Multipower Reserve - 150 point reserve - gestures (-1/4), limited power - must wear loose fitting clothing (-1/4) - Cost 150/100
Language: two of choice - Cost 4
Weapon Familiarity - two of choice - Cost 2
Disadvantage
Distinctive Features - adept, small group, noticed - Cost -5
Distinctive Features - covered in tattoos, concealable with effort, noticed - Cost -10
Hunted - by enemies of the Spurlgoth - as powerful, 8 or less - Cost -10
Reputation - evil magical warrior - 11 or less - Cost -10
Conversion Notes: This package is based on the tattooed man occupation from Rifts role playing game. I based this package on the absolute minimum of abilities of a first level tattooed man. The magic tattoos are bought as a multipower, with each tattoo a slot in that multipower. All magic tattoos draw END from the P.P.E. Endurance Reserve. This write-up uses Champions 5th edition rules.
Tattooed men are magical slave warriors created by the evil Splugorth. There is quite a lot of variation among tattooed men. All slave warriors start with at least 12 magic tattooes. When designing a tattooed man character, you should choose at least 12 of tattooes. Below are some examples of magic tattooes.
Animal - Small - Summon up to 60 point animal, amicable (+1), users takes 1D6 killing attack if animal is killed (-1/4) - Cost 24/1
Animal - Medium - Summon up to 110 point animal, amicable (+1), users takes 1D6 killing attack if animal is killed (-1/4) - Cost 44/2
Animal - Large - Summon up to 150 point animal, amicable (+1), users takes 1D6 killing attack if animal is killed (-1/4) - Cost 60/3
Animal - Monstrous - Summon up to 195 point animal, amicable (+1), users takes 1D6 killing attack if animal is killed (-1/4) - Cost 78/4
Black Sun/Darkness spell - Darkness vs. sight group, +3 inches radius - Cost 40/3
Chain with Broken Link/Supernatural Strength spell - Strength +25, reduced endurance - half END (+1/4) - Cost 31/2
Cross/Turn Dead spell - Mind Control - 8D6 effect, telepathic command (+1/4), only vs. undead (-1), one command - Run away! (-1/2) - Cost 50/2
Dolphin or Shark/Swim as Fish spell - Life support vs. breathing water and high pressure, costs END to activate (-1/4) AND Swimming +8 inches, x8 non combat speed - Cost 18/1
Eye with a Dagger In It/Blinding spell - Flash - 5D6 effect vs. sight, no range (-1/2) - Cost 50/2
Eyes - Three in a Triangle/Supernatural sight - Enhanced Senses - night vision and sense invisible to sight, as a sense, ranged, targeting, discriminatory, costs END to activate (-1/4) - Cost 40/2
Heart with Small Wings/Running spell - Running +10 inches, x8 non-combat speed - Cost 30/2
Heart with Large Wings/Fly spell - Flight - 10 inches, x8 non-combat speed - Cost 30/2
Knight in Armor/Invulnerability spell - Armor - 12 resistant ED and PD, costs endurance to activate (-1/4) - Cost 36/2
The tattooed men occupation is limited to humans, elves and ogres. Master psychics, superhuman mutants and the like cannot become tattooed men. Despite the name, members of either gender can become tattooed men.
To learn more about tattooed men, I suggest purchasing and reading Rifts World Book Two: Atlantis by Kevin Siembieda. Carella.
Occupation created by Palladium Books.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - December, 2003