tag:blogger.com,1999:blog-9203062138925253934.post1559105882261930387..comments2021-01-31T17:25:04.794-06:00Comments on Stabilizing Rifts: Playing a Magic-User in RIFTS, Part 6: The Tattooed ManBradford C. Walkerhttp://www.blogger.com/profile/10810129226163375188noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-9203062138925253934.post-10088330471879534732018-12-05T14:32:19.568-06:002018-12-05T14:32:19.568-06:00The way I handled it is that the tattooes are Depl...The way I handled it is that the tattooes are Depleted. they either fade, with "Spell" like ones, (Lightning Bolt, Fireball...) or they show wounds on Summons. Like a minotar, for example. It's got hit points, but no natural regeneration. So, they have to return to the tattooed body to heal (From their P.P.E.)<br /><br />They aren't Mages, they're Magic users Enchanted by mages, after the alteration process that gives them MDC skin, that can be enchanted. (Without killing the wearer.) Incompatible with other augmentations like the Juicer system, or most cybernetics, but Technomechanic prostheses work. <br /><br />About the most durable are weapons, like a Battleaxe. Yes, they can be damaged (A real battleaxe is used as a physical component of the Enchantment) and repaired relatively quickly (Compared to a Minotaur) from P.P.E. but it's basically a kit. A character items/powers sheet written all over them, and inacessible by Armor. Or clothes, they tend to go minimal with at best an SDC cloak over them to suppliment what they can't get engraved on. (Tech, like guns, electronics, and so forth.) Also, Technomantic prothetics take a chunk out of their P.P.E. with a limited ISP to run it. The cost of Specialization.Psiberzerkerhttps://www.blogger.com/profile/07387902818540646590noreply@blogger.com