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Tattoos and Progression

Table of Contents  

Progression

Your body may be as strong as anyone else's, but on the battlefield, experience, not the size of your claws is what will help you survive. So, if you hope to live as long I have, you better listen closely. Not only to me, but also to your ancestors and instincts.
— Brandstorm, Fire dragon tutor
  As your character adventures, you will get access to additional and abilities tied directly to your Fame. Each skill unlocks at a certain level of Fame and these skills will be imparted to you by benevolent Dreams of your ancestors if they deem you worthy or by teachers in certain tribes. For each point of Fame you accumulate, you gain one Skill point. You can spend Skill points to learn additional things from below list. The pace of getting more Fame may wary based on DM and heroic deeds your group accomplished. Note that some trainings may be costly and time intensive.   Several keywords are used in the below skill list that need highlighting:
  • Divinity
  • To use this skill, you need to expend one of your daily Divinity slots. By default, all characters start with one slot.
  • Purity
  • This skill requires peak physical condition and is normally unavailable to Hybrids, unless they obtain the Rough edges skill first.
  • Lifeblood x
  • To use this skill, you have to sacrifice x amount of your current Scratch points. This can bring you to the incapacitated state, unless claimed otherwise.
  • "Stance" skills
  • You can only use one skill that contains the keyword "stance" per turn.
  • Stunned
  • Character doesn't get to act next time their turn starts.
 

Common Skills

Common skills are a pool of basic upgrades that any single character can learn regardless of their gender, race or background. Each common skill can, however, be acquired only once by a single character.  
  • Natural talent - 2 skill points.
  • An element increase of your choice
  • Piercing resistance - 2 skill points.
  • All piercing damage taken is reduced by 2
  • Second wind - 2 skill points.
  • Gain an additional Divinity slot
  • Strengthen body - 1 skill point.
  • Increase in reduction by 1
  • Strengthen spirit - 1 skill point.
  • Increase in elemental reduction by 1
  • Strengthen pain tolerance - 1 skill point.
  • Damage minimum is set to 0
 

Air dragon

 

Racial passive:

 
  • For the glory of Firstborn - 1 skill point.
  • If you are the one on top of the initiative order, you deal bonus 1d4 elemental damage (fire or force) with your attacks.
    Requires: Purity, Stance
  • Flight master - 1 skill point
  • Your character has a bonus +2 to attacking with or defending against Clip their wings action. Clip their wings deals 2 more scratch damage.
  • Warrior of light - 1 skill point
  • Gain +1 to all attacks and +1 to all defenses. This bonus will not apply when attacking from Stealth
  • Sharpened claws - 1 skill point
  • All your melee attacks deal an additional 1 point of piercing damage
 

Racial action:

  • Tyrth's dive - 2 skill points
  • Your character flies high up into the sky and dives in a freefall against a ground target. Roll for Attack +2. If you hit, deal double your melee Scratch Damage to the enemy. If you miss, deal standard Scratch Damage to yourself. May not be used against targets underwater. Transfer to Earth.
    Requires: Air environment, Action + Free action
  • Flyby strike - 1 skill point
  • The helpless landbound enemies are struck from the skies by the Air dragon's weapon without landing. Can only be performed when in Air against an Earth target. Roll 1 melee attack. This attack ignores "Retaliate" status effect.
    Requires: Air environment, Action
  • Cull the weak - 2 skill points
  • Ignore "Protected by" and "Retaliate" status effects. Attack a single target 2x. If this action doesn't incapacitate or kill the target, your character gets stunned. This ability cannot be used in Water Envrionment.
    Requires: Action, Divinity
 

Mud dragon

 

Racial passive:

  • Juggernaught stance - 2 skill points
  • Replaces Defensive Stance. Your defense increases by +2 and your Reduction increases by 1 until your next turn. Gain 2 Retaliate. Lasts until your next turn.
    Requires: Female, Stance
  • Unyielding - 1 skill point
  • Your character is immune to enemy effects that can force it to transfer. This immunity applies also to allies that are "protected by" this character. You cannot be hobbled.
    Requires: Female  
  • Reed's kiss - 1 skill point
  • Transferring from Water to Earth or Earth to Water gives you Stealth, only applicable when you have an ally in the target Environment.
    Requires: Male
  • Dizzying strike - 2 skill points
  • Each time you roll natural 20 on your attacks, your opponent gets stunned.
    Requires: Male
 

Racial action:

  • Shadowing stance - 1 skill point
  • Gain Overwatch. If Overwatch is triggered, roll Flying/Running/Swimming check contesting their own Defense +8. On fail, their action or free action is interrupted and they can only target your character this turn. Lasts until your next turn.
    Requires: Female, Stance, Free action
  • Trampling stance - 2 skill points
  • Each attack this turn can target up to two enemies of size S or smaller. You cannot use this stance in the Air environment.
    Requires: Female, Stance, Divinity, Purity, Free action  
  • Commanding stance - 1 skill points
  • Your character has been taught how to coordinate the battle. Roll 1x attack. All other allies gain Inspired (Their Defense rises by +2 as long as they remain in the same Environment as your character). Lasts until your next turn.
    Requires: Male, Stance, Action
  • Pressure stance - 2 skill points
  • Your character learns how to strike at precise points in the enemy's body to hurt their Dream. All attacks you perform with a melee weapon until the start of your next turn will deal Elemental damage (force) instead of Scratch damage.
    Requires: Male, Stance, Free action, Purity  
  • Thunderclap - 1 skill point   Descend from the skies with an earthshaking stomp. Transfer from Air to Earth. Roll 1x attack against up to two enemies. On hit, deal scratch damage to up to two Earth enemies based on your Strength. Half damage (round down, after reduction), if you miss.
    Requires: Action and Free action. Divinity.
 

Water dragon

 

Racial passive:

  • Pack hunters - 1 skill point
  • When fighting in Water environment, add +1 to Scratch Damage for each active ally in the same Environment.
  • Dancer's fins - 1 skill point
  • Accelerate now only requires Free action.
    Requires: Purity
  • Bubble charge - 2 skill points
  • All your Charge actions will ignore Retaliate. Charge action in Water environment has +2 to hit and regardless of whether it hits, also deals additional 2d4 Elemental damage (cold or force).
  • Dolphin snap - 1 skill point
  • Transfer actions to or from Water now also allow you to roll a bonus 1x attack at target in the end environment.
 

Racial action:

  • Team diversion - 2 skill point
  • Your character flashes their stripes with bioluminescence, temporarily distracting an enemy and giving an ally time to strike. Provoke an enemy, they gain +1 attack and -1 defense. You and your ally in the same environment roll 1x attack against this enemy.
    Requires: Action, Ally
  • Flash - 2 skill points
  • Your character's stripes will glow with a blindingly high amount of light in an attempt to disorient an enemy. Roll Intimidation contesting target's Fate. Roll with an advantage when fighting above water in darkness and disadvantage above water in broad daylight. If you succeed, target enemy is Stunned, on failure, they are Blinded.
    Requires: Free action, Divinity, Purity
  • Taunt - 1 skill point
  • Your character wields a broad vocabulary of insults about the enemy's mother. Gain 1 Retaliate. Target enemy in any Environment rolls a Wisdom check against your Deception +8 DC. If you succeed that enemy will be Provoked (+1 attack, -1 defense) and if they are in different Environment, they instantly transfer to yours if they can. Doesn't work on Witless.
    Requires: Free action, Language
 

Fire dragon

 

Racial passive:

  • Mythcarver - 1 skill point
  • When your character's Scratch points are lowered down to 7 or less, raise your Scratch Damage by +2.
  • Fireborn - 1 skill point
  • Raise your Elemental reduction by 1. Elemental damage from fire attacks deals half damage to your character. Melee attacks that deal damage to you will deal 1 fire elemental damage back at the attacker.
  • Blessed by Perseverance - 1 skill point
  • Each time you defeat an enemy, temporarily raise your Scratch points by +3. Lasts until the end of the Encounter. If your Scratch points after Encounter end up being less than -5 as a result of this, you fall unconscious but don't need to roll Fate for survival.
  • Battle hunger - 2 skill points
  • Each natural 20 rolled on attack rolls doubles damage dealt, apply after reductions
    Requires: Purity
 

Racial action:

  • Strife's test - 2 skill points
  • You roar out your challenge to all who can hear you. Choose any number of enemies in the same environment. They will roll Wisdom check contesting your Intimidation DC + 8. On failure, they become Provoked against you. Gain 2 Retaliate.
    Requires: Action, Divinity
  • Wicked stance - 1 skill point
  • Your character slashes across their body to grow fiercer. Sacrifice 1d4 lifeblood but gain attack bonus and deal bonus elemental (fire) damage with your melee attacks equal to the lifeblood lost. You cannot use any other stance this turn.
    Requires: Free action, Stance
  • Shadowing stance - 1 skill point
  • Gain Overwatch. If Overwatch is triggered, roll Flying/Running/Swimming check contesting their own Defense +8. On fail, their action or free action is interrupted and they can only target your character this turn. Lasts until your next turn.
    Requires: Stance, Free action
 

Jungle dragon

 

Racial passive:

  • Strength in numbers - 1 skill point
  • For each active S sized ally in the same Encounter, your Combat Damage increases by 1. Stacks up to +3.
  • Tail whip - 1 skill point
  • Each time an enemy rolls 1 or 2 while attacking your character, they trip and end their current turn.
  • Self-preservation instincts - 1 skill point
  • Your Scratch points can drop down to -10 before you fall unconscious. When you are Incapacitated, you can still use free actions during your turn.
 

Racial action:

  • Sow doubt - 2 skill points
  • For a price of blood, ancient influence will beset an enemy's Dreams, threatening to cloud their vision or hearing. Deal 2 piercing Scratch Damage to yourself. Roll contested Fate check with an enemy target. If the enemy fails to save, they becomes temporarily blinded or deafened. The effect doesn't stack and lasts until the end of the enemy's next turn (or 20 seconds).
    Requires: Lifeblood 2, Action, Purity
  • Against all odds - 2 skill points
  • 3x Melee attacks against a single target. For each level of size difference between your target, add 1d4 piercing damage to each hit. Bonus damage only applies for enemies bigger than your character. (S character fighting L character will get 2d4 bonus damage for each hit, for example). You become stunned. This action cannot be used from Stealth.
    Requires: Action and Free action, Divinity
  • Mistwalk stance - 1 skill point
  • Until the start of your next turn, you are immune to all mental and mental status effects (such as intimidate, exposed, charm etc...) and you clear yourself from their influence. Your attacks ignore "protect other".
    Requires: Free action, Stance  
 

Diurnal Gryphon

 

Racial passive:

  • Dance of the Wind - 1 skill point
  • Each time an enemy attack misses you, raise your Defense by +1. Stacks up to +4. Resets at the end of an Encounter.
  • Dragonslayer - 1 skill point
  • When fighting Dragons, gain +2 to all attacks.
  • Adrenal fury - 1 skill point
  • When you use a melee attack to kill or incapacitate an enemy, you may sacrifice 1 lifeblood to roll 1 additional melee attack against a different enemy in the same Environment. Repeat for as long as you have Scratch points above 0 and you keep finishing off enemies. Only works during your turn.
    Requires: Purity
 

Racial action:

  • Fury of the Storm - 2 skill points
  • When in danger, adrenaline glands of Diurnals can briefly increase the ferocity and speed of Diurnals at the cost of suffering the painful aftereffects. Sacrifice 1 lifeblood. Attack once up to 5 enemies. May not be used if this reduces your Scratch points to 0 or less.
    Requires: 1 Lifeblood, Divinity, Action
  • Lion's stance - 2 skill points
  • A true warrior knows how to find the best position to cause the most damage in the shortest amount of time. Each enemy attacking you takes 1d4 piercing damage if you wield a spear or you deal additional 1d4 piercing damage with your attacks if you wield a javelin. Lasts until the start of your next turn.
    Requires: Free action, Stance
  • Sparrow's stance - 1 skill point
  • Replaces "Protect other". Sparrow's stance gives Protect other 1 and Overwatch. You cannot use any other stance this turn..
    Requires: Free action, Stance  
 

Nocturnal Gryphon

Racial passive:

  • Deep wounds - 1 skill point
  • After you successfully land an attack (including those from Retaliate), increase your Scratch Damage by +1. Stacks up to +4. Resets when you attack a different target.
  • Precise slash - 1 skill point
  • Diving slash and Hunter's dive action will hit twice if you hit your target.
  • Dragonslayer - 1 skill point
  • When fighting Dragons, gain +2 to all attacks.
  • Second wind - 1 skill point
  • When your scratch points reach down to incapacitated state, you may instead still keep on fighting at the cost of Lifeblood 1. If you do sacrifice your Lifeblood, gain +2 to all attacks but -2 to all defenses and you will count as an active participant in combat until the end of your turn. You may repeat using Second wind at the end of your turn for as long as you have more than -5 Scratch points but once you decide not to use Second wind, you can't use it anymore for the remainder of the Encounter.
 

Racial action:

  • Fury of the Moon - 2 skill points
  • When in danger, adrenaline glands of Nocturnals can briefly increase their power and accuracy at the cost of suffering the exhausting aftereffects. Perform 2x attacks that automatically hit . These attacks ignore "Retaliate" and "Protect other" actions. You become stunned.
    Requires: Action, Divinity
  • Owl's stance - 2 skill points
  • Gain 2 Retaliate and Overwatch.
    Requires: Free action, Purity, Stance
  • Wildcat's stance - 2 skill points
  • 3x attack against a single target.
    Requires: Action, Stance  
 

Hybrids

Racial passive:

  • Rough edges - 1 skill point
  • Gain +4 Max Scratch points. You may learn one Purity skill from your parent species.
 

Background Progression

  Every 2nd, 5th and 8th level of Fame, you will also gain automatically following abilities based on the background of your character:  

Clawstopper

Fame 2 - Walk it off
All damage target ally in any Environment will take is halved (rounded down, excluding psychic) until your next turn.
Requires: Divinity, free action  

Courier

Fame 2 - Adrenaline Rush
You may transfer twice this turn
Requires: Divinity, free action  

Hunter

Fame 2 - Guiding instincts
You gain +1 to all attacks. Hunter's dive and Diving Slash gain an additional +1 to attack. If you are not using any weapons, you gain an additional +1 to attack.
Requires: Passive ability  

Ember Wielder

Fame 2 - Arcane weapon
You may conjure yourself any type of weapon (except throwing). It will have statistics of the second level (stone) weapon. This weapon lasts until dismissed or it leaves Ember Wielder's hands. This weapon can only interact with living beings and will phase through solid objects.
Requires: Action  

Servant

Fame 2 - Sentinel
You may transfer to any ally in neighboring Environment as a free action regardless of the terrain. You may give this ally Protected 1.
Requires: Free action, Divinity  

Greencarer

Fame 2 - Autopsy
After an encounter, you may learn details about one of the defeated enemy's actions, passives, characteristics or elements. Describe to your GM what you would like to learn about.
Requires: Divinity  

Scout

Fame 2 - Favored terrain
Select a favored terrain - Underground and Caves, Cities and Buildings, Forests and Jungles, Plains and Deserts, Rivers and Seas, Mountains and Hills or Snow and Tundra. You roll with advantage when using Stealth in this terrain.
Requires: Passive  

Wingbinder

Fame 2 - Field medicine
You gain the ability to prepare Slaf, the healing potion that heals 2d4+1 scratch points when consumed or you can heal all allies for 1d4 scratch points outside of Encounters.
Requires: Divinity, Passive  

Noble

Fame 2 - Lead by example
Your charge action is rolled with advantage if you are the first ally using it. Your first standard attack roll is rolled with advantage if you are the first ally using it. Your escape check is rolled with advantage if you are the first ally using it.
Requires: Passive  

Wild one

Fame 2 - Relentless fury
The first time your character's Scratch points would be reduced below 1 Scratch points, you get reduced to 1 instead. This ability only works if you have more than 1 Scratch point remaining.
Requires: Divinity, Passive  

Purveyor

Fame 2 - Identify
You gain the ability to identify any conjured item's properties just by looking at it. You can also concentrate your will to find anything unnatural in an area 60 m around you. This ability lasts for an hour.
Requires: Divinity, Action  

Tattoos

Crafted by Wingbinder - Artist
Anyone can get them, but only a few Specialized Wingbinders can provide the service. Tattoos in this game basically represent a system that dragons can use to *level up* and increase their Characteristics. For gryphons, the same service can be performed using a special dye that will permanently recolour the feathers by applying it on their skin beneath the feathers. This process is as lengthy and costly as tattooing dragons.  

Religious tattoos

These tattoos bear historical or legendary context that one race may revere while the other race may despise it. It is ill-advised to visit individuals and tribes that will be offended by such tattoos on your body. Considering their sensitive nature, there may be restrictions on who can tattoo them.  
  • Tyrth's promise – Mud dragons severely dislike individuals with this tattoo. +1 Memory, Deal 1 scratch of piercing damage to your enemy each time you miss. – 40 gems
  • Moonshard’s weep – Air dragons severely dislike individuals with this tattoo. +1 Deception, you get to reroll one of your rolls per day. Take whichever is higher. Divinity. – 35 gems
  • Triumph over Stormreign – Fire dragons severely dislike individuals with this tattoo. +1 Stealth, when attacking from Stealth, your first two attacks deal +3 scratch damage. Divinity. – 40 gems
  • Scorch the land – Water dragons severely dislike individuals with this tattoo. +1 Intimidation, all your enemies take 1 scratch of piercing damage whenever you defeat an enemy. – 40 gems
  • Rocslayer – Gryphons severely dislike individuals with this tattoo. +1 Flying, all aerial combat damage you deal increases by 2. – 40 gems
  • Otoko priest - Jungle dragons severely dislike individuals with this tattoo. +1 Persuasion, you get to convert one of your misses to hits from any attack dealing Scratch Damage once per day. Divinity. – 35 gems
 

Artistic tattoos

These tattoos proved to be popular for their artistic value and feature landscapes and symbols of badassery.  
  • Dawn Heights – You may decrease any single characteristic by 1 and increase another by 1. – 20 Gems
  • Skyward mountain – Decrease your flying, swimming and running by 1. Increase your max scratch points by 2 and your defenses by 2. – 30 Gems
  • Wyvern’s kiss – Your standard Claw attack now has an additional attack. – 80 gems
  • Skulls and bones – Increase your Combat by 1 – All your attacks will kill, instead of knocking enemies unconscious first. Each enemy you kill in Encounter increases your Scratch damage by 1. Lasts until the end of Encounter – 50 gems
  • White clawSkipping your turn action can now be used even if you are outnumbered – 20 gems
  • Two moonsSkipping your turn action now allows you to perform 1 attack with -2 penalty to hit. – 20 gems
  • All-seeing-eye – All sources of damage (including to yourself) you deal are increased by +1 – 40 gems
  • The Wind's caress – You may use the Charge action in the Air, use Flying and contest target's Fate. Same rules in terms of damage apply. – 35 gems
  • The Joker – Each time you are about to take melee damage from an enemy during Encounter, roll 1d20. If you roll natural 20, the enemy instead deals this damage to themselves. Doesn't work against damage dealt from Stealth.– 25 gems
  • Parent's embrace – Replaces Protect other free action. You may Protect up to two allies. Gain 2 Retaliate. – 25 gems.
  • Four elements – Each time you transfer between environments using Takeoff/landing or Surface/swim, you will become untargettable unless you are the last ally standing in target Environment. – 30 gems
  • The Unchained – You get to roll Hold down action with +3 bonus when initiating it or when targetted by it. – 35 gems
  • Bring the pain – When your character successfully inititates Hold down action or is held down by an enemy, attacks agaisnt them deal only half damage (minimum 1). – 25 gems
   

Feat tattoos

These tattoos are very rare and only a few artists know how to properly mix the colours to perform them. Individuals seeking to get them must prove themselves worthy by accomplishing a special task.  
  • Freighorn slayer – You can obtain this tattoo only after you slay a Freighorn and bring proof. Water dragon opinion of you rises. – 0 gems, only a proof of your deed is required.
  • Bane of Basilisks – You can obtain this tattoo if you enter a fight with Greater Basilisk 1 on 1 and survive. Mud dragon n opinion of you rises. – 0 gems, witness required
  • Queen’s Chosen – You can obtain this tattoo only if you manage to befriend Oitonkath Pulchrana, the current queen of Air dragons. Air dragon opinion of you rises. – 0 gems, expenses will be paid by the Queen.
  • Holy warrior – You can obtain this tattoo only if you complete the two tasks of priests of Perseverance and Strife. Fire dragon opinion of you rises. – 0 gems, expenses will be paid by the priests.
  • Gladiator - To get this tattoo, you have to enter the arena within Arcanem's ruins and defeat all the opposing teams including the Champion. Jungle dragons opinion of you rises. - 5 gems entry fee for the Arena, expenses for the tattoo will be paid once the Champion is defeated.
   

Aspect tattoos

Dragons and gryphons closer to nature may also honour their favourite animal with a tattoo such as these:  
  • The Wolf – Increase your Combat by 1 – 30 Gems
  • The Tiktik – Increase your Deception and Running by 1 – 40 gems
  • The Orca – Increase your Swimming and Wisdom by 1 – 40 gems
  • The Great Stag – Increase your Strength and Instinct by 1 – 40 gems
  • The Roc – Increase your Flying and Fate by 1 – 40 gems
  • The Basilisk – Increase your Intimidation and Resistance by 1 – 40 gems
  • The Spider – Increase your Stealth and Craftiness by 1 – 40 gems
  • The Mire Caller – Increase your Persuasion and Memory by 1 – 40 gems
 

Blessed tattoos

Specialized tattoos applied with extremely rare ink, incanted with holy mantras and applied by the best of Wingbinders. Meant for high profile individuals of professions, enhancing their already great capabilities. Each character may only have one of these tattoos.  

Wingbinder

  • Lifebringer – Tattoo blessed by Sun. You gain free action Mend. Mend: Heal target by 2 Scratch points. You cannot use this to raise their health above 5 Scratch points – 80 Gems
  • Fleet of foot – Tattoo blessed by Perseverance. Skip your turn becomes a free action – 90 gems
 

Clawstopper

  • Frightpaw's legacy – Tattoo blessed by Strife. You gain a passive ability Strife's visage. Strife's visage: All attacks lead against you have to pass DC equal to your Intimidation +8 with their Fate or Intimidiation. If they fail, they cannot attack you this turn and must choose a different target. – 80 Gems
  • Order – Tattoo blessed by Lawmaster. You gain weapon proficiency of your choice. You gain free action Justice. Justice: Roll 1 attack. – 80 gems
 

Courier

  • The strength of Gorun Thistle – Tattoo blessed by Wind. You can never become encumbered. You can never become held down. You can perform 2 free actions per turn. These free actions have to be different from one another – 80 Gems
  • Ancient secret – Tattoo blessed by Moons. You gain a passive ability Limitless: You can perform any action as if it was a Free action but you can't use the same action or free action twice. 110 gems
 

Hunter

  • Primal soul – Tattoo blessed by Bluemother. Your unarmed attacks have +2 to attack and +2 to Scratch damage. You can communicate with animals, provided you have their Aspect tattoo. – 60 Gems
  • Survivalist – Tattoo blessed by Moons. You gain all weapon proficiencies. You gain additional Divinity slot. 60 gems
 

Ember Wielder

  • Shard of divinity – Tattoo blessed by Lawmaster. You gain an extra Divinity slot per day. – 50 Gems and a shard of Ember .
  • Wild mage – Tattoo blessed by Moons. Each time you cast an Arcana determined by Wheel of fortune, you may either heal 1 Scratch point or deal 1 Scratch point of psychic damage to the target. 30 gems and 1 shard of Ember
 

Servant

  • Fellowship – Tattoo blessed by Sun. Choose who gets the second part of this tattoo. You both gain passive ability: Retribution. Retribution: Whenever you are hit by an ability dealing Scratch damage, the other character that has Retribution can roll 1 attack against the attacker if they can reach him. – 60 Gems.
  • Trickster – Tattoo blessed by Dreambringer. You gain an action Confuse. Confuse - roll Persuasion check DC 20. If successful, target will perform any action against any target you choose. Divinity. You can also use this ability outside of combat scenarios. 80 gems
 

Greencarer

  • Arcanist - Tattoo blessed by Dreambringer. You gain two actions, Claws of Harleyth and Dreamshock. Claws of Harleyth - roll 2x attacks. add 1d4 Elemental Damage (any) for each. Can only be used when unarmed or using Third claws.
    Dreamshock - Roll 1 attack at a target in any Environment. If this hits, deal 10 temporary Scratch Points of psychic damage. They regain them back at the start of their next turn. Divinity.
  • Scion of Wisth - Tattoo blessed by Sun. At the start of Encounters, you can ask about two specific things about your enemies statistics or Characteristics and get a precise answer from the DM. You also learn two languages of your choice. 60 gems
 

Scout

  • Hidden claw – Tattoo blessed by Moons. You gain passive ability, Reaper. Reaper: Whenever you enter an Encounter or use Skip your turn action, roll Stealth check DC 20. If successful, you are Stealthed until your first turn. – 90 Gems.
  • Terr's triumph – Tattoo blessed by Dreambringer. You gain a passive ability Dodge. Dodge - Each time you successfully avoid an enemy attack, you may decide to use Skip your turn action regardless of whether you meet its requirements or not. If the opponent wanted to attack you again, they automatically miss. 80 gems
 

Noble

  • Bow before me – Tattoo blessed by Lawmaster. You gain free action, Superiority. Superiority: Contest your Intimidation with target of same size or smaller's Fate or Resistance. If successful, they roll all attacks with disadvantage and can't use any non-damaging actions. They repeat the roll until they roll higher than the Noble. 110 Gems.
  • Destiny – Tattoo blessed by Strife. You gain a free action Challenge. Challenge - Target contests your Persuasion with their Wisdom. If successful, they are forced to only attack you while you are only able to attack them until either of you are incapacitated. Can only be used on intelligent beings. You can use this ability next turn to make another creature to focus on you. 80 gems
 

Wild dragon

  • Savage rage – Tattoo blessed by Sun. You gain a free action, Rage. Rage - All non-elemental, non-psychic damage dealt to you this turn (after reduction) is halved (rounded down) – 90 Gems.
  • Hurricane – Tattoo blessed by Wind. You gain a free action Reckless. Reckless - All attacks you perform this turn are rolled with advantage. All attacks lead against you this turn are rolled with advantage. 90 gems
 

Purveyor

  • Conjurer – Tattoo blessed by Dreambringer. You can make quality checks per each 20 gems of cost expended on crafting and you can reroll the Artifice result once, choose which result you prefer. – 90 Gems.
  • Warforger – Tattoo blessed by Perseverance. You can never make a shoddy quality roll. The table of Artifice is replaced with Warforger's. 90 gems
 

Custom tattoo

This tattoo will be unique to the character and will represent him/her across the Continent. For each 2 points of Fame, you may get one.  
  • Custom tattoo 1 – You need 2 Fame or more for this. Raise Maximum Scratch points by 5 and any of your Characteristics by 3 points – 40 gems
  • Custom tattoo 2 – You need 4 Fame or more for this. Raise your Maximum Scratch points by 5 and any of your elements by 1 – 60 gems
  • Custom tattoo 3 – You need 6 Fame or more for this. Raise your Maximum Scratch points by 5. Raise your Reduction by 1 – 80 gems
  • Custom tattoo 4 – You need 8 Fame or more for this. This is a full-body tattoo, once you obtain it, you cannot obtain any further tattoos. All your elements raise by 1. Raise all your defenses by 2. – 200 gems

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