A spirit coaxed out of the nightmare realm to dwell in inked skin, a living tattoo can peel away from its bearer as a loyal beast, weapon or shadow, but its death may kill them both.
A living tattoo, one of the most faithful allies in the misty dread realm, is a spirit lured from the chaos of the nightmare realm into a magically prepared design. Only the shamans of the Dreamwild nomads know how to lure and bind one. Its shape always matches its purpose: a tracker might wear a wolf or a sharp-eyed eagle.
Bearer and tattoo share thoughts and feelings constantly, even when apart, and each feels the other's wounds. The spirit communicates as a natural creature of its kind would and also knows every language its bearer speaks. It is free-willed, obeying out of loyalty, not compulsion, and cares about others only as they affect its partner.
The tattoo can step off the skin at will as a solid, three-dimensional creature, and only in that form can it use its powers. Whatever its shape, it can be struck only by +1 or better magical weapons, and it will fight beside its bearer to the death.
The bond runs both ways. If the tattoo is slain, the bearer must pass a system shock roll or die from the psychic blow. A wounded tattoo can be restored to full hit points instantly if the bearer gives up one of their own, but that hit point is gone forever and the tattoo's maximum does not rise.
The nomads treat bearing one as honor and duty, and grant one to an outsider only rarely, usually in return for a service. The shaman shapes the design to its role (a hunter makes a poor guardian or advisor) and cuts it in with an inked thorn or sharpened bone, painful work taking up to twelve hours. Then shaman and subject walk into the nightmare realm to call the spirits, the subject vowing to value the spirit's life as their own.
An answer comes within a day or never. The subject rolls a check against Wisdom or Strength, whichever is higher; on a failure the ink remains forever empty. The game master secretly checks for the 5% chance of an evil spirit: it has every normal power but betrays its bearer at the first chance, and since it is not truly bonded, the bearer's death merely frees it.
The spirit's only food is contact with its bearer's essence, and it fades and dies if away for more than a month. While it is out, a faint outline of scars marks its place on the skin. If the bearer survives the tattoo's death, the whole design blackens and burns into a livid red scar.
Dark man: Covering the whole back from crown to heels in gray and black dyes (bearers often shave the back of the head in its honor), it resembles a shadow in every power and ability but lacks the evil. Outside bright light it is 70% undetectable. It likes to grab foes from behind; every hit inflicts 1d4+1 and saps a point of Strength. Sleep, charm and hold spells do not affect it.
Living spear: Inked across chest or back, and doubled only for the noblest warriors, this battle-loving spirit can be thrown but prefers the hand, dealing 1d6-1. Three times a day it can weep poison; a struck foe who fails a save vs. poison is wracked with pain, taking -2 on attacks and saves for 2d6 rounds. It is immune to mind-affecting spells.
Panther: Drawn across the back with forepaws over the shoulders and tail circling the waist, this hunting spirit fights like a great cat, clawing for 1d3 and 1d3 and biting for 1d8, with two extra 1d4 rear rakes if both forepaws hit. Surprised only on a 1, it trusts no one but its bearer and prefers to stay separate to stand guard.
Raven: Always on the chest, one wing across the lower face for wisdom of head and heart. This knowledge spirit can detect lie at will and pecks for 1d4+2 if it must fight. It is immune to all illusions and shares that immunity with its bearer whenever it can see the illusion too.
Winged snake: A vivid, many-hued design along the back, coiling around an arm or leg. Its speed gives -3 to initiative. Its bite deals 1d4, and the acidic venom does another 1d8 the following round. Once per turn it can spray burning sparks for 2d4 damage on everyone within 10 feet. It is immune to electricity.
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| Dark Man | Living Spear | Panther | Raven | Winged Snake | |
|---|---|---|---|---|---|
| Climate/Terrain | the nightmare realm | the nightmare realm | the nightmare realm | the nightmare realm | the nightmare realm |
| Frequency | Very rare | Rare | Rare | Rare | Very Rare |
| Organization | Bonded | Bonded | Bonded | Bonded | Bonded |
| Activity Cycle | Any | Any | Any | Any | Any |
| Diet | Nil | Nil | Nil | Nil | Nil |
| Intelligence | Low (5-7) | Animal (1) | Semi- (2-4) | Very (11-12) | Average (8-10) |
| Treasure | Nil | Nil | Nil | Nil | Feathers |
| Alignment | Chaotic neutral | Neutral | Neutral | Neutral good | Neutral |
| No. Appearing | 1 | 1-2 | 1 | 1 | 1 |
| Armor Class | 7 | 1 | 6 | 6 | 5 |
| Movement | 12 | Nil | 15 | 1, Fl 36 (B) | 12, Fl 18 (B) |
| Hit Dice | 3+3 | 2+2 | 3+2 | 2+2 | 4+4 |
| THAC0 | 17 | 19 | 17 | 19 | 17 |
| No. of Attacks | 1 | 1 | 3 | 1 | 1 |
| Damage/Attack | 2-5 | 2-7 (1d6+1) | 1-3/1-3/1-8 | 3-6 (1d4+2) | 1-4 |
| Special Attacks | Strength drain | Poison | Surprise, rear claw rake | Detect lie | Poison, spark shower |
| Special Defenses | +1 or better; spell immunity | +1 or better; spell immunity | +1 or better, surprised on 1 | +1 or better, resist illusions | +1 or better, resist electricity |
| Magic Resistance | Nil | Nil | Nil | Nil | Nil |
| Size | M (6') | M (4-5') | M (5-6') | S (3') | M (4-5') |
| Morale | Steady (11-12) | Steady (11-12) | Steady (11-12) | Elite (13-14) | Elite (13-14) |
| XP Value | 420 | 420 | 270 | 420 | 975 |