sotf
Junior Member
Posts: 72
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Post by sotf on Oct 23, 2010 21:04:32 GMT -5
With the addition of more tattoos, one thing that I started thinking about was to modify the way tattoos work.
As there is already the item that becomes the tattoo, simply modify it that the tattoo artist gains a library of available tattoos by turning them in. Each time you get the pattern, you go to the shop and they're turned in giving you a free copy and the ability to buy more of them.
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Post by daisy_strike on Oct 23, 2010 21:22:41 GMT -5
I always envisioned tattoos as rare items, that require magical patterns, that are almost epic to make. They are scribing information directly on the girl, not something that she even has a chance of disobeying.
Well lets see if that happens.
Daisy
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sotf
Junior Member
Posts: 72
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Post by sotf on Oct 24, 2010 1:52:08 GMT -5
Add a materials requirement, one that's slightly less difficult than getting the pattern.
I'm just not quite sure how it makes sense to have the pattern work only once.
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Post by daisy_strike on Oct 24, 2010 8:23:59 GMT -5
*WOOOOO* It's Magic *WOOOOO*
Daisy
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samu
New Member
Posts: 35
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Post by samu on Oct 24, 2010 13:13:35 GMT -5
It's just me or the mechanics of the tatoo and the branding are similar, only that the tatoo might have more effects than branding and might not require monetary manutention?
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Post by daisy_strike on Oct 24, 2010 20:02:52 GMT -5
Thats correct. Tattooing will give more flexibility then branding for effects. Also it costs one LARGE upfront cost, while branding will cost a small continous cost (think I'm going to tone down branding costs).
I see tattoos as a pouring of magical energy into an image on the girls skin. Where it becomes part of her. The magical energy in contained in the plan and the tattooist transfers it from paper to skin. Which is also why only 1 tattoo on a girl any more would have contending magical enchantments on the same canvas.
Hope that makes some sense.
Daisy
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