented it. How these dragons (and dragons are normally at least a little bit selfish and like being the most important one in the room shared this gift with both each other and the Atlantean people) gave them a gift. Not withheld for money but bestowed to those who need them to defend their people or to fulfill a role in society, a purpose greater than them.
After many years and when they have the basics down the apprentice (under the watchful eye of their master) applies the traditional Marks of Heritage to Atlantean children.
For most Tattoo Masters, 99% of the tattoos they give people are the Marks of Heritage to Atlantean children. It is a ceremony like a baptism that reminds those present of the traditions and goals of the Atlantean Clan. As a consequence they spend a lot of time around Atlantean children and their parents. Many of these same children will grow up to see the same Tattoo Master who gave them their Marks of Heritage 15 or 20 years later to receive more tattoos.
Many a Tattoo Master stays in their Clan’s major cities for most of their careers. They are expected to behave as someone who is a good example to kids and an upstanding member of the community. To know and be known by the people.
They don’t travel much but when they do it is under the protection of tattooed defenders. After all, they are a precious resource to their people and depending on the tattoos they know how to bestow they are like a firearms sales person. The Clan cannot afford to allow them to be kidnapped or run rogue.
So they are allowed to leave the security of their clan’s cities with bodyguards. Regardless, most Tattoo Masters don’t leave their home city's unless it is for a vacation or to bestow tattoos on those for whom the journey to come to them is too time consuming or difficult.
More than a few Tattoo Masters have had to go to war zones to put new tattoos on Atlantean Defenders and Undead Slayers.

The (Principled) Tattoo Master is trained to ask what the Atlantean needs the tattoos for. If part of the military or such they will have a sort of government sponsor vouching for the Atlantean. That they have taken an oath of service and passed their tests. The tattoos are issued to the Atlantean like a rifle to a soldier. This is the official process.
Tattoo Masters who have gone rogue (or moonlight) might sell their service to give a tattoo to a sentient for whatever price they decide. Ultimately, it is they who have the ability to bestow magic tattoos. The only way another might stop them is if others are around to tell on them to Atlantean society. Typically, if Atlanteans see or hear of Atlanteans or non-Atlanteans using magic tattoos, especially if the tattoos are not needed or advantageous in their profession they are supposed to report it. It would be like seeing your neighbor with a rocket launcher and they work as a cook at a restaurant. Likewise, if they only make $40k a year and suddenly start driving a car worth $500k you know something does not add up. Where did they get the money for that car?
Consequently, Tattoo Masters are issued the recipe to create traditional magic tattoos by their clan elders. This is done in an attempt to ensure these powers cannot be abused.
However, a Tattoo Master, given time and subjects to experiment upon, can figure out the formula to recreate tattoos they don’t know. Likewise they can create their own original tattoos much like a Techno-Wizard can create their own devices.
Typically they have to get the art down.
Imagine what they want the new tattoo to do.
Work out the Art design. The magic the tattoo will work must relate to the tattoo’s image. This is like how a Techno-Wizard’s device must have some shape or form that suits its function. So as form equals function for the magic tattoos, art of the tattoo must relate to the magic it will do. There must be an image associated with the spell in the tattoo.
Determine the Function. A magic tattoo is effectively a permanent techno-wizard device attached to one’s skin.
Determine How Many Spell Chains Will Be Necessary.
That Tattoo Master must be able to cast the spells needed to make the magic tattoo or work with someone who does.
Once a Tattoo Master has a “new” magic tattoo they must risk experimenting by applying it to a volunteer and seeing how it works out. Many Tattoo Masters take this risk by experimenting on themselves. Still, Many an Atlantean Nomid have gotten an original tattoo to give them new powers.

Note: Simple weapons magic tattoos are easy for Tattoo Master to make and can do small variations on their shape and design easily and without years of study. Once you can do one type of weapon you can do all variations within that category of it for the purposes of tattoo magic.

Their other most frequent recipients are Atlantean Tattoo Defenders and Atlantean Undead Slayers.

Because the process of giving someone a magic tattoo is taxing to the person to whom it is given it is not uncommon for years to go by between tattoo sessions. Also, the powers that come from magic tattoos are somewhat de-humanizing.
In truth, the effect of getting a tattoo is addictive.
Also, there are genuine fears that if an Atlantean or any sentient got as many tattoos as it is possible to get the power would corrupt them to the point of being drive to accumulate as much power as possible and using it to destroy anyone stronger and dominate those weaker.
The traditional threshold were the greatest change in an Atlanteans behavior is when they become an Mega-Damage being of supernatural strength. So it is a cultural taboo for people to get more than six magic tattoos unless their profession requires it of them.

Making a magic tattoo on someone is considered a magic ritual that takes about an hour. It is in essence casting the spell(s) that go into the during the process, the Tattoo Master must expend P.P.E. equal to twice the magic tattoo's P.P.E. cost (or 50 P.P.E. if the tattoo has no P.P.E.).

The Tattoo Master may learn new types of magic tattoos from other Tattoo Masters, much like a spell caster can learn new spells from other spell casters. However, most new types of magic tattoos are closely guarded secrets since they take years and much experimentation to develop.
Note that level limits and/or time restrictions may apply to when a particular creature can receive magic tattoos. Generally, those with six or fewer tattoos can receive another tattoo as soon as they recover from the last. Those with seven or more tattoos can only receive two tattoos every six months, and are restricted by level limits. The Tattoo Master can sense how long a recipient must wait before receiving another tattoo by touch.

When a Tattoo Master is not making magic tattoos they are typically making ordinary ones or art, studying new ideas for tattoos/magic, and being a community influencer/councilor.

Special O.C.C. Abilities & Bonuses:

1. Create Atlantean Magic Tattoos:
The greater the power of the tattoo the greater the skill required to create it. Part of that skills comes from having the skills associated with the magic tattoos effect. To work their magic they must have the real life experience and skills. When creating the tattoo the Tattoo Master must succeed on a skill check. If they fail they must attempt it again and the P.P.E. is spent while the person still has the side effects as though the tattoo had succeed even though it did not.

1st level ALL Altantean trained Tattoo Masters know how to create the Marks of Heritage.
2nd level: Simple Weapon Tattoos for which they have the Weapon Proficiency skill.
3rd level: Animal Tattoos but must have skills appropriate to the animal. Horsemanship for horses. Horsemanship Exotic for exotic animals. Breed Dogs for Canines, cats, and such. Zoology just about covers it all when it comes to animals.
4th level: Monster Tattoos. Must have the Lore Skill in the specific monster the tattoo will be of.
5th level: Magic Weapons. Must have Weapon Proficiency in the weapon.
6th level: Power Tattoos. Varies but must have experience with the magic and medium involved. For example, for a power tattoo like a cloud with a buster symbol over it the Tattoo Master may have to travel to the elemental plane of Air to experience it. After which the master need never return for the purposes of creating a tattoo with powers of an Air Warlock. For a Tattoo Master to create a Black Sun tattoo they must have once gone to the dimensional plane of shadow even if only for a minute. While power tattoos like gas mask would require the NBC skill. A bloody rose matches with their healing skills and spells. That sort of thing.
7th level: Dimensional Tattoos. Must have years of experience traveling back and forth between dimensions. In short, Lore: Dimensions

2. Tattoo Masters can only have 6 magic tattoos. IF Atlantean they start with the traditional Marks of Heritage. Typically, the will get one additional Magic Tattoo every level but they pass on it if they wish. Regardless, they must stop at six Magic Tattoos or they will kill their ability to cast spells and thus their ability to create magic tattoos. The P.P.E. cost to activate magic tattoos, on their own body, is half and the damage, duration, and range are double.

3. Initial Spell Knowledge:
At level one experience, players get the spell "Sense Magic" and may select any three spells invocation magic levels 1 thru 3, for a total of 10 spells.

4. Learning Additional Magic: At each new level of experience the Tattoo Master can either learn one new spell equal to or lower than their new level of experience. They may also choose to learn either an invocation spell or a spell from another school of magic.
This spell is considered to be taught to them by someone in the Atlantean community who knows it. The player must provide a back story as to how their clan or fellow Tattoo Masters had such a contact. The GM may decide that one particular spell may be an adventure in itself.
The specialist spell must still be equal to or lower level.
Possibilities Include:
Card Magic, Elemental Magic (each element counts as a separate category selection), Living Fire Magic, Ludicrous Magic, Nature Magic, Ocean Magic, Shamanistic Magic, Temporal Magic, etc.
Note: Necromancy Spells are considered a taboo and avoided but this is a cultural obstacle. A rogue or non-Atlantean can do what they want.

5. P.P.E.: Being learned spell casters the Tattoo Master's Base P.P.E. is 2D4x10+40. Add 12 P.P.E. points for each level of experience and six P.P.E. points for each tattoo. Also, being a spell caster, the character can draw energy from ley lines and nexus points. When making a magic tattoo it is common for the master to use the energy of a stone pyramid or P.P.E. battery. When these are not available they can use either their own P.P.E. or collect the energy via ritual from volunteers.
P.P.E. Recovery: The Tattoo Master's P.P.E. replenishes itself at the rate of 20 points for every hour of rest or sleep.

6. Neutralize Magic Tattoo. Tattoo Masters have the power to disable magic tattoos though the subject need not be willing and gets a save. The process takes an hour and costs an much P.P.E. as it does to put it on. It is sort of a tattoo removal/reversal.

7. Activate Other peoples Magic Tattoos: At 5th level the Tattoo Master can activate the magic tattoos on other peoples bodies. The effect will be on the person's body whom the tattoo is on. This in effect allows the Tattoo Master to pay the P.P.E. cost for the tattoo. Note: IF the Tattoo Master created the magic tattoo the P.P.E. cost is half for them but they have to touch the tattoo.

8. A place of honor within their own clan and prestige in all other Atlantean clans. When recognized as a Tattoo Master they have an awe factor of 15. Typically, most Atlantean communities will provide a Tattoo Master with free amenities, food, lodging, medical attention, and security. Each Atlantean Clan has a guild house for Tattoo Masters. These "Houses" keep records of all whom they have given a magic tattoo and the artist, date and location the tattoo was done. They also have a library of art work and recipes of sorts for magical tattoos along with the tools and techniques for doing them.

9. Bonuses: +2 to I.Q., +2 M.E. and +1d4 to M.A. attributes, +5 on Perception Rolls, and +2D6 to S.D.C.

Race Restrictions: Technically none but they must be a species capable of casting magic spells and getting tattoos.

O.C.C. Skills:
Language & Literacy: Dragonese/Elf and Atlantean/Greek at 98%.
Language & Literacy: Three additional choices (+20%).
Art (Tattooing): (+30%)
Basic Math (+20%)
Chemistry (+20%)
History: Pre-Atlantis Island collapse:
History: Post Collapse: (+30%)
Lore: Magic: (+20%)
Lore: Demons and Monsters: (+20%)
Lore: Atlantean Clan (+20%)
Paramedic or Holistic Medicine (+15%)
Wardrobe & Grooming (Pro) (+20%)
W.P. Sword
W.P. One of Choice
Hand to Hand Combat: None to start, but can be selected as an O.C.C. Related Skill as follows: Hand to Hand: Basic counts as one skill selection or Expert as two.

O.C.C. Related Skills: Select 11 other skills, but at least four must be selected from Technical and two from Domestic or Medical. Plus select two additional skills at levels three, six, nine, 12, and 15. All new skills start at level one proficiency.

Communications: Barter, Creative Writing, Language, Literacy, Performance, Public Speaking, and Radio: Basic only (+5%).
Cowboy: None.
Domestic: Any (+10%).
Electrical: Basic only (+5%).
Espionage: Wilderness Survival only (+5%).
Horsemanship: General and Exotic.
Mechanical: Basic Mechanics and Automotive only.
Medical: Any, excluding Crime Scene Investigation, Cybernetic Medicine, Entomological Medicine, Forensics, Veterinary Science.
Military: None.
Physical: Any, excluding Acrobatics, Boxing and Wrestling.
Pilot: Any (+5%); excluding military, power armor and bots.
Pilot Related: None
Rogue: Streetwise and Seduction only
Science: Any (+10%).
Technical : Any (+15%).
W.P. : Any; except Heavy Military Weapons and Heavy Energy Weapons.
Wilderness: +5% but only for those who go to those Atlanteans who are in far off communities and warriors.

Secondary Skills: Select four skills from the Secondary Skills List in the Skill Section, +1 at levels 2, 4, 7, 10 and 13. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.
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drewkitty ~..~
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Re: Atlantean Tattoo Master Feedback

Unread post by drewkitty ~..~ »

Did my feedback in the rifts forum.
To sum up my basic reaction to it in one word...'Meh'.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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