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       #Post#: 4582--------------------------------------------------
       Alternate Universe Character: Titus Abendigo
       By: Raven Tepes Date: May 17, 2020, 12:03 pm
       ---------------------------------------------------------
       ”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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