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‘Chemic Tattoo’s

Before the tramp of Khadoran boots echoed in the streets of Llael, the Golden Crucible labs produced a number of interesting processes which subsequently vanished when their Head Quarters was raided.  The more loyal or independent minded alchemists scattered across the Kingdoms and took their formuli with them. The process of distilling alchemical inks stable enough to be applied to human flesh without permanent damage was recently recovered from a refugee in Ord and brought to the chapter house of the Fraternal Order in Ceryl.  Its production has since suffered complications from the Strangelight workshops but nevertheless has resulted in a number of popular niche products:-

  • Illuminator: This is one of the cheapest, and thereby the most popular of inks. Derived from the same ‘chemic process that gives Balelight its glow, the patterns drawn by this Ink gives of a similar light after the limb they are attached to is shook vigorously (free action). The tattoo must take up at least a limbs worth of flesh to provide a 5ft radius of greenish illumination and must of course, be uncovered. The process remains imperfect however, and the current tattoo ink only lasts for around a week before breaking down and causing an itchy rash.  So far the Strangelight workshop has refused all offers to share processes which might prolong the inks emerald glow.  Despite its shortcomings, this ink has found many of its buyers among the dilettantes and rebellious younger nobility, who find intricate glowing body markings a scandalous new fashion trend.
  • Galvanic: One of the more expensive inks coming out of Ceryl, it has been designated as military property by Highgate. Galvanic ink only sees civilian use due to the ever present black-market, or dealings with Cygarian stormcasters.  As even the common shop assistants are subject to powerful electrical discharge from time to time. This ‘chemic uses a compound comprised of the same materials as spark powder and liniment of insulation. When the flesh it is tattooed into is subjected to direct electrical damage up to 30 points can be safely absorbed [per day]. This stored energy automatically causes 1 point of nonlethal damage (per original damage die) per round to the bearer of the tattoo regardless of any effects that mitigate subdual damage. The energy build up can be released in a touch attack similar (in all particulars save damage) to the spell ‘shocking grasp‘. If more than 30 points of electrical damage is forced to pass through the galvanic compounds in the flesh over 24 hours, they grow red hot and the damage per round becomes lethal damage. However this overheating method can allow a further 30 points of electrical damage to be absorbed [total of 60 per day]. Be warned however, if more that 60 points of electrical damage passes through the subject within 24 hours, the compounds polarize and the bearer of the tattoo looses its benefits. They instead gain a vulnerability to electrical attacks and receive double damage from that energy until the tattoo fades or is physically removed. This tattoo is a metallic silver and takes up a large portion of the upper torso, running down each arm. Tattooing over the head has been discouraged for fear of permanent damage to the brain, wearing metal accouterments on the hands is also not recommended.
  • Styptic: developed from the powerful solovins seal and several natural adhesives, this ink has found popularity amongst those in dangerous trades. When the skin covered by the tattoo is subject to piercing or slashing damage, the ‘chemics imbued within it rapidly coagulate and seal of the wound preventing bleeding damage, blood drain or wounding effects. This tattoo is a deep cyan, and covers most of the body in order to be effective against all forms of wounds. Although those trudging through steaming jungle swamps tend to prefer covering the lower portion of the body and legs to prevent the attentions of leeches and burrowing parasites.
  • Kinetic: more of an experimental compound derived in part from leatherskin and the powdered metal of destroyed animations, this ink softens the blows of enchanted arms be they arcane or mechanikaly charged. A good seller to tomb robbers and the like, despite the odd rumor of the dreaded animations being particularly attracted to those bearing this ink.  The skin covered by this ash grey tattoo gains a stiffness and rigidity similar to well cured leather, reducing manual dexterity by 1 but providing a +1 natural armor bonus (this does not stack with other effects granting a natural armor bonus). In addition, strikes from weapons (or projectiles) charged with magical potential have their enchantment bonus reduced by 1 point for the purposes of determining attack and damage for that strike. This tattoo usually covers the majority of the torso in order to provide effective protection.
  • Tracer: perhaps unsurprisingly this ink is mostly bought in bulk by the Cygaran authorities for marking dangerous prisoners of war and infamous civilian convicts.  Markedly similar in most respects to Tracer Oil, this tattoo increases the power of ‘locate’ spells cast to find the bearer (only being surrounded by 3 or more inches of lead can prevent this). It also causes them to suffer a -3 penalty to its Will save against any scrying attempt. Unlike other tattoos this ink remains active for at least a year, unless physically removed with acid, fire, or by slicing off the flesh. Due to this, this crimson coloured tattoo usually takes the form of a recognizable serial number and is placed on the face or back of the neck, where forcible removal would prove disfiguring and painful.

Ink Cost Craft
Illuminator 20 gp DC 18
Galvanic 610 gp DC 26
Styptic 320 gp DC 23
Kinetic 545 gp DC 24
Tracer 300 gp DC 20

CREATE ALCHEMICAL TATTOO [ITEM CREATION]

Prerequisite: brew potion, 8 ranks in heal, 5 ranks in craft: caligraphy

Benefit: You can suspend  alchemicals into an ink solution to be impregnated under the skin of a humanoid for later release. Acids, drugs, poisons and the like cannot be used in this way. Creating alchemical Inks requires a Craft: Alchemy check (DC 10 + 1/2 original crafting check to create the alchemical or alchemicals), or risk ruining the base material.   Inks can be tattooed onto the flesh of a living humanoid with a Craft: calligraphy check (DC10 + 1/2 the creation check). This does nonlethal damage equal to the Craft: calligraphy DC and takes half as many hours to complete. These hours need not be consecutive, and the effects and duration of the tattoo ink only begins after completion.  Alchemical Inks remain active for a number of days equal to the check required to create them (not the check to apply them), unless their description indicates otherwise. After this time they fade and remain only as a pale outline in the flesh, only after this has occurred can the tattoo be reapplied (creatures cannot benefit from more than one ink at a time). Unless one or more alchemical used in creation is considered magical, tattoos are not effected by dispel magic or similar effects.

Special: combat alchemists may select this as one of their bonus feats

Article #910 by TT on November 21, 2010 @ 05:15 PM

This article is categorically filed under Alchemical

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