Healing Tattoos
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- Mack
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Healing Tattoos
As a follow on to another recent topic, I decided to do little comparative analysis on the healing tattoos available to True Atlanteans. Here's what I came up with:
1) Phoenix Rising from the Flames: Heals 100 MDC at a cost of 124 PPE in a single action.
- That gives an 'efficiency' of 0.806 (MDC/PPE), and it happens in a single action (I'll say 3 seconds).
- Good for a massive, quick recovery... if the character has the PPE needed, and doesn't mind burning all that PPE.
- As a bonus, can fix some disorders, curses, etc.
2) Rose and Thorny Stem: it's based on the spell Heal Wounds which heals 3D6 SDC plus 1D6 HP. GM call required to determine if any of that works for an MDC recipient. Also, since it allows 3 touches per minute per level, I'll assume a 5th level user for this comparison. It costs 30 PPE.
- If it heals for 1D6, then the total healing averages to 52.5 MDC, giving an 'efficiency' of 1.75, but it's going to take 5 minutes.
- If it heals for 4D6, then the total healing averages to 210 MDC, giving an 'efficiency' of 7.00, but it's going to take 5 minutes.
- In either case, it's not a good option if the character is in combat, but good for recovering afterward.
- Or a GM might rule that it doesn't work on MDC recipients.
3) Skull Coiled with Thorns: I forgot that this power has a healing component. It heals 1D6x10+10 for an average of 45 MDC, and costs 40 PPE.
- That gives an 'efficiency' of 1.125 (MDC/PPE), and it happens in a single action.
- Self only, can't heal others.
- The user could activate/cancel this three times in a row and get more healing than the Phoenix for slightly less PPE.
- Plus the character gets all the other abilities in the tattoo.
I think I know what my new preference would be.
(Hopefully we can all play nice together and not get this thread locked.)
1) Phoenix Rising from the Flames: Heals 100 MDC at a cost of 124 PPE in a single action.
- That gives an 'efficiency' of 0.806 (MDC/PPE), and it happens in a single action (I'll say 3 seconds).
- Good for a massive, quick recovery... if the character has the PPE needed, and doesn't mind burning all that PPE.
- As a bonus, can fix some disorders, curses, etc.
2) Rose and Thorny Stem: it's based on the spell Heal Wounds which heals 3D6 SDC plus 1D6 HP. GM call required to determine if any of that works for an MDC recipient. Also, since it allows 3 touches per minute per level, I'll assume a 5th level user for this comparison. It costs 30 PPE.
- If it heals for 1D6, then the total healing averages to 52.5 MDC, giving an 'efficiency' of 1.75, but it's going to take 5 minutes.
- If it heals for 4D6, then the total healing averages to 210 MDC, giving an 'efficiency' of 7.00, but it's going to take 5 minutes.
- In either case, it's not a good option if the character is in combat, but good for recovering afterward.
- Or a GM might rule that it doesn't work on MDC recipients.
3) Skull Coiled with Thorns: I forgot that this power has a healing component. It heals 1D6x10+10 for an average of 45 MDC, and costs 40 PPE.
- That gives an 'efficiency' of 1.125 (MDC/PPE), and it happens in a single action.
- Self only, can't heal others.
- The user could activate/cancel this three times in a row and get more healing than the Phoenix for slightly less PPE.
- Plus the character gets all the other abilities in the tattoo.
I think I know what my new preference would be.
(Hopefully we can all play nice together and not get this thread locked.)
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- eliakon
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Re: Healing Tattoos
Mack wrote:As a follow on to another recent topic, I decided to do little comparative analysis on the healing tattoos available to True Atlanteans. Here's what I came up with:
1) Phoenix Rising from the Flames: Heals 100 MDC at a cost of 124 PPE in a single action.
- That gives an 'efficiency' of 0.806 (MDC/PPE), and it happens in a single action (I'll say 3 seconds).
- Good for a massive, quick recovery... if the character has the PPE needed, and doesn't mind burning all that PPE.
- As a bonus, can fix some disorders, curses, etc.
2) Rose and Thorny Stem: it's based on the spell Heal Wounds which heals 3D6 SDC plus 1D6 HP. GM call required to determine if any of that works for an MDC recipient. Also, since it allows 3 touches per minute per level, I'll assume a 5th level user for this comparison. It costs 30 PPE.
- If it heals for 1D6, then the total healing averages to 52.5 MDC, giving an 'efficiency' of 1.75, but it's going to take 5 minutes.
- If it heals for 4D6, then the total healing averages to 210 MDC, giving an 'efficiency' of 7.00, but it's going to take 5 minutes.
- In either case, it's not a good option if the character is in combat, but good for recovering afterward.
- Or a GM might rule that it doesn't work on MDC recipients.
3) Skull Coiled with Thorns: I forgot that this power has a healing component. It heals 1D6x10+10 for an average of 45 MDC, and costs 40 PPE.
- That gives an 'efficiency' of 1.125 (MDC/PPE), and it happens in a single action.
- Self only, can't heal others.
- The user could activate/cancel this three times in a row and get more healing than the Phoenix for slightly less PPE.
- Plus the character gets all the other abilities in the tattoo.
I think I know what my new preference would be.
(Hopefully we can all play nice together and not get this thread locked.)
Nice math!
And once again the Necromagic comes out a win for the healer.
And people wonder why my healers all want to pick up some of the 'dark' spells like Necromancy....
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- Mack
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Re: Healing Tattoos
One thing I neglected to mention about the Rose tattoo is that you can split that healing between multiple recipients. Neither the Phoenix (which is single target) nor the Skull (which is self only) can do that. Given the relatively low amount of healing from the Rose this probably isn't much of a consideration, but it bears mentioning.
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- eliakon
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Re: Healing Tattoos
Mack wrote:One thing I neglected to mention about the Rose tattoo is that you can split that healing between multiple recipients. Neither the Phoenix (which is single target) nor the Skull (which is self only) can do that. Given the relatively low amount of healing from the Rose this probably isn't much of a consideration, but it bears mentioning.
Its very good in a medical setting. You can heal dozens of lightly wounded patients for instance. (or say heal everyone from some AoE attacks)
I would, personally say that they all have advantages...they are each best for one specific task.
But self care MDC per PPE the Skull is king
But if PPE isn't the issue, and you need healz nao! Go Phoenix
And of course if you need to heal a lot of people a little each, go go gadget rose!
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Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
- glitterboy2098
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Re: Healing Tattoos
does the spell 'heal wounds' (and thus the tattoo) cure illnesses/remove toxins? if so it might be very useful even if its SDC/HP healing is low..
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Re: Healing Tattoos
There are two more healing power tattoos in Rifter 52. However each has its own limits on availability and usage.
Heart (Regeneration) [R52p54] Bio-Regeneration - decent MDC bio-regen (or SDC if not MDC) in terms of MDC / PPE. Continues to function below 0 "much like a vampire" (= simply cannot be killed unless unable to regen above 0 before it wears off = hundreds of MDC overkill or simply inflict minor MDC via called shot to the tattoo itself). Seems to be intended as one of the primary means by which True Atlanteans justify surviving constant dimensional travel. Heals an average of 140 MDC per level over short to medium period of time (duration increases with level = more total healing). Reaching over 1500 MDC by 11th level in just under an hour.
Availability: True Atlanteans, Rare for all others.
Wreath of Rose Thorns Dripping Blood (Healing Aura) [R52p57] Heals all individuals with magic tattoos only within radius around self. In terms of cost effectiveness for PPE its a bit tricky. Its almost most ideal if you have a group/squad/platoon of magic tattoo users who can create overlapping auras (would take 7 to have the same average healing from the Heart tattoo above).
Availability: Clan Aerihman/Sunaj only. See Sunaj Warrior Thrall as well R52p38 (Sunaj version of lackey T-Man) since they are given Tattoos by the Sunaj.
Heart (Regeneration) [R52p54] Bio-Regeneration - decent MDC bio-regen (or SDC if not MDC) in terms of MDC / PPE. Continues to function below 0 "much like a vampire" (= simply cannot be killed unless unable to regen above 0 before it wears off = hundreds of MDC overkill or simply inflict minor MDC via called shot to the tattoo itself). Seems to be intended as one of the primary means by which True Atlanteans justify surviving constant dimensional travel. Heals an average of 140 MDC per level over short to medium period of time (duration increases with level = more total healing). Reaching over 1500 MDC by 11th level in just under an hour.
Availability: True Atlanteans, Rare for all others.
Wreath of Rose Thorns Dripping Blood (Healing Aura) [R52p57] Heals all individuals with magic tattoos only within radius around self. In terms of cost effectiveness for PPE its a bit tricky. Its almost most ideal if you have a group/squad/platoon of magic tattoo users who can create overlapping auras (would take 7 to have the same average healing from the Heart tattoo above).
Availability: Clan Aerihman/Sunaj only. See Sunaj Warrior Thrall as well R52p38 (Sunaj version of lackey T-Man) since they are given Tattoos by the Sunaj.
Last edited by random_username on Sat Mar 28, 2015 6:28 pm, edited 1 time in total.
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- Mack
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Re: Healing Tattoos
I like some of the stuff from Rifter 52 (the Thrall in particular) but I deliberately left them off the above list since they're not canon.
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Re: Healing Tattoos
For the main book tattoo powers I tend to see the rose with a thorny stem as SDC/hp heal only. Mainly because this actually matches up with magic healing across many OCC in that most general heal spells are ineffective on MDC. Since normal atlanteans can have I believe up to 6 tattoos before they hit the tipping point into MDC mode its a nice cheap and reasonably efficient healing spell for the majority of atlanteans who are not undead hunters.
For those folks the two other healing tattoos are largely huge overkill so it makes sense for those who do not chose to go the route of the undead hunter to have a solid healing option available.
The call between the Phoenix and the skull coiled with thorns is basically less efficient emergency healing spell or more efficient over time healing power. The phoenix power while ouchy PPE cost wise its an insane amount of healing for a single action. Honestly for an undead hunter I would probably recommend picking up both of these powers as they are both very useful and having options for how much healing you need is very good.
For those folks the two other healing tattoos are largely huge overkill so it makes sense for those who do not chose to go the route of the undead hunter to have a solid healing option available.
The call between the Phoenix and the skull coiled with thorns is basically less efficient emergency healing spell or more efficient over time healing power. The phoenix power while ouchy PPE cost wise its an insane amount of healing for a single action. Honestly for an undead hunter I would probably recommend picking up both of these powers as they are both very useful and having options for how much healing you need is very good.
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Re: Healing Tattoos
kaid wrote:For the main book tattoo powers I tend to see the rose with a thorny stem as SDC/hp heal only. Mainly because this actually matches up with magic healing across many OCC in that most general heal spells are ineffective on MDC. Since normal atlanteans can have I believe up to 6 tattoos before they hit the tipping point into MDC mode its a nice cheap and reasonably efficient healing spell for the majority of atlanteans who are not undead hunters.
For those folks the two other healing tattoos are largely huge overkill so it makes sense for those who do not chose to go the route of the undead hunter to have a solid healing option available.
The call between the Phoenix and the skull coiled with thorns is basically less efficient emergency healing spell or more efficient over time healing power. The phoenix power while ouchy PPE cost wise its an insane amount of healing for a single action. Honestly for an undead hunter I would probably recommend picking up both of these powers as they are both very useful and having options for how much healing you need is very good.
I agree with everything you said, except for the underlined part. For those with 6 or less tattoos, Rose with Thorny Stem costs double... so 60 PPE. That knocks it out of the cheap category.
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Re: Healing Tattoos
Mack wrote:kaid wrote:For the main book tattoo powers I tend to see the rose with a thorny stem as SDC/hp heal only. Mainly because this actually matches up with magic healing across many OCC in that most general heal spells are ineffective on MDC. Since normal atlanteans can have I believe up to 6 tattoos before they hit the tipping point into MDC mode its a nice cheap and reasonably efficient healing spell for the majority of atlanteans who are not undead hunters.
For those folks the two other healing tattoos are largely huge overkill so it makes sense for those who do not chose to go the route of the undead hunter to have a solid healing option available.
The call between the Phoenix and the skull coiled with thorns is basically less efficient emergency healing spell or more efficient over time healing power. The phoenix power while ouchy PPE cost wise its an insane amount of healing for a single action. Honestly for an undead hunter I would probably recommend picking up both of these powers as they are both very useful and having options for how much healing you need is very good.
I agree with everything you said, except for the underlined part. For those with 6 or less tattoos, Rose with Thorny Stem costs double... so 60 PPE. That knocks it out of the cheap category.
True....but their tattooed brethren can use it on them on the cheep.
(I am sort of visualizing a T-Man paramedic now......crossed flaming jaws of life, all three healing tats, empathic transmission, a search and rescue dog........)
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."