Post by drdoost on Feb 28, 2017 18:24:41 GMT
So recently my players found a huge store of gold and gems, which basically totaled up to about 45 thousand gold. And in my head I am just like "crap, now they are gonna go on a spending spree."
Earlier in the session they had all expressed interest in an NPC I made that was all covered in tattoos, and they had said they wanted some. But trying to move the session along instead of them getting all tatted up the NPC said he was busy and to come back later. So now I think they are gonna spend lots of money on tattoos, but I want them to be story rich. I did some digging and found this Reddit Post. The Redditor says the Tattoos can be "activated and deactivated" with a bonus action, which I am fine with.
In it, it lays out a bunch of magical style tattoos that I am stealing and posting here:
Tattoo of Life Tap - Heart: Regain a spell slot but take 10X the spell level in damage
Tattoo of Critial Healing - Dominant Arm: When you roll a critical you can take the second set of rolls as healing rather than damage
Tattoo of Soul Steal - Dominant Hand: A finishing blow to an enemy will steal their soul, it can be expended for +1 to any dice roll. Limit of one soul per Tattoo.
Tattoo of Elements - Chest: You have resistance to elemental magic but are weak to physical damage
Tattoo of Strength - Chest: You have resistance to physical damage but are weak to elemental magic
Tattoo of Truesight - Face: When active you have truesight but all rolls you make are at a disadvantage and all attacks against you have advantage.
Tattoo of Invisibility - Forehead: You can become invisible outside of combat but must sacrifice one hit point per minute you are invisible. Can't be cast if anyone is looking at you
Tattoo of 1v1 Me Bro - Tramp Stamp: You have advantage on all attacks but all enemy have advantage on attacks made on you
Tattoo of The Brawler - Knuckles: Double damage in unarmed combat but is at disadvantage to save disarmament.
Tattoo of Life - Throat: Can trade half of your remaining HP to give 1 HP to another character.
Tattoo of The Dexterous - Legs and arms: You have advantage on Dex saving throws but disadvantage on Wis saving throws
Tattoo of The Intelligent - Face: You have advantage on Int saving throws but disadvantage on Str saving throws
Tattoo of The Strong - Legs and arms: You have advantage on Str saving throws but disadvantage on Int saving throws
Tattoo of The Wise - Face : You have advantage on Wis saving throws but disadvantage on Dex saving throws
Tattoo of The Charismatic - Tongue: You have advantage on Cha saving throws but disadvantage on Con saving throws
Tattoo of Fortitude - Abs: You have advantage on Con saving throws but disadvantage on Cha saving throws
Some of these are most likely OP and will have to be tweaked by me, but what do you guys think? I might develop a race or at least a culture that draws their strength from these Tattoos.
Another questions, how much do you guys think I should charge for each Tattoo? I'd like to eat up as much of their coffers as possible while also helping them build their characters. Thanks for your help!
Earlier in the session they had all expressed interest in an NPC I made that was all covered in tattoos, and they had said they wanted some. But trying to move the session along instead of them getting all tatted up the NPC said he was busy and to come back later. So now I think they are gonna spend lots of money on tattoos, but I want them to be story rich. I did some digging and found this Reddit Post. The Redditor says the Tattoos can be "activated and deactivated" with a bonus action, which I am fine with.
In it, it lays out a bunch of magical style tattoos that I am stealing and posting here:
Tattoo of Life Tap - Heart: Regain a spell slot but take 10X the spell level in damage
Tattoo of Critial Healing - Dominant Arm: When you roll a critical you can take the second set of rolls as healing rather than damage
Tattoo of Soul Steal - Dominant Hand: A finishing blow to an enemy will steal their soul, it can be expended for +1 to any dice roll. Limit of one soul per Tattoo.
Tattoo of Elements - Chest: You have resistance to elemental magic but are weak to physical damage
Tattoo of Strength - Chest: You have resistance to physical damage but are weak to elemental magic
Tattoo of Truesight - Face: When active you have truesight but all rolls you make are at a disadvantage and all attacks against you have advantage.
Tattoo of Invisibility - Forehead: You can become invisible outside of combat but must sacrifice one hit point per minute you are invisible. Can't be cast if anyone is looking at you
Tattoo of 1v1 Me Bro - Tramp Stamp: You have advantage on all attacks but all enemy have advantage on attacks made on you
Tattoo of The Brawler - Knuckles: Double damage in unarmed combat but is at disadvantage to save disarmament.
Tattoo of Life - Throat: Can trade half of your remaining HP to give 1 HP to another character.
Tattoo of The Dexterous - Legs and arms: You have advantage on Dex saving throws but disadvantage on Wis saving throws
Tattoo of The Intelligent - Face: You have advantage on Int saving throws but disadvantage on Str saving throws
Tattoo of The Strong - Legs and arms: You have advantage on Str saving throws but disadvantage on Int saving throws
Tattoo of The Wise - Face : You have advantage on Wis saving throws but disadvantage on Dex saving throws
Tattoo of The Charismatic - Tongue: You have advantage on Cha saving throws but disadvantage on Con saving throws
Tattoo of Fortitude - Abs: You have advantage on Con saving throws but disadvantage on Cha saving throws
Some of these are most likely OP and will have to be tweaked by me, but what do you guys think? I might develop a race or at least a culture that draws their strength from these Tattoos.
Another questions, how much do you guys think I should charge for each Tattoo? I'd like to eat up as much of their coffers as possible while also helping them build their characters. Thanks for your help!