Tattoos

Clovenhoof

Mongoose
I'm thinking about introducing the possibility of some kind of magical tattoos to my game. In another game (Shadowrun) that stuff also exists, there you have to invest Karma (relates to XP), and the tattooed area increases exponentially to the power of the spell (which balances the whole thing: many spells are useless with low power, and you only have so much skin to paint, and it's permanent, so think carefully).

So the main requisites for an imbued tattoo would be:
- permanent
- limited power (not like the D&D menagery of gadgets)
- available to anyone, provided you find someone who can make them
- since magic often has side effects in sword&sorcery, it could well be a tradeoff of some sorts -- i.e. you get an advantage but also a disadvantage. However, all in all it is supposed to be a treat.

Now for the question what those tattoos could achieve anyway. Examples:
- I suppose that historically, tattoos might have been used as a ward against spirits or somesuch. So they might give bonuses to saving throws.
- Rune of Jhebbal Sag might come in handy as well ;)
- there should be no actual physical bonuses imho; I just don't see how a picture on your skin would improve your strength or make you faster.
- however, certain skill bonuses may be an option, like a Stealth tattoo.
- maybe they should also have an impact on Reaction rolls, though that could go both ways -- either giving a bonus or penalty to your social check, depending on the situation and what the other side thinks of the tattoo. (For instance, chicks dig tattoos. ;))

There's also the question how to prevent exploits or extensive twinking.
- You could, for instance, treat tattoos exactly like feats, including that they occupy feat slots. This of course would make the whole thing rather moot, as it would reduce the tattoo to a purely cosmetic aspect. Also, I don't see a good reason why you could only get tattooed every three levels.
- alternatively, you could treat the tattoos as "free bonus feats" (where "free" means they don't take up a feat slot). This limits bonus stacking. For example, if a tattoo bestowed Iron Will, you could not also get the Iron Will feat with a regular slot for a total +4 save bonus. On the plus side, the tattoo counts as feat for meeting future prerequisites.
- or you could treat tattoos not as feats at all, but rather make them more limited bonuses. For example, one tattoo might give you +2 against Hypnotism or something. However, I'm not very fond of that kind of bonus simply due to bookkeeping; you have to remember that the character gets this bonus against this type of spell or whatever.
- the area and location covered by a tattoo should also match the tattoo's effect. For instance, if we stick with Saving Throw bonuses, Will would go on the head, Fortitude on the torso, and Reflex on the limbs.

Cost/Drawbacks:
One shouldn't be able to just go to any old tattoo parlour and get nine levels worth of feats painted on them. Since money is mainly symbolic in Conan, the _real_ cost would have to be different.
- maybe the ink would have to be prepared with hard-to-get ingredients, like the spores of some obscure lotus, you get the idea. *Bing* one more adventure.
- maybe those tattoos cost blood. Lose permanent hitpoints proportional to the tattoo's power. A sorcerer might also be able to pay with permanent power points.
- maybe they cost XP - which of course would be just a temporary setback, since you can accumulate any number of XP throughout your career.
- maybe you have to pay a Fate Point as well.

Alright, your turn. What do you think of that, any ideas to the matter at hand?
 
I once had a concept of an AD&D mage with his spellbook tattoed upon him, but the DM said that it would require most my body for a single cantrip, so that went by the by.

One of the old flying Buffalo citybooks had a tattoo parlour in it that had magical tattoos available, you would have, say, a dagger on one thigh and by concentrating on it it would pop out of your skin allowing you a weapon. You could return it to tattoo form by concentrating on it again. All sorts of interesting possiblilities were mentioned (skeleton keys, small creatures, bowls of fruit for sailor types about to go on very long voyages, and more).

Your ideas certainly seem worthwhile and interesting, I personally am all in favour of such magic being available (although incredibly rare).

Tattoos are certainly a neat way to introduce some new magical bits and pieces to a campaign, and tattoos are STILL used as wards and the like in some places/cultures in the world.
 
Thanks for the feedback Acolyte, that reminds me of the old Planescape:Torment game. There you could also get magical tattoos with lots of different properties. You could have up to three tattoos at a time, but since your character is a very special immortal guy, he can swap out tattoos (go figure).

I found a page with descriptions of those tattoos -- but keep in mind that this is from an extremely high-magic AD&D setting:
http://www.gamebanshee.com/planescapetorment/tattoos/pageone.php#null

I'll go look over them myself after lunch, just thought I'd share this gem with you now.

P.S.:
the DM said that it would require most my body for a single cantrip, so that went by the by.

That's not even a bad deal if you chose the right cantrip and the effect is permanent. For example, Resistance grants +1 to all saves. ^_^
 
I meant to say spellbook, not spells...

It would have been useful, but not hugely so, and certinaly not worth the investment in ink, in my mind.
 
In that case, indeed not. ;)

I have now looked over the PS:T tattoo list and remembered that a lot of those only become available after certain achievements in the storyline. Those tattoos sort of retell the stories you have experienced, and grant bonuses accordingly. For example, if you travelled through a firey level of hell, you can gain a tattoo that grants increased fire resistance.
Maybe that concept could be adapted.
 
When I use to play AD&D, I allowed player to have spells placed permanently on them in the form of tattoos. Typically, Fighters got Sword tattoos on their arms to improve their attacks, Clerics are marked with the holy-symbol on their chest that works like bless, Thieves that are a part of a guild got a Key tattoo forearms, Assassins get a Poisoned Stiletto on their forearms and Magic-Users often covered themselves in tattoos! In the case of the Key tattoo, Thieves Guilds place a permanent Knock (open locks) spell in the right forearms that took the form of a fancy key. The Poisoned Stiletto tattoo was part of an Assassin's Guild mark that makes the Assassin's hands deadly to the touch (the owner can control this). Anybody who have such a tattoo and are not members will get nabbed in the night and the tattoo is carved off, in the case of the Thieves Guilds or killed out right in the case of the Assassin's Guild. My players got all sorts of tattoos like this. In one case, I had an Assassin NPC who had a snake tattoo that spring to life. It slithered and jumps off the owner's arm and bits (and poisons) the opponent, then slithers back onto the owner's skin (dame, that was a cool trick!). I even had an NPC Sacred Prostitute that was covered from head to toe with divine tattoos! Such tattoos healed anyone who sleeps with her, her breast-milk cured the sick, purified & blessed water, her whole body glowed with a bright radiance!

The only rule I had with such tattoos, is that you had to live up the the tattoo. You cant just get a Sword tattoo because you what to hit better, you have to somebody who lives for battle. If you avoid fights or you like to back stab then it will not work for you. And, the placement of the tattoo, is based on what part of the body it effects.
 
VincentDarlage said:
I like the idea. It sounds similar to the body paint feats I put into Across the Thunder River for the Picts, except permanent.

Quoted for truth. I'd recommend using the mask/paint abilities as templates for such tattoos. Anyone seeking to get one made permanent might have to first find someone to ink them, then perhaps spend a feat to commune and merge essences with the magic, unlocking its power (otherwise it's just free and stackable magic bonuses in a game that is NOT rife with them).
 
It sounds similar to the body paint feats I put into Across the Thunder River for the Picts

Hehe, I only read about those in the "Twinks Only" thread, where a user suggested combining the body paintings from this book with the "True Professional" feat from the Argos(?) book, resulting in benefits like +40 to attack or the like.

(otherwise it's just free and stackable magic bonuses in a game that is NOT rife with them).

I'm working on it, but atm I'm tending towards making it a feat-less pleasure for the tattoo bearer. The tattoo artist would indeed need a feat (or maybe it also requires a sorcery style? we'll see) and other prereqs to make that stuff.
But my current idea is that the tattoos should emulate or bestow feats or comparable effects, and in that case it would be rather pointless to spend a feat slot for a tattoo so you don't have to spend a feat slot on a general feat.

I agree that the whole tattoo stuff should be rare, and possibly tied to some negative side effects. Also, it should be effectively limited to just a few per customer, maybe one to three.
Well I'll work something out. ;)
 
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