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#Post#: 4582--------------------------------------------------
Alternate Universe Character: Titus Abendigo
By: Raven Tepes Date: May 17, 2020, 12:03 pm
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”They say me mate is a man wit’ no soul because he don’t laugh
with he drinks a beer. Don’t believe ‘em bushman tales though.
Titus is a man of nature who can laugh with a kookaburra and
hunt with a dingo pack better than most humans like the Digis of
the big cities is all it be, mate.”[/I]
[I]~Jumpin’ Jack to a tourist on Outback safari after they made
a comment about Titus’ personality[/I]
[i]"Humans carve their marks into the earth as if stone and soil
will forget. But nature remembers every wound. She waits… and
when she answers, it is never with words—only balance restored,
one broken thing at a time."
~ Titus Abendigo
"Animals don’t pretend. They don’t lie to themselves, or each
other. A wolf is a wolf, a hawk is a hawk—honest by nature’s
design. Humans… they wear too many faces. It’s easier to trust a
creature that has none to hide."
~ Titus Abendigo
"Titus talks like thunder—rare, low, and only when the sky needs
shaking. But don’t let that silence fool you. I’ve seen him walk
through nightmares with the calm of a stone in a river. He
carries pain like other people carry backpacks… quietly, without
complaint. And when he chooses to speak? You listen. Because
Titus doesn’t waste breath—only saves lives."
~ Feling Tigress
The holo-table flickers with dimensional maps, glowing red where
Splugorth forces have begun pushing toward an alternate Earth.
Titus stands with arms folded, tattoos faintly pulsing. Turk
lounges in a chair, boots on the table—until Titus’ expression
makes him slowly lower them.
Turk: Well… that looks like a whole mess of tentacles headed
straight for a world that probably doesn’t even know what a
Splugorth is. Poor suckers.
Titus: They won’t stand a chance. That Earth’s still soft…
untouched by true horrors. His jaw tightens. We can’t let the
Splugorth claim another place. Not again.
Turk: Hey, I’m with you, big guy. I hate those overgrown
calamari as much as anyone. But we can’t just swan dive into a
new dimension with no plan. That’s how we end up as decorative
eyeball-slaves.
Titus: We make a plan. Titus taps the holomap; the red expansion
shudders outward like a spreading infection. Every world they
take becomes another source of suffering… another breeding pit
for their experiments. I’ve seen what they do. I’ve walked
through those chambers. His voice drops, low and dark. I will
not let that happen to another Earth.
Turk: Grinning, but softer now. You know, for a guy who barely
talks, you sure know how to drop the ‘end-of-the-world’
speeches. Gives me tingles. The bad kind.
Titus: Good. Fear sharpens focus.
Turk: Yeah, well, so does caffeine but nobody lets me install an
espresso bar in the armory.
Titus steps closer to the table, the animated map reflecting in
his eyes like fire. Titus: We strike before their vanguard
arrives. Disrupt their portal anchors. Destroy whatever slaves
they’ve forced into building the gate. If we break their
footing, we buy that world time to breathe.
Turk: And if we don’t?
Titus: They’ll turn that Earth into another Atlantis. Another
place screaming under the weight of chains. His eyes flare with
purpose. I won’t allow it.
Turk: Exhales, stands, cr@cks his knuckles. Alright then. If
you’re fired up, I’m fired up. Let’s go kick some Splugorth butt
before they even unpack their torture racks.
Titus: Nods once, slow and resolute. We move when the team’s
ready. And Turk…
Turk: Yeah?
Titus: Thank you. Even jokes have their place.
Turk: Buddy, with the stuff we fight? Jokes are the only thing
keeping me from crying in the shower.
Titus almost—almost—cr@cks a smile. Titus: Then save your tears.
We have a world to defend.
Soft hums of purification systems mix with the scent of reheated
rations. Atlantica sits at the counter, spearing pieces of fresh
fruit conjured through hydro-tech. Titus stands beside the food
printer, quietly waiting as it whirs and dispenses something
bland and utilitarian—exactly his style. The two eat in near
silence… until Atlantica breaks it softly.
Atlantica: So… we leave for the alternate Earth in two hours.
You look like you’re already halfway there in your head.
Titus: Chews, swallows, answers simply. I am.
Atlantica: Because of the Splugorth?
Titus: Because that world has no idea what’s coming. And the
Splugorth never take lightly. They consume. Subjugate. Spread
like rot. His tattoos pulse faintly at the memory.
Atlantica: You’ve seen what they do to worlds. I’ve only seen
the aftermath in the oceans they poison. She sets her fork down,
eyes narrowing. I won’t let them claim another sea. Another sky.
Another life.
Titus: You won’t. We won’t.
Atlantica: Smiles faintly. You know… sometimes you talk like a
storm rolling over the horizon. Quiet, but you can feel the
pressure drop before the thunder hits. It’s comforting, in a
strange way.
Titus: I speak when I must. And this matters.
Atlantica: Tilts her head. What about the people there? Think
they’ll accept help from strangers dropping out of a dimensional
rift?
Titus: They’ll accept survival. Titus stares at his bowl, voice
lowering. Or they’ll fall before they understand why.
Atlantica studies him for a long moment. Atlantica: Your
resolve… it’s like a wall. Unbreakable. But heavy to carry.
Titus: Better I carry it than them.
Atlantica: Self-sacrifice is noble, Titus… but we fight as a
team.
Titus: I know. A rare softness touches his tone. It’s one of the
reasons I believe we can win.
The kitchen doors swoosh open. Turk strolls in with a bag of
chips and an energy drink, humming a tune off-key. Turk: Well,
well, well—look at you two plotting the downfall of squid-faced
tyrants over lunch. Very domestic. Very inspirational. Should I
get a camera?
Atlantica: Laughs lightly. Just discussing the mission.
Turk: Good, because I’ve already packed! Weapons, snacks,
emergency snacks, backup emergency snacks—
Titus: Snacks are not a mission priority.
Turk: Titus, buddy, big guy, tattooed doom machine… snacks are
always a priority. Can’t fight the Splugorth on an empty
stomach.
Atlantica: Actually, we were just talking about protecting a
world that’s never seen anything like them.
Turk: All the more reason to be fed. Fearless heroes need carbs.
Titus gives Turk a long, steady look… then nods once. Titus:
…Fine. Bring the snacks.
Turk: Grins triumphantly. That’s what I’m talking about!
Teamwork, baby.
Titus turns back to his meal, voice low but resolute. Titus: Eat
quickly. We leave soon. And the Splugorth won’t wait.
Turk: Neither do my snacks.
Atlantica rolls her eyes, but the determination in all three
faces is unmistakable.
Name: Titus Abendigo
Age 225 years old
Date of Birth: [I]Unknown; not exactly sure due to so much
dimensional and temporal traveling with occasional time
warps[/I]
Species: True Atlantean
Gender: Male
Height: 6’7”
Weight: 215 lbs
Basic Background Information:
Occupation: Atlantean Undead Slayer
Skill Level: Master
World of Birth: Aramai name of a planet in a different dimension
[i]Family:[/I]
Clan: Aerihman Clan
Father: Ahkmed Abendigo
Mother: Sari Abendigo
Siblings: 10 brothers and sisters
[i]Close Friends:[/I]
Shaitan
Tianauku the Ninth, 15th son of Lord Temarkhos of the Skellian
Clan and Manoa
Jumpin’ Jack of the Outback [I]Outbacker Mutant with Kangaroo
Features[/I]
Organizations:
Current: Aerihman Slayers of Evil
[I]~ Status:[/I] Active; Top Hunter
True Atlantean Abilities:
[I]Peak Human Condition:[/I] The ability to have bodily
functions at the maximum limit of human condition; meaning that
the natural capabilities are near-enhanced.
Applications:
100% Muscle Usage
Adrenaline Rush
Efficient Body
Maximum Brain Capacity
Maximum Concentration Capacity
Optimal Finesse
Peak Human Accuracy
Peak Human Agility
Peak Human Athleticism
Peak Human Balance
Peak Human Beauty
Peak Human Body
Peak Human Combat
Peak Human Dexterity
Peak Human Durability
Peak Human Endurance
Peak Human Flexibility
Peak Human Health
Peak Human Intelligence
Peak Human Leap
Peak Human Lung Capacity
Peak Human Mind
Peak Human Potential
Peak Human Parkour
Peak Human Reflexes
Peak Human Regeneration
Peak Human Senses
Peak Human Speed
Peak Human Stamina
Peak Human Stealth
Peak Human Strength
Peak Human Survivability
Peak Human Tracking
Peak Human Wisdom
Strong Heart
[I]Marks of Heritage:[/I] All True Atlanteans bear the "Marks of
Heritage," a pair of magic tattoos. The marks are always the
same, a tattoo of a heart impaled by a wooden stake (no blood)
on the right wrist for protection from vampires and a flaming
sword tattoo to create a magic weapon on the left wrist.
The tattoos are placed on an Atlantean child at age five or six.
A particular clan's crest may be part of the sword's hilt. These
"Marks of Heritage" are magic tattoos and can be activated at
will; the standard tattoo rules apply.
[i]Applications:[/I]
Heart Impaled by a Wooden Stake (No Blood) Tattoo: This simple
looking tattoo of a heart pierced by a wooden stake with no
blood dripping is a traditional magic power tattoo of the True
Atlanteans as it is one of their Marks of Heritage. The
character is impervious to the bite (cannot be turned into a
vampire or enslaved), and mind control powers of vampires and
related species of undead. [I]Note:[/I] Although greatly
protected, the vampire can hurt and even kill the Atlantean by
using a killing bite attack, the brute force of punches, claws,
etc., and/or weapons.
[i]Duration:[/I] One hour per level of experience. Titus is
experienced enough for the duration of one year.
Flaming Sword with the Crest of Abendigo Tattoo: This Atlantean
magic tattoo is of a flaming short sword with the Crest of Atlas
(Atlas III family crest) on the hilt. When activated, it creates
a magic sword able to harm the most durable of supernatural
beings and creatures.
[i]Duration:[/I] 15 minutes per level of experience.
[I]Enhanced Durability:[/I] An Atlantean may have as many as
four additional tattoos (that's six total), never more. The only
exception is the Undead Slayer who is a full tattooed man
dedicated to the destruction of vampires and evil. Each tattoo
increases the Atlantean physical durability by 25%. This pushes
their durability beyond Peak Physical Condition of normal humans
of whom Atlanteans are descendants of with just the Marks of
Heritage.
[I]Atlantean (Human) Physiology:[/I] The original Atlanteans
were the first great civilization to dominate the Earth.
Incredible developments in science, technology and knowledge
resulted from their mastery of ley lines and magic . Travel by
means of the ley lines and dimensional rifts , made it possible
to travel anywhere in the universe. Their exploration of other
worlds/dimensions enabled them to make alliances and exchange
knowledge with other civilizations . Transdimensional trade
included the exchange of people, information, technology, raw
materials and finished products .
This aided in the vast advancement in technology and science
that built the Atlantean civilization and thus making Ancient
Atlanteans the first techno-wizards of Earth. They built great
cities and pyramids with stone magic and mastered the art of
dimensional travel. This has had an affect on the physiology of
those ancient humans who built Atlantis. First affect is being
able to possess a much higher level of magic energy within
themselves and natural talent for learning all types of magic
with little to no effort. Second the Atlanteans abolished
disease of the time and developed near miraculous healing and
regenerative powers. The average life span was extended to
centuries! Third, the Atlanteans also became taller and bigger
than other humans outside of the continent of Atlantis.
Atlanteans will grow one inch every century after the age of 25.
[i]Applications:[/I]
Natural Born Magic Users: Atlanteans are born with a natural
talent for magic. They have more magic in their body than other
humans and will always be sensed as a magic user even if the
Atlantean is not any type of magic user. It’s naturally high
level magic that allows every Atlantean to master the use of
their Marks of Heritage at very early ages. This also makes them
more of a target for magic/mana siphoning creatures than other
humans as well.
Increased Magic Energy Recovery: True Atlanteans replenish magic
energy twice as fast as normal humans when at rest or asleep and
three times faster than normal humans if using meditation.
Transformation/Transmutation Immunity: Cannot be physically
transformed by any means, including but not limited to the
following: metamorphosis potions and spells, the transformation
ritual, vampire transformation, petrification, turn to mist,
growth/reduction spells/potions/super powers, curses, wishes, or
any other form of magic or supernatural transformation spell or
enchantment.
Continue to Grow as Adults: After reaching full maturity at
about age 25, True Atlanteans continue to grow about an inch
every century or so, which gives older characters an average
height of six feet and six inches to about seven feet (1.95 to
2.1 meters).
Sense vampires: Can sense the presence of vampires and vampire
intelligences within a 1000 foot radius (305 m), but cannot
pinpoint exact source/person responsible for the sensation.
Recognize vampires by appearance: 10% per level of experience.
Deceased Aging: True Atlanteans can live for 500+ years unlike
normal humans thanks to their use of magic and transdimensional
traveling. Most appear to be 19 to 35 years old, but can be
anywhere from 19 to 250 years old. An Atlantean that looks to be
40 or 50 years of age is physically 251 to 500 years old. The
average life span is 500 years, but time warps caused by
dimensional travel can enable the character to span a thousand
years, sometimes more.
Sense Ley Lines and Ley Line Nexuses: True Atlanteans can sense
ley lines and ley line nexuses just like Ley Line Walkers except
without the training.
[i]Applications:[/I]
[I]Sense Ley Line:[/I] The Ley Line Walker is able to feel
whether there is a ley line within the area of his sensing
abilities, 10 miles (16 km) per level of experience. He can tell
whether it is near or far and follow the feeling to the location
of the ley line. Base Skill: 30% +5% per each additional level
of experience.
[I]Sense Ley Line Nexus:[/I] Once the ley line has been found,
the walker can follow the ley line to as many nexus points as it
may may have. A nexus point is where two or more ley lines
cross/intersect. Base Skill: 40% +5% per each additional level
of experience.
[I]Sense a Rift:[/I] The mage will automatically feel the
sensation of a Rift opening or closing anywhere within 50 miles
(80 km) of him. Increase the sensing range 10 miles (16 km) per
each additional level of experience starting with level two.
Although he cannot tell exactly where this Rift is, the mage
knows if it is near or far and whether it is big or small. Note:
When actually on a ley line, the Line Walker will know exactly
where the Rift is located and he can sense one wherever it is,
as long as it is on the ley line or a connecting line.
Ley Line Phasing (Teleportaton): An Atlantean also has the power
to instantly teleport from one place to another, flawlessly,
anywhere on the same ley line. By the way, that can be anywhere
in any direction (ley lines can be a quarter/0.4 km to
one full mile/1.6 km wide!). including up into the air (ley
lines are typically a half mile/0.8 km to two miles/3.2 km tall)
and hang there because Line Walkers can walk a ley line, as in
walk floating above the ground. If he teleports up into the air
he can stay
there suspended (+20% to Prowl/hide because us ground dwelling
humans don’t usually look up). To do a ley line teleport the
mage must concentrate, opening himself to the ley line energy
and focusing all of his thoughts to the task of teleporting to
the new
location. Engaging in conversation or combat, even self-defense,
will break the concentration, forcing the mage to start over.
The process requires two rounds of concentration every time
before the teleportation happens, so he can’t just pop out in a
heartbeat, but it’s still very, very handy. The teleport is
always on target because the Ley Line Walker is one with the ley
line. Of course, unless he can see his destination, he can’t
know who or what might also be present in that area and he could
appear in the middle of an armed camp (but not inside one of
them or a tree, etc., as is the danger with the Teleportation
spell).
[i]Note:[/I] Ley Line Phasing is an automatic ability common to
all Ley Line Walkers at NO magic cost, but it does take its toll
on the body. The maximum number of phasings/teleports possible
is four per hour. The “per 24 hour period” is 4 trips +2 per
each level of experience (6 at level one, 8 at level two, 10 at
level three, etc). More than this is just impossible. The only
other limitations are: 1) He can only teleport himself and his
possessions, nobody else. 2) The location must be along the same
ley line as if traveling on a mystic railway. To switch to a
different ley line. the character must travel or teleport to the
nexus point intersection where two or more different ley lines
cross paths to follow one of the other lines.
Enhanced/Superhuman Mental Endurance: The ability to possess
mental endurance beyond that of Peak human mental endurance to a
superhuman level, just below supernatural mental endurance. Most
Atlanteans have a high mental endurance and are used to strange
and horrifying experiences from dimensional travel. This makes
them very resistant to mind control abilities especially those
meant to induce feelings of fear, terror, horror, and anger.
Atlanteans are also very resistant to developing insanities
whether from natural or supernatural causes.
[I]Operate dimensional pyramids:[/I] All Atlanteans are seasoned
dimensional travelers who know how to operate the pyramids
created by the stone masters for the purposes of healing,
communication, teleportation, and dimensional teleportation.
Base skill is 30% + 5% per level of experience. Note that the
average Atlantean does not know exactly how stone magic works or
how to build pyramids.
Atlantean Undead Slayer Abilities:
[I]True Atlantean Tattooed Man:[/I] All True Atlanteans have two
to six magic tattoos, but they are not considered Tattooed Men.
Among the Atlanteans, Atlantean Tattooed Men are the
transdimensional hunters and slayers of supernatural evil known
as the Undead Slayers. Their archenemies are vampires, vampire
intelligences, the Minions of Splugorth, and Splugorth.
The True Atlanteans have created an elite force of warriors
dedicated to the eradication of supernatural evil. Like
knights-errant, they travel from dimension to dimension, world
to world, protecting innocent life forms, destroying monsters,
and freeing those enslaved by vampires and their ilk. Their
archenemies are vampires, vampire intelligences, the minions of
Splugorth, and Splugorth. These warriors are known as the Undead
Slayers and they are empowered by tattoo magic.
Applications:
Mega-Damage Capacity Transformation: Undead Slayers have a base
M.D.C. of 2D4 x10 plus each additional tattoo beyond six
instills the male undead slayers with 11 M.D.C. points and
females with 13 M.D.C. points.
Magic Tattoos: The typical beginner Undead Slayer will start
with 18 tattoos and can be covered in as many as 50 tattoos by
the time they die with some having as many as 80 magic tattoos.
Including the Marks of Heritage, there are a total of 9 tattoos
that all Undead Slayers have and each slayer picks another 9
when beginning their training as a tattooed man Undead Slayer.
[i]Undead Slayer Common Tattoos:[/I]
• Flaming Sword (M.D. weapon that will hurt vampires; Marks of
Heritage)
• Bow and arrow or crossbow. The four arrows are in flames
(M.D.) and have wings (triple range and magically return).
[i]Duration:[/I] 15 minute per level of experience or until
canceled
• Power: Protection from vampires (heart impaled by a stake;
Marks of Heritage)
Power: [I]Turn dead (the cross tattoo):[/I] Turn Dead, equal to
the spell (see Rifts Ultimate, page 201).
[i]Duration:[/I] One minute per level of experience or until
canceled
Power: [I]Invulnerability (heart in chains tattoo):[/I] Limited
Invulnerability: The body can withstand 75 M.D. per level of
experience. A magic aura that glows a faint light blue color,
encircles the character, protecting him and everything on his
body. The aura provides protection from most forms of physical
attack, including mega-damage weapons, damage from explosions
and falls, poison, and drugs.
[i]Note:[/I] The character is still vulnerable to psionic and
magic attacks and can be immobilized and entangled in a variety
of ways .
[i]Duration:[/I] 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: [I]Control the forces of air (cloud in chains
tattoo):[/I] Influence the elemental forces of air. The
abilities are as follow:
• See the Invisible, the same as the spell (see Rifts Ultimate,
p. 199).
• Float in the Air, same as the spell (see Rifts Ultimate, page
202).
• Wind Rush, same as the spell (see Rifts Ultimate, page 214).
• Call Lightning once per melee round/every 15 seconds; same as
the spell (see Rifts Ultimate, page 209).
• Calm Storms, same as the spell (see Rifts Ultimate, page 223
).
• Summon air elementals.
• Communicate with air elementals.
[i]Duration:[/I] One minute per level of experience or until
canceled
Power: [I]Healing basic (Rose and Thorny Stem & Dripping Blood
tattoo):[/I] Heal Wounds equal to the spell (see Rifts Ultimate,
page 208).
[i]Duration:[/I] One minute per level of experience or until
canceled. As many as three healing touches can be performed in
one minute.
[i]Range:[/I] Touch
Power: [I]Healing super and resurrection (Phoenix Rising From
the Flames tattoo):[/I] Super healing and resurrection of
others. Using the power to super heal will restore up to 50% of
total health and restores mega-damage capacity hide/skin if the
character being healed is a mega-damage creature. Furthermore,
the super healing will cure all types of common diseases, magic
minor disorders, magic sickness, minor curse, and turn a victim
of petrification back to flesh. Addiction, forms of insanity and
magic insanity are not cured.
Resurrection is possible only if performed within six hours
after the moment of death. It will bring the dead person up to
three hit points, restore/regenerate missing limbs and organs
and completely heal all wounds without scarring. Addiction,
forms of insanity and magic insanity are not cured.
[i]Note:[/I] The cost of performing a resurrection has a lasting
affect on the tattooed person. The character permanently loses
10% of their health, 20% of their magic energy, and 5% of their
physical endurance each time a resurrection is performed.
However, he or she permanently gains 10% to their mental
strength. There are no such penalties for performing a super
healing.
[i]Duration:[/I] Instant and permanent
[i]Range:[/I] Touch or within 12ft
Power: [I]Knowledge & reading (eye tattoo):[/I] Understands and
speaks all languages equal to a skill of 96%. Literate equal to
a skill of 82%, can read and understand most written languages,
but does not include magic symbols, runes , wards or circles.
[I]Note:[/I] The tattoo is an eye with three equal length lines.
One line is directly centered over the eye and points up, the
other two radiate horizontally from each side of the eye.
[i]Duration:[/I] 15 minute per level of experience or until
canceled
Titus’ Additional Magic Tattoos:
[i]Simple Weapon Tattoos:[/I] Creates the weapon illustrated in
the tattoo out of thin air. The weapon is lightweight, perfectly
balanced, and indestructible. Vanishes when the magic is
cancelled or the duration ends. Modern weapons, revolvers,
rifles, automatic and energy weapons are not possible. W.P.
skills and bonuses are applicable, but such weapon skills must
be selected separately. The size of the weapon is always
proportional to the size of the tattooed person.
[i]Note:[/I] The user of the 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 can
NOT 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
tattooed person allows it. Remember, the tattooed person can
cancel the magic in the twinkle of an eye, leaving the person
suddenly weaponless.
NONE of the weapon's powers can be transferred or extended to
living beings or modern weapons.
[i]Duration:[/I] 30 minutes per level of experience or until
canceled.
[I]Titus’ Simple Weapons:[/I]
Duel Daggers: Simple tattoo that produces two normal daggers
(one in each hand) for the user.
Claymore: Simple tattoo that produces a Claymore sword for the
user.
Duel Throwing Axes: Simple tattoo that produces two throwing
axes (one in each hand) for the user.
Duel Spears: Simple tattoo that produces two spears (one in each
hand) for the user.
Bastard Sword: Simple tattoo that produces bastard sword for the
user.
Flail: Simple tattoo that produces a flail for the user.
Rapier: Simple tattoo that produces a rapier sword for the user.
Short Bow and Four Arrows: Simple tattoo that produces a short
bow and four arrows for the user.
Battle Ax: Simple tattoo that produces a battle ax for the user.
Shield: 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. 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
tattooed person.
[i]Bonus:[/I] + 1 to parry in addition to any W.P. skill or P.P.
bonuses.
[i]Note:[/I] 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.
[I]Magic Weapon Tattoos:[/I] Magic weapons are magic tattoos
that create a seemingly real, physical weapon out of thin air.
The magic weapon is indestructible and has special powers or
properties. Like the simple weapons, the type of weapon is
limited to those used in hand to hand combat like the mace,
knife, sword, bow and arrow, etc. A magic weapon may have more
than one magic feature. For example, a flaming axe with wings
means the weapon inflicts mega-damage, has triple the normal
range when thrown and magically returns when thrown. Modern
weapons, revolvers, rifles, automatic and energy weapons are not
possible. W.P. skills and bonuses are applicable, but such
weapon skills must be selected separately. The size of the
weapon is always proportional to the size of the tattooed
person.
Note: The user of the 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 can
NOT 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
tattooed person allows it. Remember, the tattooed person can
cancel the magic in the twinkle of an eye, leaving the person
suddenly weaponless .
NONE of the weapon's powers can be transferred or extended to
living beings or modem weapons.
Remember, as many as six (6) tattoos can be activated at any one
time. All effects and abilities are cumulative.
[i]Duration:[/I] 15 minutes per level of experience or until
canceled.
[i]Titus’ Magic Weapons:[/I]
Flaming Crossed Throwing Axes with Wings: The throwing axes
inflict the mega-damage equivalent of the usual damage. The
weapon can be thrown three times farther than the usual
effective range and it automatically returns to the tattooed
person immediately afterwards. The tattooed person is +10% to
strike and +20% to parry with this tattoo.
Flaming Crossed Spears with Wings: The spears inflict the
mega-damage equivalent of the usual damage. The weapon can be
thrown three times farther than the usual effective range and it
automatically returns to the tattooed person immediately
afterwards. The tattooed person is +10% to strike and +20% to
parry with this tattoo.
Flaming Crossed Daggers with Wings: The spears inflict the
mega-damage equivalent of the usual damage. The weapon can be
thrown three times farther than the usual effective range and it
automatically returns to the tattooed person immediately
afterwards. The tattooed person is +10% to strike and +20% to
parry with this tattoo.
Claymore Covered in Flames and a coiled Snake/Serpent: The
claymore sword inflicts three times the normal amount of
mega-damage when used against dragons, sea serpents, dinosaurs,
giant reptiles, and supernatural reptilians (like the dybbuk,
sowki and gargoyles).
Claymore Covered in Flames and Stuck in a Dead Demon: The
claymore sword inflicts three times the normal amount of
mega-damage when used against demons and demonic creatures.
Half-breeds like cambion and nephalem take twice as much damage
than the normal amount of damage.
Flaming Shield: Creates the shield illustrated in the tattoo out
of thin air. The shield is lightweight, perfectly balanced, and
completely indestructible! Vanishes when the magic is canceled
or the duration ends. Dispel Magic spell or ability can cancel
this tattoo and cause it to return to its tattoo form.
The size of the shield is always proportional to the size of the
tattooed person.
[i]Bonus:[/I] +20% to parry in addition to any W.P. skill.
[i]Note:[/I] 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.
Claymore Impaling a Raven Winged Heart (Anti-Magic): Instead of
physical damage, this weapon inflicts damage to the target's
magic energy! Only affects living creatures.
Damage is equal to the normal damage for that weapon is
subtracted from the victim's magic energy instead physical
damage. The attack can be parried or dodged as usual, and those
with a Magic Resistance ability or spell have a 75% chance to
resist while Magic Immunity ability or spell are immune. Cannot
be combined with the dripping blood or covered in flame tattoo
effects.
The magical tattoo weapon can also be used against magic force
fields and barriers. Normal damage does the equal damage in
mega-damage against the barrier. Only defenses composed entirely
of magic energy, such as Armor of !than and Energy Field, can be
damaged in this way. Bio-Wizard or Techno-Wizard enchanted
armor, magically hardened steel, Millennium Tree armor, and
similar items will not be harmed by this magic weapon.
Duration: 15 minutes per level of experience or until canceled.
Claymore Impaling a Bat Winged Skull (Anti-Psionic): Instead of
physical damage, this weapon inflicts damage to the target's
psionic/psychic energy! Only affects living creatures.
Damage is equal to the normal damage for that weapon is
subtracted from the victim's magic energy instead physical
damage. The attack can be parried or dodged as usual, and those
with a Magic Resistance ability or spell have a 75% chance to
resist while Magic Immunity ability or spell are immune. Cannot
be combined with the dripping blood or covered in flame tattoo
effects.
The weapon can also inflict damage equal to its normal damage as
mega-damage to defenses composed entirely of psionic energy,
such as the Telekinetic Force Field and Psi-Shield. This does
not include physical matter which has been strengthened through
the use of psionic powers, like the stone weapons of the South
American Pucara Giants. The weapon can be thrown, or arrows
fired, three times farther than the usual effective range and it
automatically returns to the tattooed person immediately
afterwards!
Duration: 15 minutes per level of experience or until canceled.
[I]Animal Magic Tattoos:[/I] Animal tattoos have the magic
ability to come to life, leap off the body, becoming full size,
and fight for their maker. The animals (in this case, including
insects and arachnids) are completely obedient to their creator
and will fight to the death. They respond to verbal commands.
Like the weapons , the user of the tattoo can cancel the magic
at any time with a mere thought. The tattoo animal continues to
exist even when its creator 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 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 or the animal is slain/depleted of health. Only
the tattooed person who created the animal can command it.
NONE of the animal's powers can be transferred or extended to
the tattooed person or other living beings.
Remember, as many as six (6) tattoos can be activated at any one
time. All effects and abilities are cumulative.
The tattoo is instantly reusable if the magic was canceled or
the duration time has expired. However, if the animal was
destroyed, the tattooed person must spend twice the magic energy
to re-create it or wait four hours.
Destroying the tattoo animal as a living entity causes its owner
to suffer minor damage direct to the health of the tattooed
person and is cumulative for the destruction of each living
tattoo. The damage will heal as normal or can be restored by
mystic or psionic means.
[i]Characteristics:[/I] The magic animals act like the animals
illustrated in the tattoo in every way and have all the
abilities that the real animal would possess. Birds fly and
claw, canines bite and run, felines climb and stalk, bulls
charge and ram, snakes slither and bite, and so on.
[i]Note:[/I] Animals created by tattoo magic are typically
intended for use in combat (attack and defense) or as a pack or
riding animal. They do not function like a wizard's familiar but
as a trained pet. The tattooed person is not mentally linked to
the creature and does not see, hear or know what the creature is
experiencing other than suffering damage at the moment of its
destruction.
[i]Duration:[/I] One hour per each level of the Tattooed Man's
experience, or until slain, or the magic is canceled. When
canceled or destroyed, the creature glows, disappears, and
reappears as a tattoo.
[i]Titus’ Animal Tattoos:[/I]
Ape: [I]Gorilla:[/I] The same size and behavior as the real
animal. 80 hit points and 80 S.D.C. Bite inflicts 2d4 S .D.C.
damage, slashing and tearing hands do 2d6 + 6 damage. Four
attacks per melee. +30% to strike, +30% to parry, +10% to dodge,
and can use simple weapons such as clubs, knives, swords, etc.
Nightvision 15 feet (4.6 m), climb 40%, and prowl 40%.
Wolverine: The same size and behavior as the real animal. 30 hit
points and 10 S.D.C. Bite or slashing claws do 1d6 + 2 S.D.C.
damage. Three attacks per melee. +10% to strike and parry, and
+30% to dodge. Nightvision 50 ft (15.2 m), track by smell 65%,
and dig 5 feet (l.5 m) per minute.
Bear: [/I]Grizzly:[/I] The same size and behavior as a real
bear. 120 hit
Points & 80 S.D.C. Bite does 1D8 + 6 S.D.C. damage, slashing
claws 2D6 + 8 damage, pouncing/ram does 2D6 + 4 and has a 1 -62%
chance of knocking its opponent down (victim loses initiative
and one melee attack), but counts as two attacks . Four attacks
per melee. +20% to strike and parry, +10% to dodge. Average spd
is 16 but can run in bursts of speed up to 20 mph (32 km) for up
to 15 minutes.
Canine: [I]Wolf:[/I] The same size and behavior as the real
animals. 48 hit points, 40 S.D.C. Bite does 2D6 + 8 S.D.C.
damage, slashing claws 1D4 damage, three attacks per melee. +30%
to strike, +10% to parry, +40% to dodge. Average spd is 50,
about 35 mph (56 km), and can run at that speed for 2D4 hours .
Track by smell 85%, swim 65%, prowl 50%, keen vision and
hearing, and nightvision 30 ft (9 m).
Elephant: The same size and behavior as the real animal. It can
be ridden by the tattooed person who created it. 90 hit points
and 80 S.D.C. Three attacks per melee, tusk inflicts 2D6 +6
S.D.C. damage, strike from trunk ID6, leg kick/stomp 3D6+6
damage, head butt does 3D6 + 6, and a ramming charge and trample
inflicts 6D6 + 6 damage and has an 80% likelihood of knocking
opponents weighing less than 1000 Ibs to the ground, causing
them to lose one melee attack and initiative (counts as two
attacks). Average spd is 10, about five mph (8 km), but can run
as fast as 35 mph (56 km) for 30 minutes. Keen hearing and sense
of smell, good vision, nightvision 40 ft (12.2 m), swim 90% and
has prehensile trunk.
Feline: [I]African Lion:[/I] The same size and behavior as the
real animal. 52 hit points, 80 S.D.C. Bite does 2D4 S .D.C.
damage, slashing claws 2D6 + 6 damage, four attacks per melee.
+30% to strike and parry, +40% to dodge. Average spd is 22,
about 15 mph (24 km), but can run in bursts at a speed of 25 mph
(40 km) for 1D4 minutes . Track by smell 70%, swim 50%, prowl
70%, climb 30%, leap up to 15 feet high (4.6 m) and 20 feet long
(6 m), keen vision and hearing, and nightvision 60 ft (18.3 m).
Feline: [I]Tiger:[/I] The same size and behavior as the real
animal. 68 hit points & 80 S .D.C. Bite does 2D6 S.D.C. damage,
slashing claws 2D6 + 8 damage, four attacks per melee. +30% to
strike and parry, +40% to dodge . Average spd is 22, about 15
mph (24 km), but can run in bursts at a speed of 35 mph (56 km)
for 1D4 minutes. Track by smell 50%, swim 80%, prowl 70% , climb
50% , leap up to 20 feet high (6 m) and 25 feet long (7 .6 m),
keen vision and hearing, and nightvision 60 ft (18.3 m) .
Ferret: The same size and behavior as the real animals. 12 hit
points and no S.D.C. Bite and slashing claws inflict 1D4 S.D.C.
damage. Three attacks per melee, +10% to strike and parry and
+40% to dodge. Average spd is 10. Nightvision 40 feet (12.2 m),
exceptional vision and hearing, track by smell 65%, climb 50%,
prowl 65%, and swim 70%.
Horse: The same size and behavior as the real animal. It can be
ridden by the tattooed person who created it. 48 hit points and
80 S .D.C. Three attacks per melee, bite inflicts 1D4 S.D.C.
damage, front leg kick 2D6 damage, hind leg kick 4D6 damage,
charging head butt does 2D4 + 10 and has an 80% likelihood of
knocking opponents
weighing less than 300 Ibs to the ground, causing them to lose
one melee attack and initiative (counts as two attacks). Average
spd is 33, about 22 mph (36 km), but can run as fast as 45 mph
(72 km) for ID4 hours. Can also leap up to six feet high (l.8 m)
and 12
feet long (3 .6 m), keen hearing, and swim 50%.
[I]Monster Magic Tattoos:[/I] Monster tattoos function very
similarly to animal tattoos. The main difference is that the
monster is a mega-damage creature and inflicts mega-damage.
Animal-like predatory monsters , such as the chimera,
dragondactyl, gryphon, harpy, manticore, melech, peryton, and
worms of Taut, can be created at the normal cost of magic tattoo
creation. Intelligent monsters like dragons, eandroth, demons,
gromek, minotaurs, elementals, etc. are possible but at a 90%
chance of causing an insanity/mental disorder from the trauma of
3 to 5 months of intense pain it takes just to create the
tattoo. [I]Note:[/I] Animal-like monsters aren't actually alive,
but composed of a magic, ectoplasm-like substance which makes
them more common other than pain. Monster magic tattoos made
with intelligent monsters require a captured monster, typically
a demon, and have a “control” spell appropriate for the
intelligent monster which makes them rare on top of the pain.
Like the weapons and animals, the user of the tattoo can cancel
the magic at any time with a mere thought. The tattoo monster
continues to exist even when its creator is rendered
unconscious, possessed, or is mind controlled.
In the case of possession or mind control, the controlling
outside force can NOT 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 or the monster is slain/depleted of M.D.C.
points. Only the tattooed person who created the monster can
command it.
NONE of the monster's powers can be transferred or extended to
the tattooed man or other living beings.
Remember, as many as six (6) tattoos can be activated at any one
time. All effects and abilities are cumulative.
Duration: 30 minutes per each level of the tattooed person's
experience, or until slain, or the magic is canceled. When
canceled or destroyed, the creature glows, disappears, and
reappears as a tattoo.
The tattoo is instantly reusable if the magic was canceled or
the duration time has expired. However, if the creature was
destroyed, meaning all of its M.D.C. was depleted, the tattooed
person must spend twice magic energy to re-create it or wait
eight hours.
Destroying the tattoo monster as a living entity causes its
owner to suffer medium damage direct to health and the damage is
cumulative for the destruction of each living tattoo. The damage
will heal as normal or can be restored by mystic or psionic
means.
[i]M.D.C.:[/I] Magic tattoo monsters are M.D.C. creations. No
monster is an S.D.C. creature. The magic monsters have the
maximum amount of M.D.C. possible for that particular type of
creature.
[i]Monster characteristics:[/I] The magic monster acts like the
real monster would in every way and has all the abilities of
that creature. Only creator of an animal-like monster can
command or ride it.
[i]Damage:[/I] Monsters are M.D.C. creations and inflict
mega-damage.
[i]Note:[/I] The monsters created by tattoo magic are designed
for combat and assassination - attack and defense. They do not
function like a familiar. The tattooed man does not see, hear or
know what the creature is experiencing other than suffering hit
point damage the moment the thing is destroyed.
Titus’ Monster Tattoos:
Crouching Dragonsaurus: The dragonsaurus is a handsome creature
that is often mistaken for a small, wingless dragon. They vary
in color from light to dark green and some have tints of
iridescent yellow, red, and/or brown. Despite its dragon
appearance the dragonsaurus is an animal with an intelligence
equal to that of a German Shepherd dog. They possess no magic or
psionic powers .
The creature makes an affectionate, obedient, and loyal pet,
like a green, scaly watchdog. They are tremendously popular
among the Minions of Splugorth, most of whom revere true
dragons. Dragonsaurus are as common in Atlantis as dogs and cats
of pre-cataclysm Earth. They are used as pets, guard animals,
and for hunting.
[i]Weight when Summoned:[/I] 450lbs
[i]Size when Summoned:[/I] 8.25ft long from head to tail tip.
Stand about 4 ft ( l .2 m) tall.
[i]Natural Abilities:[/I] Nightvision 200 ft (61 m), superior
sense of hearing, keen color vision, track by smell 75%, prowl
45%, swim 8O%, climb 8O%, and leap from standing still up to 60
feet (1S m) lengthwise or 30 feet (9 m) high.
[i]Combat:[/I] Six physical attacks per melee plus two from
prehensile tail (eight attacks total).
[i]Bonuses:[/I] +20% on initiative, +30% to strike, +20% to
parry and dodge, and
+30% to roll with punch, fall or impact.
Perched YII Tree Climber on a Tree Limb: The yll tree climber is
a popular mega-damage animal at the slave market because it has
a high animal intelligence, can be easily trained as an attack
animal or pet and is a ferocious combatant.
Its home world is a huge planet covered in tropical rain forests
and gargantuan trees, similar to the alien vegetation that
covers much of England. In this environment of 1000 foot (305 m)
tall trees and networks of thick branches and vines, the yll
scurry, leap and climb with amazing grace and speed. They feed
on smaller animals and frequently hunt in packs of 12 to 36. In
many ways they can be thought of as giant, lizard looking
monkeys with the intelligence of an Earth chimpanzee. Although
lizard-like in appearance, the yll are much more akin to Earth
birds - warm blooded, high metabolism and egg laying (no
feathers).
Their claws and limbs are made for climbing, pouncing and
grasping prey. The normal hunting tactic is to pounce on prey
from above, pin and hold the prey in their claws of their
powerful hind legs and then tears the flesh with the smaller
forearms and teeth. The prehensile tail is used for balance when
running and leaping, like a third hand to hold onto branches,
and as a stabbing and slashing weapon. During rutting season,
males engage in non-lethal combat by wrestling and banging their
incredibly hard, bone hooded heads against each other.
On earth and other alien environments without giant trees, the
creature's speed is dramatically reduced and it becomes much
more vulnerable. They love forests and like mountains, in both
cases, places they can climb and hide in. Even so, they are
fast, can leap long distances, and can climb wood, stone and
concrete structures with ease! Unfortunately, the protective
spikes and plates along their spine prevents them from being
used as a riding animal (their leaping, rabbit style of running
also makes them inappropriate as a riding animal). However,
because of its mega-damage and combat abilities, the Splugorth
frequently hype the yll as a "Dragon Killer."
[i]Weight when Summoned:[/I] 500 Ibs (225 kg).
[i]Size when Summoned:[/I] 11 ft (2.4 to 3.3 m) long from head
to tail tip. Stand about
5 ft (1.5 m) tall crouched on all fours, and approximately 10 ft
tall (3 m) standing erect on the hind legs.
[i]Natural Abilities:[/I] Nightvision 60 ft (18 m), superior
sense of hearing, keen color vision, track by smell 55%, prowl
42%, swim 80%, climb 94%, acrobatics 94%, and leap from standing
still 60 feet (18 m) lengthwise or 30 feet (9 m) high.
[i]Combat:[/I] Five physical attacks per melee plus two from
prehensile tail (seven attacks total).
[i]Bonuses:[/I] +30% on initiative, +20% to strike, parry and
dodge, +30% to strike by pouncing from above, and +40% to roll
with punch, fall or impact.
[I]Giant 'Dwombat Chewing on a Tree Branch:[/I] This creature is
an enigma to most scholars, and a brute to be feared by all. The
common wombat has often been disregarded as a cute little furry
creature, a burrowing animal with a gruff demeanor. However, for
some reason, some (approximately 10- 15%) have grown into giant
mutants bigger than an elephant! The Jackaroos have nicknamed
them the "bulldozers of the bush," because the largest can grow
to be over 40 feet (12.2 meters) long and 10 to 15 feet (3 to
4.6 m) tall and they have a nasty habit of running through
things! They are solid and muscular, weighing 10-25 tons
depending on their age and size. Most are black, but sometimes a
very dark brown. They are covered in a dense fur which ripples
with their power. In all respects they are giant wombats, but
like the Rhino-Buffalo of North America, they are Mega-Damage
creatures - dense muscle alone makes them veritable juggernauts.
It's not just their size that makes them dangerous, they have a
temper when they need one, and will charge and head butt
strangers whenever they are startled, frightened or angered, and
sometimes for no particular reason at all. However, the greatest
danger they represent is that they are incredibly destructive.
There have been stories told of entire communities that were
devastated when only a handful of 'Dwombats ran through their
village like runaway bulldozers, leaving a path of destruction
in their wake has devastating as a tornado. 'Dwombats tend to
thunder through the Outback in never-ending stampedes that leave
very obvious swathes in the wilderness: trampled (or eaten)
grass, broken (or eaten) tree branches, toppled trees, chipped
and battered rocks and upturned earth are their calling cards.
When disturbed while feeding, they will simply charge the
nearest annoyance and head butt, bite, or trample it or just
chase it away before going back to feed. They are very simple,
instinctive creatures who are not so much a predator threat as
15+ tons of stampeding and devouring nuisance.
'Dwombats are herbivores. They eat trees, grass and crops
(grains, vegetables and garbage being their favorites). This can
be a huge problem for Outback farmers who can loose an entire
crop to a single 'Dwombat "eating machine" in a matter of a week
or two. As pests they devour crops, raid grain and produce
storage houses (may even try to gnaw through or dig under M.D.
structures to get into a storage bay), damage property, and nest
in and around the garbage dumps of Outback towns. Being
Mega-Damage creatures and so big, they don't feel threatened by
man and often ignore puny, little humans trying to shoo them
away or shooting at them with S.D.C. weapons that have no affect
on them. Fortunately, they only attack humanoids when they are
attacked first, injured, cornered or feel threatened. Equally
fortunate, is that 'Dwombats are usually encountered as lone
individuals or in small groups of 2-6.
[i]Weight when Summoned:[/I] 20 tons
[i]Size when Summoned:[/I] 15 feet (4.6 m) tall, 40 feet long.
[i]Disposition:[/I] Stubborn to oblivious. They are
single-minded creatures who simply charge about the landscape
with seemingly nothing on their mind. When not on the run, they
are eating, sleeping or playing. As noted before, adults don't
even consider humans to be a threat until they blast them with
M.D. weapons or magic, but they are spooked by large vehicles
and explosions.
[i]Natural Abilities:[/I] Run, dig, nightvision to 200 feet (61
m), swim 50%, track by scent 55%, and heal twice as fast as
normal wombats.
[i]Combat:[/I] Four attacks per melee. Common Attacks: Front Paw
Strike, Light "Tap" with Nose or Paw, Bite (Mega-damage), Claw
Strike (Mega-damage), Rear Leg Kick (Mega-damage), and Head Butt
(Mega-damage)
Charging Head Butt: Mega-damage plus anything weighing less than
six tons is knocked off its feet and sent flying 2D6xlO
yard/meters, take an additional damage from fall impact and
loses initiative and 1D4+1 melee attacks/action! To charge, the
giant needs at least 50 yards/meters for a running start. Counts
as two melee attacks.
Trample: Mega-damage, squashed by its feet and low slung belly
as it runs over whatever comes in its way. At the G.M. 's
option, the victim of this can roll with the trample and take
only minor damage (No mega-damage). This represents curling up
for protection, or (humorously) being pressed into a soft patch
of ground by the creature's passage.
[i]Bonuses:[/I] +10% on initiative, +30% to strike, +1 to dodge,
no parry, +20% to save vs poisons and toxins, and +20% to save
vs Horror Factor/Fear.
[I]Giant Kang in Mid Jump:[/I] Although many people assume this
animal is a giant mutation of the native Australian kangaroo,
it’s actually a similar looking animal from another dimension.
However, like the kangaroo, it has adapted to 41st century
Australia and thrives. Unlike the kangaroo, the Giant Kang is a
predator that hunts in packs. Most agree that the Giant Kang,
almost single-handedly, keeps the Giant 'Dwombat and Giant
Cockroach populations in check. Those two animals are the Kang's
favorite prey, with the soft, vulnerable humanoids and livestock
next on their list.
However, the Giant Kang have learned that humans have a bite all
their own and quickly break off attacks on humanoids who exhibit
firepower or magic. In fact, they often avoid enclosed vehicles
and aircraft entirely, especially if there are two or more, and
keep away from Songlines (i.e. ley lines). However, being very
aggressive predators, some Giant Kang will test the mettle of
humans even when in groups or in caravans of vehicles, backing
down only when their potential prey exhibits weapons or magic.
The boldest ones (typically in groups of 2-6) will even prowl
the streets of a town or city under the cover of night, preying
on cattle, horses, livestock or feeding on garbage. They have
also been known to snare and run off with the occasional pet
animal and town drunk.
The Giant Kang are very smart and instinctively use group
tactics to bring down their prey. They attack in teams and
waves, separate one or two from the herd, lay in ambush, prowl
and strike by surprise, etc. Their society is very similar to
wolves, with one dominate male being the lead animal, his mate
second in command and a pecking order based on raw strength and
boldness for the rest. A typical "pack" will have 10-20 animals,
although there are smaller groups (3-8) and the occasional
larger group (30-50), but the latter is very rare. Their numbers
seem to be kept in check by availability of prey. The less prey,
the fewer and smaller the packs, the more plentiful the prey,
the larger and more numerous they are, bolder too.
At a quick glance, the Giant Kang appear to be giant
tiger-striped kangaroo, however, closer inspection show they
have striped fur, sharp teeth and large saber-tooth fangs used
for cutting and slicing up fallen prey. They have good hearing
and an excellent sense of smell, both of which they use in
hunting. Their fingers and toes are clawed and used for slicing
and ripping at prey, and their bite is savage.
Surprisingly, the frightful animal domesticates well and has
been adopted by Roadgangers and some Outbackers as riding and
guard animals. Domesticated Giant Kangs show surprising loyalty
to their masters and will attack anybody who hurts them while in
their presence. As a riding animal, they are much smoother than
one may think and are similar to that of a galloping horse
rather than a hopping rabbit or kangaroo. They have excellent
speed for an animal (a bit faster than most horses) and leap a
good height and long distances. The main things a rider has to
get used to is the sudden turns, changes of direction, and stops
the Giant Kangs can make in a heartbeat. They also have a
natural tendency to make full speed leaps over obstacles.
[i]Weight when Summoned:[/I] 1970.5 lbs
[i]Size when Summoned:[/I] 8 feet (4.6 m) tall + 6ft long tail
for a total length of 14ft.
[i]Disposition:[/I] Aggressive and excitable. They are pack
hunters who work well in groups and can be reasonably well
trained as guard or attack animals and especially as riding
animals that work as a pack/gang.
[i]Natural Abilities:[/I] Run at good speed for I D4+2 hours
without needing rest, can leap 10 feet (3 m) high and 15 feet
(4.6 m) across (double with a running start), nightvision to 200
feet (61 m), swim 45% (but dislikes swimming in water), track by
scent 60% (+15% to follow a blood scent), and heals twice as
fast as an Earth kangaroo.
[i]Combat:[/I] Seven attacks per melee. All attacks do
mega-damage when intentionally attacking. Common Attacks:
Slashing Bite/Nip, Stabbing and Tearing Bite, Claw Strike, Head
Butt, Tail Swat (half the M.D. done by a punch/claw strike), Leg
Kick, Leap Kick: mega-damage plus anything weighing less than
two tons is knocked off its feet and either sent flying 2D4xl0
yard/meters, or is stomped into the ground! In either case, the
victim takes an additional heavy damage from fall or impact and
loses initiative and two melee attacks/action. The leap kick
requires a running leap (needs at least 20 yards/meters) and
counts as two melee attacks.
[i]Bonuses:[/I] +30% on initiative, +35% to strike, +20% to
parry, +40% to dodge
while running, +20% to pull punch or bite, +30% to roll with
punch, fall or impact, +10% to save vs poisons and disease, and
+40% to save vs Horror Factor/Fear
[i]Power Magic Tattoos:[/I] 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.
NONE of the powers can be transferred or extended to other
people.
Remember, as many as six (6) tattoos can be activated at any one
time. All effects and abilities are cumulative.
[i]Titus’ Power Tattoos:[/I]
Eye with a Dagger In It (blind): Blinds an opponent by
activating the tattoo and touching the intended victim.
Identical to the magic spell called "Blind" (see Rifts Ultimate
Edition, page 204).
[i]Duration:[/I] Victims are blinded for one melee per level of
the tattooed person's experience. The effect is instant. The
tattooed person possesses the power to blind by touch for one
melee per each level of experience.
Eye of Mystic Knowledge (magic): Eye of Amen-Ra: 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 .
[i]Note:[/I] The tattoo is an eye in a circle with two equal
length lines. One line is directly centered over the eye and
points up, the other one radiates horizontally from the tear
duct part of the eye. In many cases the eye may be inside a
pyramid. A pyramid with its point up means the mystic knowledge
only works when used for good. A pyramid with its point facing
downward means it works only when used for purposes of evil. The
pyramid will often indicate the tattooed person's alignment (at
least at the time he received the tattoo) and/or be designed to
restrict the warrior slave's use of the knowledge as intended by
his master/tattoo creator. The magic will not work when contrary
to its alignment (will not work for selfish motives either).
[i]Duration:[/I] 10 minutes per level of experience or until
canceled.
Eye With Tears (empathy & transmission): Empathy equal to the
psionic power and can perform one Empathic Transmission as often
as once per melee (see Rifts Ultimate Edition, page 172 and 178,
for descriptions of both powers).
Duration: Two minutes per level of experience
Eyes: [I]Three (supernatural vision):[/I] Perfect vision plus:
• Nightvision: 1200 ft (366 m) in total darkness.
• See the invisible, including the supernatural.
• See Aura (same as psionic power - see Rifts Ultimate, page 1
75).
• Bonuses: +10% to strike and +10% on initiative.
Duration: Ten minutes per level of experience.
Heart with Large Wings (fly): 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 4000 feet (1200 m) above the
ground.
[i]Bonuses:[/I] +30% to strike and dodge (when flying), +30% to
damage from hand to hand attacks due to height and speed
advantage.
[i]Duration:[/I] 30 minutes per level of experience or until
canceled by the user of the tattoo. The effects of the magic
continues even when the user is rendered unconscious or mind
controlled, which means he will float 2D6 feet about the ground
and float in the direction of the wind at a rate of about five
miles (8 km) an hour.
Heart with Tiny Wings (run): Run at Superhuman Speed: The
character can run at a speed of 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.
[i]Bonuses:[/I] +30% to dodge (when running), +20% to damage
from hand to hand attacks due to speed advantage.
[i]Duration:[/I] 30 minutes per level of experience or until
canceled by the user of the tattoo. The magic is not canceled
when the user is rendered unconscious or mind controlled, but an
unconscious person cannot run.
Knight in Full Body Armor: Magic, mega-damage body armor appears
on the body of the tattoo user. The armor is transparent so the
other tattoos can still be seen. The tattooed person'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.
[i]Note:[/I] The armor cannot be placed on any person other than
the tattooed person. The armor is not like modern environmental
suits and does not protect the wearer from toxic air, fumes,
gases, or foul smells.
Duration: 30 minutes per level of experience, or until M.D.C. is
depleted, or until the magic is canceled, or duration time ends.
Lightning Bolts (shoot lightning): The tattoo user can fire
lightning bolts from his hands. The character simply points and
mentally releases the lightning bolt.
[i]Number of Attacks:[/I] Equal to the number of hand to hand
attacks.
[i]Range:[/I] 200 feet (61 m) plus 100 ft (30.5 m) per level of
experience.
[i]Bonuses:[/I] +30% to strike
[i]Duration:[/I] One minute (4 melee rounds) per level of
experience or until canceled.
Skull Engulfed in Flames (fire powers): The character is
impervious to fire and heat -including magic and mega-damage
fires (no damage), all other forms of energy do half damage, and
the glowing aura provides 60 M.D.C. points of protection.
[i]Note:[/I] Damage is subtracted from the 60 M.D.C.; once
depleted, the other powers remain but the M.D.C. is gone, making
the individual vulnerable to mega-damage attacks.
The tattooed person can also shoot bolts of fire from his
finger-tips. He simply points and mentally releases the fiery
blast.
The tattoo user is enveloped in an eerie red glow that resembles
heat vapors and wisps of fire appear and disappear in a random
pattern across the body.
[i]Number of Attacks:[/I] Equal to the number of hand to hand
attacks.
[i]Range:[/I] 100 ft (30.5 m) per level of experience.
[i]Bonuses:[/I] +20% to strike.
[i]Duration:[/I] Five minutes per level of experience or until
canceled.
Ball of Thorns (protection: poison): Impervious to all forms of
poison and +20% to save vs all types of drugs, chemicals, and
gases.
[i]Duration:[/I] 10 minutes per level of experience or until
canceled.
King Satan in Battle Pose (supernatural strength, endurance, and
stamina): This power tattoo gives the tattooed person the
strength, endurance, and stamina of King Satan. The user’s
durability (damage capacity) is also doubled while making the
user impervious to demonic/dark elemental powers and spells and
impervious to all forms of fire.
[i]Duration:[/I] 5 minutes per level of experience or until
canceled.
Shaitan Sitting on a Tree Shaped Throne with Rising Sun
Background (Summon Shaitan [I]Alternate Name of Satan[/I]): This
tattoo is special to Titus Abendigo only! In a deal of
friendship and alliance, Shaitan (Alternate Universe Satan)
agreed to help the Aerihman clan alchemist place a summoning
spell power tattoo on Titus that can summon Shaitan to aid him
no matter where or when Titus is in the multiverse.
Shaitan in the universe where Titus met him isn’t the demonic
entity like in other universes. He is a benevolent spirit/djinn
of the sun, nature, and animals who can be as wrathful as Mother
Nature when it comes to protecting nature, animals, and those
who would live in harmony with both. Casted from heaven when he
refused to fight in the uprising, Shaitan, also called Satan by
Christians, fought and became one of the lords of Hell to which
he was imprisoned for his transgression of neutrality. There
many call him the Demon Prince of Wrath, but a few still know
him as the Spirit of the sun, nature and natural forces,
animals, and berserker protectors. Shaitan met Titus while
defending a Millennium Tree village in what London Universe
calls the Congo River Basin from a Splugorth scouting force.
After that day, Shaitan became one of the few beings that Titus
considers a true and close friend while Shaitan calls him friend
and pack member. This close friendship lead to the creation of
the tattoo. See separate profile for abilities.
That tattoo, which is a picture of Shaitan a handsome blond man
in white and green robes with antlers rising from his head like
a crown sitting on a throne that looks like a Millennium Tree
with Aramaic writing on the trunk and a golden rising sun, gives
Titus the ability to summon his supernatural friend but not as a
commanded summoning like typical summoning spells. This one
creates a friendly summoning that Shaitan hears in his mind. The
spell gives Shaitan the exact knowledge of where and when Titus
is in the multiverse and makes Shaitan’s portals 100% accurate.
[i]Duration:[/I] [I]Special![/I] This sends a friendly or
desperate toned summoning to Shaitan who then uses his own
ability to Open Dimensional/Temporal Portals to arrive by Titus’
side. Shaitan decides when he is ready to leave.
Mermaid on a Rock with a Wave Splash Behind Her (water
manipulation): This power tattoo gives the tattooed person the
abilities of Water Manipulation, Breath Without Air like the
spell, and Swim as a Fish (Superior) like the spell. Once the
tattoo is activated, all abilities are at will for the duration.
[i]Duration:[/I] 15 minutes per level of experience
Flaming Eye (Fire Projection and Thermo-Imaging): Provides the
T-Man with the ability to see infrared radiation (heat waves)
equal to a thermo-imager with a range of 600 feet ( 183 m) and
the power to project flame from his eyes, damage is minor to
medium mega-damage depending on the tattooed person’s experience
level.
Number of Attacks: Equal to the number of hand to hand attacks
per melee.
[i]Bonuses:[/I] +20% to strike, but no other bonuses apply.
[i]Duration:[/I] Five minutes per level of experience.
[i]Range:[/I] I00 feet (30.5 m), plus 50 feet ( 15.2 m) per
level of experience for the flame attack.
Heart in Two Pieces (Strength Drain): 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. The victim will find his physical strength
temporarily reduced in half! Reduce all damage stats
appropriately and even lesser supernatural creatures and
creatures of magic will suffer from the strength loss. Greater
creatures, such as demon lords, godlings, demigods, gods, the
undead, and adult dragons are immune to its effects.
[i]Duration:[/I] Victims suffer the effects for one melee round
per level of the T-Man's experience. The Tattooed Man retains
the ability for one minute per level of experience.
[i]Range:[/I] Touch.
[i]Number of Attacks:[/I] Equal to the number of hand to hand
attacks per melee.
Heart Wrapped in Thorns (Poison Touch): The T-Man using 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 victim believes he has been poisoned and suffers from
the following psychosomatic penalties: Attacks per melee and
speed are reduced by half, suffers a penalty of -40% to all
combat bonuses, is -40% to save vs real poisons and toxins, is
-30% on all skills and feels dizzy, nauseous and ill.
[i]Duration:[/I] Effects last one minute per level of the
T-Man's experience. The T-Man retains the ability for two
minutes per level of experience.
[i]Range:[/I] Touch.
[i]Number of Attacks:[/I] Equal to the number of hand to hand
attacks per melee.
Black Sun (Darkness Powers): Offers the T-Man the following
(limited) darkness powers:
• Nightvision 600 feet.( 182.9 m), see in magic darkness, and
the ability to recognize Shadow Beasts and other shadow-linked
creatures, even when melded into the shadows.
• Shadow Meld; same as the spell.
• Cloak of Darkness; same as the spell
[i]Duration:[/I] Five minutes per level of experience.
[i]Range:[/I] Self or a 5 foot ( 1.5 m) radius per level of
experience
[i]Number of Attacks:[/I] Equal to the number of hand to hand
attacks per melee
#Post#: 4583--------------------------------------------------
Re: Alternate Universe Character: Titus Abendigo
By: Raven Tepes Date: May 17, 2020, 12:11 pm
---------------------------------------------------------
Profile Continued:
Broken Skull (Mental Attack): The T-Man using this magic can
cause a victim to be overcome with a mind-splitting headache
pain with a mere touch. The effects are similar to the Agony
spell except that the attack is clearly targeted at the
head/brain. The victim has his attacks per melee and speed
reduced in half, suffers a penalty of -20% to all combat
bonuses, is -25% on most skills, and skills that require a great
deal of concentration, such as Sniper and Cardsharp, are
impossible.
[i]Duration:[/I] Victims suffer the effects for one melee round
and the T-Man retains the ability for one minute per level of
experience.
[i]Range:[/I] Touch.
[i]Number of Attacks:[/I] Equal to the number of hand to hand
attacks per melee.
Skeleton in Chains (Constrain the Undead): The T-Man using this
power can keep the undead at bay. With the wave of a hand, he
can cause any one undead to freeze in its tracks for 4 melee
rounds. Only one undead can be affected at a time. Mummies,
zombies, ghouls, and similar unintelligent undead have no saving
throw against this magic. Most others, like vampires, can
attempt to resist the magic and have a 60% chance. Master
Vampires and other superior undead are immune to the magic's
effects.
[i]Duration:[/I] One minute per level of experience.
[i]Range:[/I] Touch or up to 200 feet (61 m) away.
[i]Number of Attacks:[/I] Equal to the number of hand to hand
attacks per melee.
Wolf's Head with Glowing Eyes (Hunting Prowess): 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%
[i]Bonuses:[/I] +10% to initiative.
[i]Duration:[/I] Five minutes per level of experience.
[i]Range:[/I] Self.
Symbol of the Darkfire Clan (Darkfire Clan Abilities;Mark of
Treaty): This tattoo bestows the tattooed person the full
elemental abilities of the Darkfire including
generate/manipulate dark fire, elemental rebirth, elemental
teleportation, etc. With training, the tattooed person can
perform all of the same techniques as a Darkfire caln member
with the exception of developing a second element. The tattooed
person is also immune to all forms of fire and heat (normal,
mega-damage, magic/supernatural). Furthermore, the tattooed
person can even recharge their magic energy through absorbing
the energy of fire.
[i]Duration:[/I] 30 minutes per level of experience
[I]Note:[/I][I]Special tattoo of the Aerihman Clan and is a Mark
of Treaty between the Interdimensional Order & Sabbat and the
Aerihman Atlantean Clan. Only human (whether normal, magic user,
psychic, or mutant members of the Interdimensional Order can
obtain this tattoo and suffer the risks of gaining a magic
tattoo including pain and possible trauma induced
insanity/mental disorder.[/I]
The Winged Shoe of Mercury (Sonic Speed and Supernatural
Durability): This tattoo grants the tattooed person the
mutant/supernatural ability of Sonic Speed which means the
character can run/move at speeds exceeding the speed of sound.
The character also has the supernatural durability and damage
capacity of an adult red dragon.
[i]Duration:[/I] 30 minutes per level of experience
[I]Monster-Shaping Tattoo Magic:[/I] Monster-Shaping tattoos are
a special category of super-rare tattoos that seemingly
transform the user into a member of any monster race! These
tattoos do not grant "true" shape shifting abilities, but an
ectoplasm-like substance that surrounds the character's true
body disguising his appearance.
True Atlanteans can not be transformed by any means, magical or
technological, but the magical Monster-Shaping tattoos do NOT
physically transform the character. Instead they creates a
magical false body around him. One might consider the monster
shapes created by the tattoos to be a mystic monster costume or
exoskeleton with elements of illusion thrown in. The monster
shape adds to the Tattooed Man's M.D.C. and physical physical
strength, agility and endurance, but does NOT grant the user any
of the special powers of the monster race he or she is disguised
as (although they may be able to simulate their power through
other means).
[i]Note:[/I] These tattoos are rarely used by any of the
Tattooed Men other than the Undead Slayer 0.C.C. (Rifts® World
Book Two: Atlantis, p. 97) or the Atlantean Monster Hunter
0.C.C. (Rifts® World Book Six: South America One, p. 99). Both
use the Monster-Shaping tattoos to get close to their monstrous
prey or evil organizations of monsters without being noticed.
Only members of Clan Skellian and a few Chiang-Ku dragons know
the secrets of Monster Shaping tattoos (the Chiang-Ku helped the
Skellian Alchemists develop the shapeshifting magic). Player
characters must be affiliated with either Clan Skellian or the
Chiang-Ku who hold its secrets to have access to Monster
Shaping. [I]Note:[/I] The Splugorth are beginning to suspect
that a new category of tattoo has come into existence. Once they
find proof of it, they will spare no efforts to capture and
study any tattooed men with it.
[i]Duration:[/I] 30 minutes per each level of the Tattooed Man's
experience. If the S.D.C. or M.D.C. of the shell is destroyed,
the power will be canceled and the T-Man's true shape will be
revealed. If the T-Man is slain while in the fake form, his
remains will return back to his natural shape. The false shape
will continue to exist even if the creator is rendered
unconscious, possessed, or is mind controlled.
[i]Physical Attributes:[/I] The monster form has the maximum
physical strength, agility, and endurance attributes of a member
from that race or the Tattooed Man's own, whichever is higher.
[i]Attacks Per Melee and Combat:[/I] The character also gains
any natural hand to hand attacks his new shape has, such as tail
strikes or bite and claw attacks. The shape, however, does NOT
grant the tattoo user any of the creature's natural racial
abilities, including special senses, flight, regeneration,
natural shapeshifting abilities, breath or energy attacks,
magic, psionics, and so on.
[i]Natural Body Armor:[/I] The false shape provides the
character with M.D.C. or S.D.C. protection and can be treated as
a suit of body armor. When its structural capacity is depleted,
the shell/shape is destroyed, its armor protection gone, and the
character's true identity is revealed. The maximum Mega-Damage
value of the false shape can not exceed the scale hide armor of
a teenage dragon meaning that a monster with more M.D.C. like an
adult dragon would be weaker.
[i]Limitations:[/I] The magic shape changing tattoos only give
the character the general shape, size and features of a
particular race and cannot be used to assume the features of a
specific individual or god. Thus, the True Atlantean may look
like a typical Troll or large demon, but not the leader of a
particular tribe or any other specific individual.
When a shapeshifting tattoo is activated, the wielder takes the
shape of a member of the race depicted in the tattoo. The racial
disguise desired must be larger than the Tattooed Man (T-Man).
Since most Atlanteans are over six feet ( 1.8 m) tall, only
larger than human races can be imitated with tattoo magic.
Ogres, Trolls, Wolfen, Brodkil, Gargoyles, giant races and large
monsters like dragons, sphinxes and others are ideal for this
type of disguise.
Even transformed, the magic tattoos remain visible on the
character's false hide, skin or scales. They can be covered
under clothing or armor, but doing so will restrict access to
them. Since most non-human races can not use tattoo magic,
people may assume these tattoos are decorative markings or
paintings, or the presence of tattoos may make others suspect
the character is an impostor and spy! While in the magic
disguise, the character can use his other tattoos as usual.
Power tattoos or other forms of magic can be used to simulate
the abilities of the false shape.
[i]Titus’ Monster-Shaping Tattoos:[/I]
Ogre Bashing a Club: This tattoo gives the user the form of an
ogre.
Troll Stirring a Pot: This tattoo gives the user the form of a
troll.
Bunyip Pouncing on an Aboriginal Warrior: The Bunyip (pronounced
bun yip) is a Dreamtime demon that is as much a part of
Australian lore and mythology as cave paintings and Songlines.
The Bunyip is the quintessential fear-monger that elders tell
children about to scare them at night. Where European myth has
trolls living under bridges, Aboriginals have the Bunyip lurking
in water holes, ready to lure people to their death.
Devil Dingo Attacking an Aboriginal Man: A creature of
Australian bush legend, the Devil Dingo is a sinister fiend.
According to legend, Devil Dingo was originally made by the
animals as a form of protection, but something went wrong, and
now he haunts all men and terrifies the living. His mission on
earth is to terrorize the animal spirits and spook them into
inaction - to run and hide - as well as breed fear and paranoia
among all lesser beings. Hunters curse the Devil Dingo for
frightening away prey, and Elder Aboriginals and Kwarla preach
awareness of this evil and cunning demon who takes pleasure in
giving birth to fear and spreading like a plague to sweep the
land.
Insanities/Mental Disorders:
[i]Obsessive Compulsive Disorder: Help Innocent and Fight
Evil:[/I] The OCD to help and save the innocent and weak while
destroying evil to the point of not being overly concerned about
oneself. This is common among ALL Undead Slayers and heavily
focuses on sworn enemies: vampires, evil alien intelligences,
evil supernatural beings/creatures Minions of the Splugorth, and
the Splugorth.
[i]Antisocial Type: Prefers Animal Company to
Human/Humanoid:[/I] This mental disorder is typical among those
who have been abused along with a house pet or those left in the
wilderness but can happen to anyone. The character is more
introvert when around other humans (or highly human-appearance
humanoids) while being more open emotionally (and even
conversely) when around animals and animal-like supernaturals.
[i]Berserker’s Rage:[/I] The mental condition of being able to
go into a blind, violent rage without warning typically when
exterior trigger is pulled such as sucker punches, violence
towards a berserker’s loved one, attack one’s beliefs, attempted
knock out blow (aka the Weeble-Wobble affect), etc.
[i]Bonuses:[/I] Character is impossible to render unconscious
through physical as this triggers Berserker’s Rage. Strength is
double even if using a spell to increase strength in place such
as Supernatural Strength Spell. Endurance and stamina are fives
times normal even with spells in place to increase them;
character is nearly inexhaustible while in Berserker’s Rage.
Feels no pain due to high adrenaline rush. +70% to strike, +50%
to parry, and +40% to dodge.
[i]Penalties:[/I] Rage will not end until the object/target of
the Berserker’s Rage is destroyed, dead, or otherwise unmoving.
Berseker is at only a 10% to recognize friends and family and 5%
to recognize allies that aren’t friends. Intelligence and Wisdom
are the level of an intelligent animal and runs more on
instincts than human tactical thought. -80% on all skills that
don’t involve combat while -50% on trained martial arts skills
and weapon specializations. Due to how fast the blood pumps
through the body during the Barserker’s Rage, tranquilizers and
other calming drugs work 30% faster than normal on those who are
not immune.
[i]Titus’ Special:[/I] Shaitan is also known as the Spirit of
Barserker Protectors in some countries of his world. Shaitan
could tell that Titus’ Berserker’s Rage couldn’t be completely
removed but he could alter it to give Titus more control. The
benefits are: penalty on trained martial arts skills and weapon
specializations is reduced to a -20%; able to recognize family
and friends at a 50% and allies at a 30%; Intelligence and
Wisdom is at lowest human level for some tactical thought but
blended with animal instincts.
[i]Titus’ Triggers:[/I] Sucker punches, knock out blows, and
harming family, close friends, and innocent youth or animals.
Combat/Passive Skills:
[i]Knowledge: Language and Literacy:[/I] The ability to speak
and read one or more languages. All Atlanteans are educated and
literate in three or more languages and may speak several
additional languages. The two main languages that Atlanteans
learn are Ancient Atlantean (ancient dialect of Greek) and
Dragonese/Elven.
[i]Language & Literacy known by Titus:[/I]
Ancient Atlantean/Greek: 100% chance of successful understanding
Dragonese/Elven: 98% chance of successful understanding
Aramaic: 98% chance of successful understanding
American English: 90% chance of successful understanding
[I]Techno-Wizard Weapon Proficiency:[/I] The ability to
understand, use, and operate techno-wizard weapons.
Techno-wizard weapons are weapons that are a blend of technology
and magic that can be used only by those who can use and wield
magic/mana, chi, or psychic energy. These weapons require a bit
of the user’s own energy to activate the special spell effects
built into the weapon.
[I]Techno-Wizard Device Proficiency:[/I] The ability to
understand, use, and operate techno-wizard devices and vehicles.
Techno-wizard devices and vehicles are items that are a blend of
technology and magic that can be used only by those who can use
and wield magic/mana. chi, or psychic energy. These items
requires a bit of the user’s own energy to activate the special
spell effects built into the items. This also includes TW ley
line devices and vehicles as well which do not require a bit of
the users energy because the item derives its magic energy from
the ley lines and dimensional pyramids.
[I]Combat Specialist:[/I] The ability to be a hand-to-hand
combat genius. The user has an encyclopedic knowledge in
hand-to-hand fighting styles; therefore understanding and
analyzing opponents style of combat and flaws in the opponent's
attack and defense. He can also use attacks that can
automatically knock down the opponent or use the strength of the
opponent to his favor.
The user has a vast knowledge of the opponent's body and their
limitations, have an incredible perception of opponents and the
users surrounding areas using it to his or her advantage, and
can copy or mix several types of martial arts and movements and
understand how a special attack works in matter of minutes. This
power can be enhanced by the users experience and improvement of
skill. Masters of this abilities can counter or detect flaws on
opponents Special Attacks.
[I]Weapon Proficiency:[/I] The ability to understand and use any
and all weapons with the proficiency of a master. User with this
ability need only to pick up a weapon before they instantly
become proficient in it. The first time they pick up a sword,
they can spar with masters, the first time they use a bow, they
can hit bulls-eyes. Even alien, magical, or other weaponry that
they should not understand comes naturally to them.
[i]Favored Weapons:[/I]
Spears
Claymore Sword
Daggers
Throwing Axes/Tomahawks
Battle Axes
[I]Enhanced Athleticism:[/I] The power to perform acrobatic and
gymnastic feats beyond training. The user possesses athletic
abilities beyond even most dedicated training.
[I]Tactical Analysis:[/I] The ability to be an extremely skilled
strategic genius and apply this skill for several objectives.
The user can create strategies and plans several steps ahead of
the opponent, seeming like the user can see into the future. The
user is able to elaborate complex plans and strategies and apply
them in, not just battle, but any other activity that involves
cunning intellect, e.g. strategic games. Most of the users of
this ability are very analytical and can understand or
anticipate the enemies' moves.
[I]Stealth Tactics:[/I] The ability to possess extraordinarily
expertise in stealth. The user possesses incredibly extensive
knowledge and skill in many types and ways of stealth tactics,
enabling them to easily slip in and out of areas undetected.
Their abilities in all manners of stealth are so refined they
appear as mere illusions to those who have been lucky to spot
the user. The users of this ability can move throughout even the
most guarded of areas and act in true discretion.
[I]Stealth Combat:[/I] The ability to use advanced stealth in
direct combat. User can use extraordinary fighting skills in
combination with superior stealth abilities for particularly
lethal effects. It allows them to land flurries of critical
blows while easily escaping their targets' clueless
counterattacks, devastating opposing forces they couldn't hope
to face in normal combat.
[I]Enhanced Marksmanship:[/I] The ability to achieve complete
and utter accuracy on distant targets. User can achieve complete
and utter accuracy on distant targets, with the activity in
their brain center for aim, accuracy and precision is
drastically improved. They need only to aim for an instant
before they can precisely hit a target with a projectile.
User can judge extremely long distances amazingly accurately,
gauging the strength needed to launch a projectile, in order to
hit a target accurately. If a target is moving the user can
calculate the best method to hit the target. Visual obstructions
like smoke and vegetation do not hinder their ability to get an
accurate bead on their target, and their intense focus on
whatever they're shooting at allows them to shut out outside
distractions. They can compensate for environmental factors that
would normally throw off their aim like wind, air resistance,
gravity, and radiant heat (which distorts the image of the
target).
[I]Dual wield:[/I] The ability to use two weapons
simultaneously. The user is capable of wielding two different
weapons with ease in combat. The weapons in question are
normally bladed weaponry and/or firearms, but it can be
virtually any melee and/or ranged weapon. Because of this, the
user is able to deal twice the damage to their opponent quickly,
swiftly, and effectively. They're also able to hold their own
against multiple enemies at multiple angles, allowing them to
fight and take advantage of wide openings.
However, due to possessing two weapons at the same time, the
user often bears poor defense skills, so this ability requires
speed, power, accuracy, and fast reaction time in order to
maneuver through and counter their enemies' attacks in order to
make up for the lack of defense.
[I]Enhanced Assassination:[/I] The power to possess the skills
to locate and slay targets like an assassin. User can perform
the art of assassination better than the average killer, they
are able to dispatch their victims without as so much as a
struggle. The ways to do this range from something complex and
high-finesse like mastery in stealth, strategically planned
scenarios and highly disciplined martial arts to something
simple-yet-effective like brute strength and raw speed to
overwhelm the targets.
[I]Special Ops Mastery:[/I] The ability to innately or through
inhuman and advanced training have special operations skills and
maintain them without the need of further training. User is
almost super-humanly skilled in all forms of special operations
including but not limited to Mercenary Works,
Counterintelligence, Black Propaganda, Counter-Terrorism,
Guerrilla Warfare, Direct Action, Counterinsurgency,
Assassination, Close Target Reconnaissance, Unconventional
warfare, etc.
The ability may be from advanced training, mental programming or
even supernatural/superhuman powers. Combined with high
intellect and a high level of physical ability, they can create
completely new possibly unbeatable methods of special
operations. Important that comes from special operations are
such as Reconnaissance and surveillance in hostile environments,
Training and development of other states' military and security
forces, Offensive action, Sabotage and demolition and Hostage
rescue.
[I]Interrogation Intuition:[/I] The ability to extract
information from an opponent through extraordinarily effective
forms of interrogation. The user is able to extract information
from their opponents through various means, the use of the Bad
Cop Technique involves the means of Intimidation, scaring them,
inflicting pain, or psychically extracting the information.
The user can even use a more sutle way of getting information
from opponents called the Good Cop Techniques where it includes
making them feel comfortable, being friendly with them,
honeypotting them or using reverse psychology to get
information.
[I]One-Man Army:[/I] The ability to be as deadly as a vastly
superior force. The user is able to fight against seemingly,
overwhelming odds with ease. They are a capable warrior on the
battlefield, decimating the enemy single-handedly and with near
supernatural finesse that pars with the skill of more
experienced fighters. This ability can manifest into various
ways but is usually the result of extreme martial skill. Users
of this ability are as deadly at long-range combat as they are
in close quarter.
[I]Training Regimen:[/I] The circumstance in which one develops
incredible abilities through extensive training. The user has
developed abilities near to or actually superhuman simply
by/through an extensive/excessive training regimen.
[i]Piloting: Automobile:[/I] The skill and knowledge to operate
manual and automatic transmission vehicles including dune
buggies, jeeps, and small trucks.
[i]Piloting: Hovercraft (Ground):[/I] The knowledge needed to
pilot types of hover vehicles used for ground transport
including basic hovercycles and hover trucks. These vehicles can
be tricky because they utilize several air jets and directional
thrusters that push the craft on a cushion of air around 1 to 3
feet off the ground. The vehicles can usually attain great
speeds (100 to 160 mph max speeds), are capable of driving over
incredibly rugged terrain, and making jumps over small craters,
ravines, boulders, and fallen trees.
[i]Piloting: Hovercycles, Skycycles, and Rocket Bikes:[/I]
Characters who select the Pilot Hovercraft (Ground) skill can
drive hover cars, hover trucks, and hovercycles on a basic
level. However, those who select the Pilot Hovercycle skill can
pilot any type of hovercycle, rocket bike, skycycle, or jet
propelled one- or two-man hover ground or air vehicles with
great skill and finesse. They can perform spectacular jumps,
stop on a dime, perform dive-drops (soar off the edge of a cliff
or skyscaper, keep control of the hovercycle as it drops, land
on the ground without crashing or falling off and keep going),
and perform tricks, stunts, jumps, and dodging without penalty.
[I]Astronomy & Navigation:[/I] The study of the stars and other
celestial bodies, their movements, positions, cycles,
alignments, and interrelations with the planets and each other.
This knowledge can also be used to determine direction,
approximate distances, identify the seasons, and tell the time
of day. Training includes reading maps and star charts, course
computation, following landmarks, and use of navigational
equipment. The skill includes land, air, and water navigation as
well as piloting by the stars and instruments alone. This skill
is ideal for sailors and those who can fly.
[i]Lore: Demons & Monsters:[/I] This is the study of demonic
creatures and supernatural monsters common to Earth throughout
the ages and around the world. General knowledge includes
legends of ancient and primitive cultures, Dark Ages tales, and
the myths and legends of vampires and the most famous demons and
monsters, including the dark gods they serve. Specific knowledge
is limited to continent where the character lives/originates
this includes names of demons and monsters common to that part
of the world, appearances, reputed places of demonic habitation
and attraction, and the creatures’ known powers, appearances,
habits, weaknesses, strengths, powers, abilities, demonic
possessions, desires, and goals. A master of this lore may be
able to identify a particular type of monster by hearing its
description or a description of its actions, seeing a drawing or
a photograph, or even by footprints, how it behaved, killed, or
exhibited certain abilities.
[i]Lore: Dimensional Being/Alien:[/I] Most dimensional beings
(D-Bees in the 41st century) are just humanoid beings from
another dimension or planet. To be classified as a D-Bee, the
creature must be remotely humanoid in appearance, usually
bipedal, have human-like intelligence, and is NOT a supernatural
creature; must be mortal. Creatures who don’t have a bipedal
humanoid body and are extremely monstrous, animal-like or
demonic, or are supernatural in origin are usually considered
monsters or demons rather than D-Bees.
D-Bee lore is the general study of common alien humanoids, their
most notable beliefs, customs, habits, inhuman abilities, and
the rumors, myths, and legends about how they came to Earth,
their home world, their secret agendas, etc. The skill is often
limited to D-Bees living in a specific region where the
character originates from. The region may be limited to a
smaller geographic locations such as D-Bees of Western America.
D-Bee lore is not a science and is not always accurate,
complete, or in depth.
[i]Lore: Magic:[/I] This area of study does NOT give the
character any magic abilities, the ability to use techno-wizard
devices, or the ability to read magic symbols.
This area of study provides general knowledge, theories and
historical reference on how magic works, common magical powers
and spells, their effects, who possesses such magic, notable
creatures of magic, various types of magic users, places of
reputed magical significance and power, and myths and legends
about magic, the most famous magic items, and notorious
sorcerers. Although the character cannot read runes or mystic
symbols, he is likely to be able to recognize whether the symbol
is real magic ward, rune, warning, part of an inscription or
spell, or a fake.
[i]Radio: Basic:[/I] The rudimentary knowledge of the operation
and maintenance of all sorts of radio equipment, including
military radio systems, field radios and walkie-talkies, audio
recording devices, wire laying, installation, radio procedure,
communication security, and Morse code. It does not include the
ability to make repairs nor operate video equipment.
[i]Mathematics: Basic:[/I] Knowledge of basic math, including
the ability to count, addition, subtraction, multiplication,
division, and fractions.
[i]Mathematics: Advance:[/I] Knowledge of all basic and advance
mathematics including algebra, geometry, trigonometry, calculus,
and techniques for using advance mathematical formulas.
[I]Supernatural Hunter:[/I] The skills and trained abilities to
track and hunt supernatural beings and creatures. This skill
provides basic knowledge on supernatural beings and alien
intelligences especially weaknesses, how to track the
supernatural(s) by sight 75%, and best methods for capturing
(85% capture success) or killing of the supernatural(s).
[I]Note:[/I] +10% to tracking supernatural and +5% to capture if
character has the Lore: Demons & Monster skill.
[I]First Aid:[/I] Rudimentary medical treatment which includes
how to bandage wounds, stop bleeding, splint broken limbs,
administer artificial respiration (CPR), and use of antiseptics
and common anti-inflammatory drugs and painkillers.
[I]Animal Handling:[/I] The skill to influence animal behavior.
The user can control animals, they can set stampedes onto
attackers, get animals to fetch things. Users may be able to
call forth hoards of rats or insects to wipe out a crop, or to
encourage bees to replant it.
[I]Exotic Animal Handling:[/I] The skill to influence animal
behavior of monstrous animals and animal-like
supernaturals/creatures of magic. The user can control animals,
they can set stampedes onto attackers, get animals to fetch
things. Users may be able to call forth a tyrannosaur to scare
off and attack enemies or get a ‘dwobat to dig new irrigation
trenches.
[i]Horsemanship: Exotic:[/I] Basically the same as general
Horsemanship skill, including care, grooming, and breeding
except the character is experienced in riding tame animals other
than horses. Exotic animals can include elephants, camels,
lamas, pegasus, gryphons, dinosaurs, giant insects, and other
monstrous beasts trained (or willing) to be ridden. Wild,
untamed creatures cannot be ridden except by Simvan and select
characters with special animal skills and powers.
[i]Horsemanship: General:[/I] The training in general
Horsemanship including care, grooming, and breeding. Wild,
untamed horses can be ridden but at a -70% until the horse is
broken in which can take several days to a month (decrease
penalty by 10% each day attempting to break in the wild horse).
This does not include Combat Riding training of warrior
horsemanship skills such as Cowboy or Knight.
Weaknesses: Regardless of the magic in their veins and all of
their interdimensional travelling, True Atlanteans are still
human and can be killed with a well placed fatal strike. No
matter what occupation the Atlantean takes, they can be easily
recognized by their mortal enemies: Splugorth, vampires
(particularly alien vampire intelligences), many demonic races,
and evil supernatural beings (London/Apocalypse Universe demons,
vampires, and other evil supernaturals of Earth believe True
Atlanteans to be extinct so are at a -50% success to recognize
the race). Placing magic tattoos on the body takes time and is
extremely painful which can cause insanity/mental disorders to
develop. Undead Slayers begin to run the risk of insanity for
every tattoo past 18 with a 15% chance of developing an insanity
for each new tattoo (see Insanities/Mental Disorders list).
Remember, as many as six (6) tattoos can be activated at any one
time. All effects and abilities are cumulative. [I]Aerihman Clan
Weakness:[/I] The members of the Aerihman clan of True
Atlanteans are not trusted by other True Atlanteans due to their
desire to restore the old empire, rumors of making allies of
supernaturals that are typical enemies, and the almost reclusive
nature that they’ve taken by alienating themselves from the
others clans.
Weapons: [I]See Magic Tattoos Lists for full weapons list.[/I]
[I]Supernatural Hunters Spear:[/I] This spear has a specialty
shaft made of adamantium and a specialty spearhead made of
varanium and is perfectly weight to the user’s needs for both
close quarters combat and projectile combat. It is also design
with a special reservoir for blessed liquid silver that runs
along special groves in the spearhead so poisoning those
unharmed by blessed liquid silver is easier. Made of highly
prized mega-damage capacity metals makes the spear nearly
indestructible while the spearhead’s varanium interrupts
regenerative healing abilities that some supernaturals have.
Personality: Titus is not very social with other humans
(Atlantean and non-Atlantean) and human-like humanoids. He comes
off as emotionless in both body language, tone of voice, and
even aura when around humans and human-like humanoids in which
if any psychic tries hard enough to do a thorough read on him
will only read the emotions of social discomfort in the
situation. That shouldn’t deter people from trying hard to get
to know him as some have found out like Jumpin’ Jack who
pestered and drank Titus into warming up.. though animal
features helped too.
Bio: [I]”Coming Soon”[/I]
Titus' Pictures plus Tattoo effects for certain summoning and
monster-shaping tattoos:
HTML https://imgur.com/a/natSaPg
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