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items:magical_tattoos_and_scars [2023/11/27 22:07] cobdragitems:magical_tattoos_and_scars [2023/12/03 21:07] (current) cobdrag
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 (There are stories of greater protection being possible, but this might be purely the stuff of legend.) (There are stories of greater protection being possible, but this might be purely the stuff of legend.)
  
-{{ :items:magicaltattoos.png?400|Magical Tattoos by Brockprint}}For the tattoos to be effective, they had to be visible, so the bearer had to cast off most (if not all) their clothes to benefit from the Armour Factor.  Magical tattoos were therefore incompatible with armour of any kind; if+{{ :items:magicaltattoos.png?300|Magical Tattoos by Brockprint}}For the tattoos to be effective, they had to be visible, so the bearer had to cast off most (if not all) their clothes to benefit from the Armour Factor.  Magical tattoos were therefore incompatible with armour of any kind; if
 armour is worn, then only the armour's AF will count. armour is worn, then only the armour's AF will count.
  
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 The ritual takes a full day (to inscribe the tattoos or scars) and one night (to imbue the design with magic). It can only be performed on nights of the full moon. The Elementalist must have his full Magic Point allocation in his primary element, which is then fully expended in casting the ritual. The ritual takes a full day (to inscribe the tattoos or scars) and one night (to imbue the design with magic). It can only be performed on nights of the full moon. The Elementalist must have his full Magic Point allocation in his primary element, which is then fully expended in casting the ritual.
  
-Inscribing tattoos causes 1d4 Health Pointsdamage, which must be allowed to heal naturally or the magic within the tattoos will be damaged and lost.  Ritual scarring must also be allowed to heal naturally but causes 2d3 +Inscribing tattoos causes 1d4 Health Points damage, which must be allowed to heal naturally or the magic within the tattoos will be damaged and lost.  Ritual scarring must also be allowed to heal naturally but causes 2d3 
-Health Pointsdamage.+Health Points damage.
  
 It is possible to improve the magical protection gained from AF 1 to AF 2. The process is risky; there is a 5% chance the magic will tear into the bearer's body and kill them. It is possible to improve the magical protection gained from AF 1 to AF 2. The process is risky; there is a 5% chance the magic will tear into the bearer's body and kill them.
 +
 +//This article first appeared in [[https://www.drivethrurpg.com/product/350778/Casket-of-Fays-4--a-Dragon-Warriors-RPG-fanzine|Casket of Fays Issue 4]].//
items/magical_tattoos_and_scars.1701122827.txt.gz · Last modified: by cobdrag

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