Godhand wrote:Killer Cyborg wrote:Still, Atlanteans can have up to 4 tattoos in addition to their marks of heritage, so if they have even 2 more, they have enough PPE to activate the Heart tattoo.
Nomads, for example, have an additional three tattoos.
The thing is, I feel they shouldn't
have to get more tattoos just to use their marks of heritage.
And you may well be quite right; they may be
intended to pay the same price that T-Men do, it just wasn't conveyed by the books.
Even with 6 full tattoos, someone like a nomad is not going to be able to make use of even the weak SDC animals. He'll be bristling with weapon tattoos (which hardly fits with the class) and maybe a couple of the low end power tattoos.
And that Nomad will only ever get to use any one tattoo at a time.
The weaker animal tattoos only require 20 PPE for a non-T-Man, so any Atlantean could make use of those. Medium animals require 30 PPE, but 6 tattoos would provide enough PPE to activate that one too.
Even the 40 PPE medium animals would be able to be called.
It's just the Large animals and monsters that couldn't be summoned.
As you say, they'd only get to use any one tattoo at a time, and a lot of recharging time would be needed for most of them.
It's possible that this is intentional; the earlier books weren't as powerful as they are now, and the writers may have felt that for somebody who isn't a T-Man would be doing pretty well to have even ONE tattoo function per day.
Cyberknights are listed as being able to have tattoos, and IIRC they only have a base of 6d6 PPE.
That's an average of 21, plus six per tattoo. A CK might have as many 4 tattoos, giving him 55 PPE.
That sounds like a lot, but one of the standard tattoos for a CK is the Knight in Armor tattoo, which would cost 50 PPE to activate!
So again, we're looking at him only being able to activate one big tattoo at a time, and he'd have a longer recharge time than Atlanteans.
Ultimately, it comes down to how powerful you want your Atlanteans to be. If you want them all to be epic warriors who can make frequent use of their tattoos (and it seems you do), then have them pay half cost (as you probably already do).
If you want them to be glorified humans who have tattoo powers they can pull out in emergencies from time to time, play it as it lies.
There's not enough evidence yet for me to make a call on intention, but as written Atleanteans can't get much use out of their powers.
Another notion for anybody who wants an official ruling is to scour the books for any non-T-Men Atlanteans NPCs in the books, to see if they list a tattoo activation cost for them.
That might give us something more to go on.