Getting Re-Wiredor
Expanded Expanded Psionic TattoosWhen I first read the rules for Getting Wired (
http://www.wizards.com/default.asp?x=dnd/psm/20031225a) in 3.0, it struck me as a very intriguing concept. Allowing higher power tattoos, utility tattoos that modified regular tattoos, and even blinding tattoos. Unfortunately, with the release of the Expanded Psionics Handbook, many of the rules in Getting Wired did not take into account the new system, and parts of it were entirely obsolete due to the removal of Combat Modes. Some of it, however, requires no revision at all. So, here's a go at converting it over...
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Psionic Tattoo Mastery You can create more intricate and powerful psionic tattoos.
Prerequisite: Scribe Tattoo
Benefit: You can create a psionic tattoo of any appropriate psionic power, up to 9th level. The amount of time required to create a psionic tattoo is one day per 1,000 gp of base cost of the tattoo. Tattoos of powers higher than 3rd level are larger and more intricate; these tattoos count as more than one tattoo (see Table 1-1: Psionic Tattoo; note that the normal limit you can have is twenty tattoos). Due to the nature of psionic focus, you cannot enhance psionic tattoos with metapsionic feats. Psionic Tattoos are fully augmentable. For every 1 additional power point spent, the manifester level is increased by 1. For every 2 additional manifester levels, the power level increases by 1.
In a high-psionics campaign, this feat can be substituted for the Scribe Tattoo feat and the prerequisite removed.
Table 1-1: Psionic Tattoos
Power Base Total
Level Days* Slots**
1 1 1
2 1 1
3 1 1
4 2 3
5 3 5
6 4 7
7 5 9
8 6 11
9 7 13
* Based on total cost when created at its lowest base level
** The total number of tattoo slots normally available for psionic tattoos is 20.
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Special TattoosPsionic tattoos aren't the only tattoos available. Several specialized tattoos have been developed over the centuries. To keep with the theme of "psychic circuitry," they have an electronic component theme to their naming structure. These specialized tattoos are broken into two types: basic tattos that are usually linked to psionic tattoos scribed with psionic powers, and advanced tattoos that are very specialized. These tattoos take up a number of tattoo slots based on their equivalent level. A minimum level requirement is given for creating these tattoos as well as any additional costs for specialized inks. The Psionic Tattoo Mastery feat is required to create these specialized tattoos.
Market Type Symbol Fades Slots Level Ink Price
Fuse*** [F] Yes 1* 0 S 25gp
Relay [R] No 1 1 S 50gp
Integrated Circuit [IC] No 1 1 S 50gp
Circuit Breaker [CB] No 1 2 S 300gp
Mental Tap [MT] No 1 2 P 800gp
Capacitor [C] No 1 3 DC 1250gp
Transducer [T] No 1 3 DC 1250gp
Inducer [In] No 2 4 DC, P 2400gp
Emitter [E] Yes 11 8 DG, E 8000gp
Psychic Battery [Pb] Yes * * DC +500**
* Varies
** An additional cost for special materials
*** A fuse is a special case in that they use 1/3 of a slot;
for every three fuses or fraction thereof a single slot is used.
If you have one fuse and wish to add another one or two later,
the total of three fuses still eqquales a single slot.
S = Standard
P = Psychoactive
DC = Distilled Crystal
DG = Distilled Gemstones
E = Ectoplasm
Base CostBase cost for psionic tattoos is determined by the following formula:
Power Level x Manifester Level x 50 gp
New Tattoos and Increased Manifester LevelUnlike augmentation, it is possible to increase the manifester level of a psionic tattoo without changing the general effect of the power stored. Variables such as duration and range are modified by this change, but damage, saving throws, and any other augmented options are not utilized. Because of this, the level of the power stored in the psionic tattoo does not change. Multiply the power's base or augmented cost by the desired manifester level and multiply the result by 50 gp to determine the cost of the desired tattoo.
Example: Bob wants to scribe a tattoo of Vigor for 15 hp that lasts 10 minutes. Normally, a 15 hp tattoo of Vigor would cost 2 x 3 x 50, as the power has been augmented by 2 power points. However, in this situation, the power level stays at 2, but the manifester level increases to 10. The effect - 15 hp - does not change. Instead, Bob calculates the cost using the following formula: 2 x 10 x 50 - for a cost of 1000 gp.
Basic Tattoos
Fuse [F]: This special psionic tattoo protects a creature with twenty total tattoos from having them all "go off" when another tattoo is added. When triggered, the fuse fades away in a small wisp of smoke. Doing this causes all of the creature's tattoos to become inert, which disables them from being tapped; they can be moved as normal. If the total number of tattoos falls to below twenty, they return to normal at the end of that round. You can possess more than one fuse; only one is triggered at a time. Should you add another tattoo after a fuse fades away, and if you don't have a second fuse to render it inert, all of your existing tattoos go off. A fuse instantly fades away if moved off your body. A fuse is a special case in that each one uses one third of a slot, so for every three fuses or fraction thereof a single slot is used. Fuses are created as though they were a tattoo of a 1st-level power. Only a 1st-level or higher manifester can create this tattoo. If you have one fuse and wish to add another one or two later, the total of three fuses still equals a single slot.
Relay [R]: This special psionic tattoo links up to three psionic tattoos so that they can be triggered by tapping any one of the linked tattoos. The order in which the tattoos are resolved is set when the relay is scribed. A relay is not instantaneous. The first power triggers at the end of the current round, the second triggers at the end of the next round, and the third tattoo triggers at the end of the round 2 rounds after the relay is triggered. The linked tattoos must all be in close proximity on your body. They are considered a single tattoo for purposes of moving them on your body. Newly scribed tattoos can be attached to an existing relay, provided it is not already attached to another tattoo or relay. A relay instantly fades away if moved off your body. A relay takes a single slot and is created as though it were a tattoo of a 1st-level power. Only a manifester of 3rd-level or higher can create this tattoo.
Special If a Mental Tap is linked to a relay, the first power triggers immediately, but the second power triggers as normal, at the end of the following round.
Integrated Circuit [Ic]: This special elaborate psionic tattoo allows you to change the configuration of the tattoos on your body. Psionic tattoos that state they move with a tattoo they are linked to instead can be separated from each other and moved independently. The separated tattoos can be joined with other tattoos that work in conjunction with each other. Using the circuit to separate or join two tattoos costs 1 power point. Separating or joining tattoos from a relay costs 1 point as well. Newly scribed tattoos can be attached to an existing integrated circuit, provided it is not already attached to another tattoo or relay. Using an integrated circuit does not cause it to fade away. An integrated circuit instantly fades away if moved off your body, and it takes a single slot and is created as though it were a tattoo of a 1st-level power. Only a manifester of 3rd-level or higher can create an integrated circuit. Moving, separating, and joining tattoos are each a separate standard action.
Circuit Breaker [Cb]: This special psionic tattoo protects a psion from the effects that nullify tattoos and overload tattoo powers. If the psion fails a save against one of these powers, the circuit breaker renders all tattoos inert. When triggered, the circuit breaker makes a loud clicking sound. A triggered circuit breaker requires you to spend 3 power points to reset the breaker. Resetting a circuit breaker is a standard action. A circuit breaker instantly fades away if moved off your body. A circuit breaker takes a single slot and is created as though it were a tattoo of a 2nd-level power. Only manifesters of 5th level or higher can create this tattoo.
Mental Tap [Mt]: This psionic tattoo uses a special type of psychoactive ink that responds to mental commands. You can add a mental tap to any one psionic tattoo, or to the tattoos linked via a relay. A psionic tattoo attached to a mental tap can be activated by mental command, treated as a swift action. Using a mental tap counts toward the normal limit of one swift action per round. Newly scribed tattoos can be attached to an existing mental tap, provided it is not already attached to another tattoo or relay. The mental tap does not fade away when used. Mental taps assist you only in tapping your tattoos; an attempt to trigger an unconscious creature's tattoo takes a full-round action as normal. A mental tap instantly fades away if moved off your body. A mental tap takes a single slot and is created as though it were a tattoo of a 2nd-level power. Only manifesters of 5th level or higher can create this tattoo. Mental taps cost more than a standard psionic tattoo because of the special ink involved.
Special: Mental taps may be activated by a Schismed mind, but count as a standard action, not as a swift action.
The cost for a mental tap tattoo includes an extra 500 gp for special materials; the cost to create this tattoo is 650 gp + 12 XP.
Capacitor [C]: This psionic tattoo uses ink made from finely ground and distilled crystal. A capacitor can be linked to a psionic tattoo, or to tattoos linked via a relay. Tattoos linked to a capacitor do not fade away after being tapped provided the capacitor is at full power; otherwise they fade away as normal. Capacitors do not fade away when used. A capacitor recharges at a rate of 1 power point per day and is fully charged when the power points reach the amount needed to manifest the power of the tattoo it is linked to. You start the day with 1 fewer power point per day per capacitor that is charging. Newly scribed tattoos can be attached to an existing capacitor, provided it is not already attached to another tattoo or relay. Capacitors move along with the tattoo they are linked to but instantly fade away if moved off your body. A capacitor takes a single slot and is created as though it were a tattoo of a 3rd-level power. Only manifesters of 7th level or higher can create this tattoo. Capacitors cost more than a standard psionic tattoo because of the special ink involved.
The cost for a capacitor tattoo includes an extra 500 gp for special materials; the cost to create this tattoo is 875 gp + 30 XP.
Transducer [T]: This psionic tattoo uses ink made from finely ground and distilled crystal. A transducer can be linked only to a capacitor and it allows you to spend power points to recharge the capacitor. The capacitor can be recharged at a rate of 1 point for every 2 power points spent this way. Newly scribed tattoos can be attached to an existing transducer, provided it is not already attached to another tattoo or relay. A transducer does not fade away when used. Transducers move along with the capacitor they are linked to but instantly fade away if moved off your body. A transducer takes a single slot and is created as though it were a tattoo of a 3rd-level power. Only 7th-level or higher manifesters can create this tattoo. Transducers cost more than a standard psionic tattoo because of the special ink involved.
The cost for a transducer tattoo includes an extra 500 gp for special materials; the cost to create this tattoo is 875 gp + 30 XP.
Inducer [In]: This psionic tattoo uses ink made from finely ground distilled crystal and psychoactive ink that reacts to a set of preprogrammed directives as though the power stored in the tattoo were affected by the contingency power. You may add an inducer to any psionic tattoo, or to tattoos linked via a relay. A psionic tattoo attached to an inducer automatically triggers when the set of directives have been met. Tattoos attached to an inducer cannot be tapped as normal. The inducer does not fade away when used and newly scribed tattoos can be attached to an existing inducer, provided it is not already attached to another tattoo or relay. An inducer instantly fades away if moved off your body. An inducer takes two slots and is created as though it were a tattoo of a 4th-level power. Only a manifester of 8th level or higher can create this tattoo. Inducers cost more than a standard psionic tattoo because of the special ink involved.
The cost for an amplifier tattoo includes an extra 1,000 gp for special materials; the cost to create this tattoo is 1,700 gp + 56 XP.
Advanced TattoosEmitter [E]: This specialized psionic tattoo, usually colorful, intricate, and large, uses many colors of special ink made from finely ground and distilled gemstones and raw ectoplasm. When activated, the tattoo emits psychic energy in the form of nine shimmering, intertwined, multicolored, beams of light. Creatures within a 50 foot radius centered on you that have 8 HD or less are automatically blinded (see blindness/deafness) for 2d4 rounds. All creatures in the area are randomly struck by one or more beams, which have additional effects (see Table 1-2 below). Creatures struck by these beams can make saving throws as listed below. Once used, an emitter instantly fades away. An emitter instantly fades away if moved off your body. An amplifier cannot be applied to an emitter. An emitter takes eleven slots and is created as though it were a tattoo of an 8th-level power. Only a manifester of 17th level or higher can create this tattoo.
The cost for an emitter tattoo includes an extra 2,000 gp for special materials; the cost to create this tattoo is 5,000 gp + 240 XP.
Table 1-2: Emitter Beam Effects
1d10 Color Effects
1 Red 20 points of fire damage (Reflex half)
2 Orange 40 points of acid damage (Reflex half)
3 Yellow 60 points of sonic damage (Reflex half)
4 Green 80 points of acid damage (Reflex half)
5 Blue 100 points of cold damage (Fort half)
6 Indigo Insane, as [i]Insanity spell (Will negates)
7 Violet 120 points of electricity damage (Reflex half)
8 White Turned to crystal, same as being turned to stone (Fort negates)
9 Silver Sent to the Astral plane (Will negates)
10 -- Struck by two rays; roll again twice ignoring any "10" results
DC for all saves = 22
Psychic Battery [Pb]: This psionic tattoo uses ink made from finely ground and distilled crystal. A battery cannot be linked to any other tattoos. When created, select the number of power points (1-19) to store in the battery. The number selected must be an odd number. The equivalent power level of the tattoo is equal to one half this number (rounded down) for purposes of creation (see Table 1-3 below). The tattoo can be used like a crystal capacitor and suffers the penalties therein. When tapped for power points, the tattoo fades away. Any unused points are lost when the tattoo fades away. Batteries can be moved on your body but instantly fade away if moved off your body. A battery takes a number of slots based on the amount of power stored and its equivalent power level on Table 1-1: Psionic Tattoos, and it is created as a tattoo of the appropriate power level. Only a manifester of 7th level or higher can create this tattoo. Batteries cost more than a standard psionic tattoo because of the special ink involved; 500 gp is applied to both the base cost and the cost of goods.
Table 1-3: Psychic Battery Level Equivalencies
Power Level
Points Equivalent
1 1
3 1
5 2
7 3
9 4
11 5
13 6
15 7
17 8
19 9
DISCLAIMER: The majority of this content is from the Mind's Eye article linked at the beginning of this thread. Only minor revisions / omissions have been made to said content.
[edit] - fixed the max number of tattoo slots to 20 in ALL references