The History of Dnd Magic Tattoos

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Dnd magic tattoos are a unique aspect of the Dungeons & Dragons tabletop role-playing game. These tattoos serve as a means of magical enhancement for characters, providing additional abilities and powers. Unlike traditional spells or abilities that characters acquire through leveling up or finding magical items, magic tattoos are a physical representation of these abilities. They are permanent marks on a character's body that grant them specific powers or enhancements. Magic tattoos can offer a wide range of abilities and effects. Some tattoos might provide additional damage resistance or improved armor class, making the character more durable in combat.


Shades PS17 IN9 CU11 END14 AP9 AG16 HP39 Lev4 AT11 TAV11
Thick Cloth, Combat Boots, Flack Vest, Riot Helm. Axe 2d8+5x3. Beretta 92 15rdx3 2d8+2 att3. M-16 20rdx3 att3/5 dam3d8+3.
Shades likes his job and is good at it. He is overconfident, a braggart, and overpaid, as well as a total when he can get away with it. He is Tigger's personal bodyguard and he takes this job very seriously, after all he is preserving his meal ticket. He even wears his wraparound shades indoors.

He is not yet contagious, but is beginning to show, this is why he was exiled from his community, he hangs out with these people because they feed him and don t seem to notice his condition. Tigger the Trader PS12 IN11 CU14 END9 AP10 AG14 HP25 Lv5 AT8 TAV5 Bargaining 14, Streetwise 13, Thick Cloth, CombatBoots, Heavy leather jacket, Ruger Mini14 30rdx2 3d8dam at3.

Dnd magic tavtoo

Some tattoos might provide additional damage resistance or improved armor class, making the character more durable in combat. Others might grant the ability to cast spells or use certain magical abilities. The acquisition of magic tattoos in Dnd can vary depending on the game's setting and the Dungeon Master's discretion.

Dragonsfoot

If you can get ahold of the Aftermath Rules which I reccommend, you should be able to get the Ruins of Littleton, which was their starter Module. Built around the ruins of a medium sized town it had one communitiy laid out in extensive detail and alluded to several others. (I would love to get ahold of the rest of the campaign some day, it looks like more was planned but never published) There was a nice sewer adventure and a raid on the Ticktockman warehouse which was quite good.

Littleton probably fits the best as a generic PA campaign setting, it has a little bit of everything.

The Empire of Karo is another good supplement, harder to find than Littleton its set a bit more than a generation after the bomb and sets up a burgeoning city state on the mississippi river.

The city state of Chicago used a bacteria to wipe out all the oil. Interesting scenario, but way too many people, the urban structure was in my opinion too stable and crowded. It really felt like a soylent green kind of environment. Interesting scenario but kind of out of step with what I was looking for.

There was one more based in Australia many generations after the ruin. I cant recall the name of the module but it really did not fit for me.


At the risk of pulling the discussion off track, I will include some of my older campaign notes, feel free to cannibalize them as much as you like.

Jefferson City Campaign Notes: Surrounding Area

Jefferson City: Also known as JC is a small town on the Albermarle River in the western part of Virginia near the foothills of the Appalachian Mountains. It survived the initial phases of the ruin despite a train carrying nuclear waste crashing when the bridge over the river gave way poisoning the land south of town and killing everything in the river for approximately 70 miles. The train itself is still "hot" as is the immediate area surrounding the train.

Fallout and lack of power due to the radiation forcing people out of the power plant south of town caused a small decline in the overall population. (10%) It wasn’t until survivors fleeing the ruin of Washington DC reached the area that trouble really began. They brought with them the plague which killed off approximately 40% of the survivors. During the height of the plague the prisoners in the county jail, who were mostly not infected, revolted and were able to escape. There was desperate fighting before they were driven out of the city limits. This fighting cost the city another 15% of its population, and destroyed what was left of the central government as well as burning large sections of the city in the area north or Church Street and around the Main Street Wilson Avenue area.

Lack of electrical power, water and usable fuel as well the breakdown of central authority resulted in the creation of several factions living in the ruins. The University Community centered around the ruins of Jefferson University a well known liberal arts university. This community has been present since the beginning of the ruin and has most of the structures recognizable as pre ruin, police, teachers, students etc.

About 10 years ago a large group of pioneers came out of the Appalachians and settled in the ruins of a high school, they are an agricultural community. They established good relations with the University community which had always been short on manpower but long on pre ruin knowledge.

A few years ago a road gang called the Skins, settled in the old Albermarle County Prison. A few of the old timers actually were inmates prior to the ruin. They settled because the gang was running out of fuel and places to raid. Settling in the prison was a good idea and has enabled the gang to recover their strength and enter into an alliance with a much more powerful road gang called the Pagans.

Preliminary efforts to intimidate the other two communities into serving the Skins failed. They allied with the Pagans and set up an ambush for a university Scav party. When the group radioed for help the University sent their main security force to the rescue, right into an ambush. With most of their fighting force wiped out the University was forced to call on the Agricultural community for aid when their compound was attacked by these same raiders. The Ag community rescue force was ambushed in turn by the Skins on their way to the siege. The Ag community was forced to give up most of its heavy weapons and all its communication equipment in order to get those members of their community back from the Skins that survived the battle.

The Skin force then marched north and "drove off" the raiders besieging the University. The price for this aid was the community falling under the protection of the Skins. As a consequence none of the University community members are allowed weapons and there is no communication allowed with outsiders except through the Skins. All trade in the city must take place in a location inside the ruins administered by the Skins. The road gang is quickly stripping away the independence of the University and is planning on moving on the weakened Ag community following the harvest. This gang has a very good chance of taking over the entire city if they can retain their foothold at the university and force the Ag community to pay tribute. At present neither the University nor the Ag community are aware of the alliance between the Skins and the Pagans.


Jefferson City Encounter Tables

Encounters in the City Events
Roll 1 on d10 Roll 1 on d8

1 Sniper 1 Chem Storm 1d6 turns
2-4 Dogs 2 Rad Storm 1d6 turns
5-7 Rats 3 Crubble Zone Save Vs 8 Carter High Scav Party Dexterity or 1d6 Dam 9 Jefferson University Scav Party 4 Flood
10 Skins Scav Party 5 Sound of Gunfire
11 Skins War Party 6 Disease/Rad Exposure
12 Exile (Ghoul) 7 Hear Something
13 Pagan Scouts 8 Fresh Corpses
14 Escapees from Exiles/Pagans/Skins 9 Hunting Opportunity
15 Crazies 10 Being Ghosted
16 Diseased One
17 Adventurers/Hunting Opportunity
18 Trader
19 Grims/Mutants
20 Bloodworms

Encounter Descriptions
1 Sniper
Elena PS12 IN13 CU11 END9 AP10 AG12 HP22 Level 2
Skills: Knife 6x2 Stealth 7 Alertness 7L3 Rifle 8L3
Posessions: Winchester 94-2 attacks 2d8+2dam, 30-30 ammo 8rd tube. 16rounds. Large Knife (1d8+1)x2 Backpack, 2 days dried food, canteen, rain poncho, normal clothes.
Description: Elena is a wrinkly. 51 years old, who was a valued member of the Carter High community. She was exiled for hoarding food. She has since shed the excess poundage and returned to the cunning survivor she was during the early days of the Ruin. She is not a cannie, but shoots to kill. Her usual tactic is to hide in a good building and shoot from an upper story. She always has her escape route planned out. She will attack small groups since she mistakes nearly everyone for Carter High scavs.

2 Dogs
22 dogs Attack Roll 6 Attitude-3 AV2 Move 16=160 Dam 1-10 Hp 15

3 Dogs
14 dogs Attack Roll 6 Attitude-3 AV2 Move 16=160 Dam 1-10 Hp 15

4 Dogs
16 dogs Attack Roll 6 Attitude-3 AV2 Move 16=160 Dam 1-10 Hp 15

5 Normal Rats (1in20 has Disease)
250 Attack Roll 5 Attitude-3 Move 12=120 for 40'Dam 1-2* Hp 1
Characters Overrun will take 2d10 dam for every turn in swarm. Kill 25 and the rest will flee.

6 Normal Rats (1in20 has Disease)
170 Attack Roll 5 Attitude-3 Move 12=120 for 40'Dam 1-2* Hp 1
Characters Overrun will take 2d10 dam for every turn in swarm. Kill 17 and the rest will flee.

7 Normal Rats (1in20 has Disease)
190 Attack Roll 5 Attitude-3 Move 12=120 for 40'Dam 1-2* Hp 1
Characters Overrun will take 2d10 dam for every turn in swarm. Kill 19 and the rest will flee.

8 Carter High Scav Party 5 People
Booker PS10 IN13 CU11 END8 APP8 AGil14 HP16 Level3 GAV1
Attack Roll 6
Posessions: Converse High Tops, Sweat Pants, Oxford Shirt, Ratty Windbreaker, 4 matches, 10' of Wire, Hammer (1d6-1)x2
Description: Booker is a wrinkly, and a scumbag. He is willing to sell out to the skins, given a chance. He lived in this town before the ruin and has only recently returned. He acts as a guide for the Carter High Outfit. Age 52

Rane PS9 IN14 CU11 END12 APP7 AG10 HP24 Level 3 Attack 7
Large Knife (1d8)+2x2, Baseball hat, Jeans, sneakers, sweatshirt no sleeves, cloth poncho, mechanics tool kit Skill 7
He hates the skins and doesn't trust Booker. Age 30 He is looking for machine parts for the community.
Oleg PS13 IN5 CU8 END10 AP11 AG10 HP24 Level2 Attack 7 Brawl level3 4/4dam. Tunic made from Green shag carpet. Tire sandals. Loyal to Rane age 17. Not too bright but not retarded, lets others do his thinking for him.

Myla PS9 IN10 CU17 END9 APP13 AG13 HP18 Level 1 GAV1 Attack 6
Small knife 1d6+1x2 Sling 1d6 and 15 ballbearings. Range =shortbow. She is smart and looking to get away from the community because she knows that the skins will take her if they get a chance. Her mate was killed by skins in the battle last fall. Green Coveralls and tire sandals. Age 17

Nutter PS8 IN8 CU6 END15 APP9 AG11 HP22 Level 1 Attack5
Chain 2d6-1, Oil lantern and flask of oil, rubber boots, spandex pants, oxford shirt, plastic poncho. Nutter is greedy but not too cunning. He holds the lantern because he figures he can get the best view, doesn't know that it makes him a target. He wants Myla Bad. No teeth and bald age 21.

9 University Scav Party
Eroll PS13 IN14 CU10 END10 APP6 AG10 Hp24 Level 1 Attack Roll 6
Machete 2d6+1, High Tops, jeans, Rugby shirt.
Eroll is looking for weapons to fight the skins. He is 17, he will avoid all humanoids he can fearing that he will be caught by the skins who will punish him severely. He believes in his cause enough to make promises to people he has no authority to make or keep.

10 Skins Scav Party 6 Men
Mogwa PS12 IN15 CU11 END10 AP12 AG15 Lev 4 Attack8 GAV8 HP25
Iron Club (1d8+3)x2 Beretta Mod92 9mm Auto 15rd clip 30 rounds Dam2d8+3 Attacks 3. Prison Clothes, Heavy leather jacket, riot helm. Construction Boots. Mogwa leads the patrol, and loves what he is. Age 35, a survivor, he is dangerous and willing to sacrifice most of the party to achieve his goals. Skins tatooed on forehead. Mogwa on Right hand. Binoculars, compass, map of the city.

Bubba PS16 IN14 CU9 END15 AP11 AG12 Level 2 Attack 8 GAV4 HP35
Iron Club 1d8+2x2 Rem 1100 Shotgun 5rdx2 (2d8+1d8+3) Prison Denims, Combat Boots, Heavy leather Jacket. He is a wrinkly age 53 not particularly aggressive so he is still a scav. Lived through the whole thing and is content to follow orders. Good mechanic Skill9 Level3, Mechanics tool kit. Naked girl tatoos on forearm, gray beard.

Dub Dub Ps12 IN12 CU18 ENd10 Ap15 AG10 Level 2 GAv1 Attack 6 Hp23
Iron Club 1d8+1x2 Prison Denims, Short Bow 2d6dam+1 15 arrows. A very manipulative and clever scav, he is the team healer Medic 8 lev2 Age 33 Skins on right arm and eye tatoo on forehead.

Craver PS12 IN16 CU11 END8 App12 Ag12 GAV5 Lev1 Hp19 Attack 5
Ruger Mark II .22 auto 10 shot 3attacks dam 1-8. Sledge Hammer 2d6 trash armor, Electronics tool kit Skill 6 age 18. Totally loyal.

Red ps8 in13 cu9 end13 ap11 ag9 gav4 level1 hp21
cleaver 1d10 Ithaca Pump Shotgun 5rdx2 att2 dam 2d8+1d8, riot helm, combat boots. lockpicks skill 7 age 17. Red wants a woman real bad.

Poke PS18 IN11 CU13 END10 APP10 AG11 Level 1 Attack 10 GAv 5 HP32
Axe 2d8+5x2 Trash Armor, He is a popular member of the tribe, if killed expect trouble. Huge 6'6", very muscular.

11 Skins War Party 15 Men inside Prison Van. 12 men in 3 on top.
Big Daddy PS11 IN10 CU17 END13 AP16 AG9 Level6 HP29 GAV9 Attack10
US Army flack vest, Prison Denims, Combat Boots, Military Riot Helm (infra red+ radio) Cleaver (1d10+4)x3 UZI 9mm 3/5 30rdsx3 2d8dam. Big Daddy has been a raiding party leader for seven years age 33 and is known for his tenacity. He has a collection of fingers taken from slain enemies. He is big and fat. Rumor is that he also eats the hearts of his enemies.

Auger PS6 IN11 CU12 END14 AP10 AG13 Level 4 Attack5 HP21 GAV6
Prison demims, Heavy leather Jacket, Kevlar Helmet, Combat boots, Iron Club (1d6) Marlin .22 Bolt Action Rifle 5rdx3 at1. Tall and thin with a pale countenance. He is a good healer but cowardly, he hates going on raids. 2 injections of Regen I. Doctors Bag. Doctor Skill 9 level4.

Wild Will PS14 IN12 CU12 END13 AP13 AG13 Level3 Attack8 HP31 GAV1
Axe (2d6+2)x2 Beretta Mod87 .22 auto 7rdx2 att3 1 pre war fragmentation grenade5d8dam +save vs end or stun, 2 home made grenades. Wild will loves combat, especially the explosions the louder the better. He can make them, Chemistry12 lev3 Explosives 8 level2 Throw 12 Level4.

Tanker PS14 IN11 CU8 END10 APP13 AG18 lev2 Attack7 GAV4 HP25
Drive11 lev3 Chainsaw (solar) 3d10x2. Sweat Pants and shirt. Tanker drives and repairs his prison van. He always stays with the vehicle. He walks with a limp.

6 men Attack7 Hp19 Chains (2d6)dam Crossbow (2d8)dam +10 Bolts
5 men Attack 6 Hp18 Chanis (2d6)

VAN 3d6 vs Pedestrians Speed Medium 85 mph
All windows are covered with wire mesh. Dark Blue, no windows on sides but firing ports cut in 3 on a side. 2 windows in back
150 points per side Front 125 points.

12 Exiles (Ghouls) 6men.
Hambone PS10 IN11 Cu14 APP10 AG10 Level4 Attack8 HP28
Large Knife 1d8+3x2 Walther PPK.38 6rd clip 3att dam 2d8+2 Flashlight 10 uses.

Boone PS7 IN14 CU12 END8 APP11 AG12 Level3 Attack6 HP15
Medic8 Lev3, Small Knife 1d6 first aid kit 6 bandages.

Maureen Ps9 IN16 CU11 END8 AP7 AG10 Lev2 AT6 HP17
Mechanics8 lev2, Construction8 lev2/Remington 1100 auto Shotgun 5rd tube, 2d8+1d8 att3 tool kit 8rds

Erik One Hand PS12 IN13 IN13 CU7 END15 AP13 AG13 Lev1 ATT6 HP29 GAV3 Leather Jacket Cleaver 1d10, slingshot 1d3 at2 15rd.

Duke PS10 IN10 CU12 END17 AP10 AG10 Lev1 AT5 Hp30
Sledge Hammer 2d6, Compass.

Digger PS15 IN8 CU13 END13 APP13 AG14 Lev1 att6 HP30
Chain 2d6, lighter 30 uses.

13 Pagan Road Gang 4 individuals 2 motorcycles
Each has 4 days of food, 3 bandages. #1&3 have molotov Cocktails 2d8 dam +matches.

Wheeler PS10 IN11 Cu10 ENd9 AP14 AG10 Level4 Hp22 AT8 GAV5.
Drive Cycle 10 lev4,
Leather Jacket, Combat Boots, Steel Helmet, Heavy cloth, knife 1d8+2x2/ Beretta Mod92 15rdx2 3at 2d8+2dam/ Colt M-16 20rdx2 att3/5 dam3d8+2
The group’s job is to explore all routes into the city, so if they decide to take over the town the gang can move quickly. Wheeler is more interested in driving than in keeping track of where he is going. Arrogant.

Tree PS12 IN11 CU6 END8 APP8 AG12 Lev3 HP21 Attack7 GAV2
Construction7 lev3, Mechanic8lev3,
Heavy clothes, combat boots, Golden Eagle.44 auto 7rdx2 at3 dam 3d8, Knife (1d8+1)x2 Tree is tall 6'7" and thin. He is slightly retarded he talks with a stutter but is good with engines. he will do whatever wheeler says.

Loreli PS 13 IN12 CU15 END13 APP16 AG11 Lev2 HP29 Attack7 GAV6
Drive Cycle7 MArtial Arts 6lev2 3damx2
US Army flack Vest, Heavy Cloth, Combat Boots, Cleaver 1d10+2x2 Ruger security6 .357 cyl6x2 at2 2d8+2dam
She knows that this sort of work is beneath her, but her mate was killed recently and she needs to do this sort of work to remain an independent menber of the tribe. She is smart and vicious, very dangerous.

Onoc SP9 IN11 CU9 END9 AP11 AG13 Lev2 hp19 attack6 GAV2
Streetwise7 lev2 Urban Survival8 lev3
Combat Boots heavy cloth, Chain 2d6 sling 1d6. Onoc is a recent joiner, from the town. He is acting as a local guide. He wants to impress the pagans especially Loreli, she is willing to string him along as long as he is useful.

Motorcycle 30pts rear 20pts side 20pts front Speed Very Fast 110

14 Escapees 4 individuals escaping from Exiles/Skins/Pagans
Hooper PS9 IN11 END11 AP8 AG15 Lev2 Attack6 HP21
Urban survival8 Lev3 Rags Club(1d6+1)x2
He claims that he knows where he is going. He enjoys the feeling of being in charge.

Belly PS15 IN11 Cu9 EN11 AP14 AG11 Lev1 Att6 HP27
Rags, Knife 1d8+2
She is willing to do nearly anything to survive, what she won't do to survive she will do for revenge, her captors slew/ate her child.

Boyd PS7 IN12 CI11 EN10 AP7 AG14 Lev1 ATT5 HP16
Rags Club 1d6-1
Boyd is severely up, battle scars and broken ribs and fingers. He is a champion whiner.

Shelly PS10 IN7 CU13 EN12 AP13 AG8 Lev1 ATT5 HP22
Rags, Club 1d6
A not too bright ex-concubine that saw too much and tried to make a run for it before it was too late. She helped the others Escape.
All have just recently eacaped and are wearing rags, they have no food or possessions aside from the gear that they have picked up. They are suspicious, thinking that all they encounter are those who are looking to recapture them.

15 Crazies 3 individuals, one is a wrinkly. They all wear electric company uniforms, and will ignore everyone unless they are attacked. They have no food, although Jethro makes a mean rat stew every night.

Bart PS8 IN11 CU8 END10 APP10 AG11 HP22 TAV3 Lev5 AT10
Construction 12 lev4 Heavy Cloth, Construction Boots, Hard hat Chainsaw 3d10dam enough fuel for 15 uses, Electrician Tool kit.
Bart was a telephone lineman before the war, recently he snapped and is attempting to repair the phone lines in the city. He and his crew will work unless attacked.

Jethro PS14 IN8 CU7 END11 APP14 AG7 HP28 Lev3 Attack 7 TAV3
Heavy Cloth, Construction Boots, hard hat, Sledgehammer 2d6+1x2
Jethro is convinced that once they complete their work all will be ok in the city, just like in the books.

Eli PS9 IN8 CU10 APP7 AG13 HP12 Lev1 Attack 5 TAV0
Rags, small knife 1d6.
Eli has become exposed to the Rotters disease and has unfortunately contracted it. He is not yet contagious, but is beginning to show, this is why he was exiled from his community, he hangs out with these people because they feed him and don't seem to notice his condition.

16 Diseased Ones 3 individuals all Rotters. They are naked so they are truly horrific looking, suffer no movement penalties, carry no equipment and are looking for some recruits.
#1 HP 14 attacks2 dam 1-4+disease. Attack Roll 5 TAV5
#2 Hp 15 attacks2 dam 1-4+disease. Attack Roll 5 TAV5
#3 Hp 12 attacks2 dam 1-4+disease. Attack Roll 5 TAV5

17 Adventurers: These guys will avoid trouble if they can, being more inclined to talk than fight. They are currently mapping the area for the federation, having recently come from Newport.

Jake Peters PS12 IN11 CU9 END9 APP10 AG11 HP21 Attack5 TAV 0
Sailing 6, Mechanic 5. Large Knife 1d8 Longbow 2d8 quiver 15 arrows. 100m nylon Rope, maglight, zippo lighter, crowbar. Jake is acting as the scout. He is a coward.

Susan James PS8 IN13 CU14 END14 APP17 AG15 HP22 TAV2 ATTACK7
ENtertain 11, Drive auto 8, Computer operation 7 Colt .45 auto 2d8x3 3 clips 7rds each. large knife 1d8-1 Susan is the brains and the looks of this group, very dangerous. In addition, she is willing to do anything to make this mission successful so she can join the Newport community.

Johnny PS9 IN14 CU14 ENd14 APP15 AG13 TAV5 HP24 ATTack7
Entertain 9, Streetwise 9, First Aid 9.
Colt .45 auto 2 clips 7rds.2d8dam. UsARmy flack vest, Steel Helm, Bayonet 1d8. Johnny sleeps with susan every chance he gets, so he does what she says.

18 Trader, This individual travels in a van, He has trader painted in large letters on each side of the vehicle.

Tigger the Trader PS12 IN11 CU14 END9 AP10 AG14 HP25 Lv5 AT8 TAV5
Bargaining 14, Streetwise 13,
Thick Cloth, CombatBoots, Heavy leather jacket, Ruger Mini14 30rdx2 3d8dam at3. Knife 1d8+1x2.
Tigger is 55years old with extensive connections. He will trade with anyone for anything. He is an example of a trader of the worst sort.

Shades PS17 IN9 CU11 END14 AP9 AG16 HP39 Lev4 AT11 TAV11
Thick Cloth, Combat Boots, Flack Vest, Riot Helm. Axe 2d8+5x3. Beretta 92 15rdx3 2d8+2 att3. M-16 20rdx3 att3/5 dam3d8+3.
Shades likes his job and is good at it. He is overconfident, a braggart, and overpaid, as well as a total when he can get away with it. He is Tigger's personal bodyguard and he takes this job very seriously, after all he is preserving his meal ticket. He even wears his wraparound shades indoors.

Elvis PS7 IN12 CU12 END11 AP15 AG6 HP18 Lev3 AT6 TAV3
Mechanic 12 Drive 13
Thick cloth, combat boots, heavy leather jacket, knife 1d8
.357 mag 6cyl 2d8+2dam 18rds at2.
Elvis does not like Shades who is always picking on him, but he loves the van. His hair is always slicked back like the king.

3 mercies Lev1 AT6 HP18 TAV4 axe 2d8+1x2 Crossbow 2d8 12 bolts
Lev1 AT6 HP13 TAV4 axe 2d8+1x2 Crossbow 2d8 12 bolts
Lev1 AT6 HP20 TAV4 axe 2d8+1x2 Crossbow 2d8 12 bolts
Each wears Heavy cloth, combat boots, and a leather jacket.

Rowan (SLAVE) PS10 IN7 CU8 END15 AP14 AG9 HP26 Lev2 AT6 TAV0
ENtertain 10, Streetwise 6. Knife 1d6+2. Lingere.
She is Tiggers, and Shades plaything, in addition her services are often offered to sweeten the deal. She is loyal.

Toker (hostage) PS12 IN12 CU11 END11 AP9 AG6(11) HP24 Lev3 AT6
Toker is a natural who was captured by the trader, he is wanted by the skins for in aiding in the escape of some fugitives. He is desperate to get away.

Tigger has a van 3d6vs pedestrians Max Speed 85mph, all windows are covered with wire mesh. Brown with Tigger the Trader painted on all sides. There is a balista on the roof 3d8 dam or molotov cocktail. Front 125pts, Sides and rear 150pts.
Trade goods 10,000 credits in medical supplies
25,000 in food
15,000 in luxury goods
10,000 in weapons
5,000 in machine parts.

19 Grims 4 individuals
HP25 Attack 7 TAV 2 Club 1d8+2x2
HP15 Attack 7 TAV 0 Hammer 1d6 Female
Hp28 Attack 9 TAV 2 Chain 1d8+3x2
Hp24 Attack 7 TAV 1 Club 1d8+1x2
-4 vision penalty in daylight, naked hairless, corpse white, slits for a nose, cannot open mouth, drink blood, communicate silently with sign language and grunts. Track by smell, fond of wire snares. Day encounter Building basement, Night encounter, wandering around.

20 Giant Rats 13 of them the size of medium sized dogs!
Hp10 attack5 TAV2 DAM1d6+disease? Move 120=12'

Sykirobme Envoy of Dragonsfoot
Posts: 198 Joined: Wed Jun 19, 2002 8:23 pm Location: Waterford, NY Contact:

Elvis PS7 IN12 CU12 END11 AP15 AG6 HP18 Lev3 AT6 TAV3
Mechanic 12 Drive 13
Thick cloth, combat boots, heavy leather jacket, knife 1d8
.357 mag 6cyl 2d8+2dam 18rds at2.
Elvis does not like Shades who is always picking on him, but he loves the van. His hair is always slicked back like the king.
Dnd magic tavtoo

In some cases, characters may find or purchase premade tattoos that grant specific abilities. Alternatively, characters might work with a specialized tattoo artist or seek out rare magical materials to create their own custom tattoos. It is worth noting that the use of magic tattoos can introduce new gameplay dynamics and considerations. Players and Dungeon Masters must carefully consider the balance and implications of introducing these powerful enhancements. Magic tattoos should not overshadow other character abilities and should be used in a way that enhances the overall gameplay experience. Overall, magic tattoos add an exciting and visually interesting element to the world of Dungeons & Dragons. They provide players with new ways to customize their characters and explore unique abilities. With careful consideration and creative implementation, magic tattoos can enhance the storytelling and gameplay of Dnd campaigns..

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