New Magic Tattoos




 1) Advanced Hearing
    P.P.E. cost: 15
    Duration: 15 minutes per level, or until cancelled
    Effects: The tattoo-man can hear exceptionally well.
                 75feet (23m)- can hear as low as one decibel.
                150feet (46m)- can hear as low as ten decibels.
                360feet (110m)- perception is deteriorating, can only hear
                        as low as 30 decibels.
    Description: Three connected balls forming a semi-circle around
                 one of the ears.

 2) Dragon Claws
    P.P.E. cost: 25
    Duration: 5 minutes per level, or until cancelled
    Effects: Triples the normal punch damage of the character.  Will
             affect creatures only harmed by magic.
    Description: A dragon claw placed over one of the hands.

 3) Dragon Breath
    P.P.E. cost: 30
    Duration: 10 minutes per level, or until cancelled
    Effects: 1D6 M.D. per level.  This awesome power instills on the T-man
             the ability to breathe fire twice per melee round (note- the
             T-man must have a P.E. of 20 or higher to use this power.)
    Description: A dragon's head spewing flame 

 4) Commune Animals
    P.P.E. cost: 15
    Duration: 15 minutes per level, or until cancelled
    Effects: The power of this tattoo allows the T-man to commune with all
             of nature's animals; including dinosaurs.  Only works on natural 
             animals (GM discretion which is or isn't).
    Description: A single eye with two fangs dropping out from underneath it.

 5) Chameleon
    P.P.E. cost: 20
    Duration: 10 minutes per level, or until cancelled
    Effects: The character blends into the background, becoming invisible.
                Unmoving- 90% undetectable
                2ft. per melee- 70% undetectable
                6ft. per melee- 40% undetectable
                8ft. per melee- 15% undetectable
                Any faster- ineffective
              (This power is a little more powerful than the similar spell)
    Description: A picture of an actual chameleon with varying colors.

 6) Close Rift
    P.P.E. cost: 200, plus T-man loses 2 P.P.E. from permanent base.
    Duration: Instant
    Effects: Closes a rift.  The rift gets to save vs. magic, if it succeeds
             the T-man still loses the 2 P.P.E. and the expenditure of 200 P.P.E.
             (for more information, see the spell, Close Rift)
    Description: A slightly open rift with two circling chains forming an "X"

 7) False Words
    P.P.E. cost: 25
    Duration: 5 minutes per level, or until cancelled
    Effects: The T-man can lie to one person per level.  The target gets to
             save vs. magic.  If target succeeds, the lie doesn't work and the
             target knows he's been lied to.  The more blatant the lie, the 
             better save he gets (GMs-the bonus should only be 1-4, no higher)
    Description: A mouth in an upside-down triangle.  One line is perpendicular
                 to each triangle side. 

 8) Truth Words
    P.P.E. cost: 25
    Duration: 5 minutes per level, or until cancelled
    Effects: The T-man can cause one person per level to tell the entire truth.
             The target gets one save vs. magic for each question.  
    Description: A mouth in an a right side-up triangle.  One line is perpendicular
                 to each triangle side.

 9) Advanced Smell
    P.P.E. cost: 15
    Duration: 30 minutes per level, or until cancelled
    Effects: The character gains superior nasal power. 
                Recognize/identify specific odors- 85%
                Recognize person by scent alone- 60%
                Recognize poisons/toxins- 60%
                Track by smell- 50% (-10% in cities)
    Description: A straight black line running up the center of the nose with three
                 arrow heads pointing up.

10) Sun-body
    P.P.E. cost: 45
    Duration: 5 minutes per level, or until cancelled
    Effects: Surrounds the body in an aura of the sun.  The aura radiates 2feet (.6m) per
             level and can be controlled from 2feet (.6m) to the maximum limit.  Specifically 
             against vampires, the characters M.A. is raised by 6 points and the 
             wild and secondary vampires must save vs. intimidation.  Master 
             vampires save vs. magic (+2).  If a master vampire is present along-
             side any secondary vampires, then only the Master vampire makes the 
             save; if he saves, all secondary vampires save.  Wild vampires still 
             have to save.  It will also hold off any creatures affected by sun-
             light. (Same effect as the "Globe of Daylight" spell)
    Description: A sun with a stake running down the center.

11) Hand of Death
    P.P.E. cost: 20
    Duration: 1 minutes per level, or until cancelled
    Effects: This power confers upon to the T-man the coldness of death.  He can 
             attack with this power affecting all creatures, inflicting 1D4 S.D.C./M.D.C.
             per level.  The creature must save vs. magic to avoid being stunned for
             one attack.  This applies to each successful strike.  This power will 
             not work on any animated dead creature.  However, the character radiates
             the aura of death allowing him to walk unhindered among the animated
             dead, ONLY!  Has no effect on the undead.
    Description: A skeletal hand holding a shimmering globe.
                 (appears to actually shimmer)

12) Jumping
    P.P.E. cost: 20
    Duration: 15 minutes per level, or until cancelled
    Effects: The user gains the ability to leap great distances.  He can leap an
             incredible 10 feet (3m) per level up or down, or double if from a running
             start!  Second, if the character is traversing terrain, he can actually
             begin to pick up speed.  The maximum speed is an increase of 10% per
             level.  A great way to travel across open country.  The character will
             successfully land after each jump, bu the GM may wish to apply a balance
             check depending on certain terrains.
    Description: A grasshopper in mid-jump.

13) Increased Reflexes
    P.P.E. cost: 30
    Duration: 1 minutes per level, or until cancelled
    Effects: This power incurs incredible prowess to combat.
                - +2 attacks
                - +3 strike, parry
                - +2 dodge
                - double speed attribute
             After the time elapses, the T-man is -5 on all bonuses and speed is
             decreased by half.  This remains in effect for two minutes for every
             one minute the power was used.
    Description: A tornado.

14) Hail Storm
    P.P.E. cost: 20 (40)
    Duration: Instant
    Effects: This power releases a powerful hail storm to open above the targets.
             It inflicts 1D8 S.D.C. per level.  The hail storm lasts for one melee.  
             During this time, all targets are completely engulfed in the falling 
             ice.  M.D.C. creatures and those in power armor/robots/vehicles are not
             affected.  However, by spending double P.P.E., the user can increase the 
             damage to M.D.C. start harming the aforementioned.  Everyone caught in 
             the storm is -2 to strike, parry, and dodge.
    Description: Three to five hail balls.

15) Faerie's Trailer
    P.P.E. cost: 10
    Duration: 2 minutes per level, or until cancelled
    Effects: This weird tattoo allows the T-man to outline any creature in his line
             of sight.  This tattoo can be used as often as he likes.  It will
             effectively show invisible creatures.  Vampires can dispel this magic
             by simply turning to fog
    Description: A small glowing faerie

16) Woodland Walker
    P.P.E. cost: 25
    Duration: 10 minutes per level, or until cancelled
    Effects: The user can pass through any place without leaving any trail.  This
             includes scents and broken plants, etc.  However, the user leaves a 
             magic trail that lasts for twenty minutes after he has passed.  Dog Boys 
             love when magicians use this spell.
    Description: A broken tree branch healing itself.


Back to Roleplay