Tatoo Magic

by Ki'relnen Kel'ri, the Phoenix Arisen

    Author's note: This file is loosely based on the tatoo magic found in Rifts© World Book Two: Atlantis created by Kevin Simbieda.   I have attempted to convert the original rules into a Shadowrun©-friendly form.   GM's be forewarned: this is powerful magic and can easily unbalance a game.   If you have any comments, questions, or critiques, please send them to me at [email protected].   Flames will be deleted wihout regard.   Many thanks to Kevin Simbieda and Krazy Kat for the inspiration to create this system.   Thanks also to Dark One and Rabid Dwarf for their help in impementing it.   Shadowrun and its related terms are copyrighted by FASA Corp.   Rifts is copyrighted by Kevin Simbieda and Palladium.

To: <DELETED>
From: <DELETED>

My Lord,
    As per your instructions, I have been searching for something which will give you an advantage in your upcoming campaign.   I believe, my lord, that what I have found far surpasses anything we may have hoped for.   Allow me to begin my story at the beginning.
    Approximately two months ago, my agents in Seattle heard a rumor of an enchanter in the Sprawl called Kevin Greymist.   These rumors claimed that this man had developed a method of enchanting which would allow even mundanes the use of magic.   When I first heard of this, I simply assumed that Mr. Greymist was using yet another form of anchoring, and I was ready to dismiss this story as just another foolish urban myth like so many others I had chased, but something stayed my mind and instead of ignoring the rumor, as I had initially intended, I chose to investigate myself.   You can imagine my surprise when I discovered that this man truly was a mere enchanter and could no more cast spells than my cat.   He could however use a rather unique form of metamagical conjuring and anchoring which does truly allow mundanes some limited use of magic.   Moreover this "tatoo magic" can actually enhance a magician or adept's use of magic.   In addition to being able to mimic many of this day's spells, Mr. Greymist has also devised tatoos which can summon enchanted weapons capable of destroying fully armored LTV's, as well as summoning many beasts, both magical and paranormal.
    With your permission, I would like to bring Mr. Greymist to the Keep to teach the magicians and adepts in your employ this new form of enchanting.   Hopefully, he can show us enough that we may be able to tip the scales more firmly in your favor when the battle is finally joined.
Yours in Honor,
<DELETED>

    The above was a message that a friend intercepted and sent on to me to post in this archive.   Although the message makes it sound like this Kevin Greymist created tatoo magic, in reality it's been around in the NAN and Seattle for three, maybe four years.   Although I don't know where it originally came from, some of the rumors I've heard say it's related to the magic used in Atlantis.   Whatever it is I'm here to tell you how it works.

The Forms

    There are basically three types of tatoos:   creature, power, and weapon.   Creature tatoos depict a non-sentient creature, either normal or paranormal, which the wearer can use to summon whatever creature is depicted.   Power tatoos are the most varied and flexible of all tatoos.   Whatever they depict is representative of the magical effect they can produce.   Example:   a tatoo shows a man engulfed in flames and produces the same effect as the flame aura spell.   There is no rule for what power tatoos look like; as long as the tatoo represents its effect in the user's mind, it works.   Weapons tatoos depict any non-technological weapon with various symbolic changes to represent its abilities.   As with the power tatoos, there is no set pattern for the representations added to weapon tatoos. (See Appendices A, B, and C for more information)

The Vessels

    As with standard methods of enchanting, before you can begin to ground the magic, you must create its formula and the vessel to hold it.   Creating the formula takes a base time of 28 days and requires a Magical Theory(Enchanting) test with a target number equal to the desired Force of the tatoo.   Successes from the Magical Theory test reduce the time to create the formula.   Unlike standard enchanting, however, tatoo magic requires two vessels, the physical vessel and, of course, the tatoo.
   The tatoo must be created using special inks distilled from various alchemical radicals(the specific radicals required vary with each tatoo and are left to the GM's discretion, a good rule of thumb is half a unit of radical substance per force point desired).   Special needles are also required, and must be created for each tatoo.   However, if multiple tatoos using the same formula are to be drawn, then the needle may be re-used.
    The physical vessel is either an artistic representation of the power the tatoo is to possess, or the actual form the tatoo takes when it is activated.   The higher the Force of the desired tatoo, the more complex the physical vessel must be.
    For creature tatoos, the physical vessel must incorporate some part of the creature which is to be summoned by the tatoo.   If the creature can be captured alive, then all subsequent tests to enchant the tatoo gain a -1 bonus.   If capturing the creature alive proves too difficult, the enchanter may create an image of the beast which uses matereials taken from the body of the appropriate critter.   This image can be in any form, as long as it is made by hand.   Electronic, magical, or mechanically created images do not satisfy this requirement.
    Power tatoos also require a hand-made image, but this image must incorporate some material related to the power which the tatoo will wield.   For example, to create the above mentioned flame aura spell, the enchanter might have to draw a picture of a man engulfed in flames with a pen made from the feathers of a phoenix or re-create an object that had been destroyed by a fire elemental.
    The physical vessel for weapon tatoos is, wonder of wonders, a weapon of the same type as the weapon which the tatoo will summon.   Like the other vessels, the weapon must be hand-crafted, no shortcuts here.   If there are no enchantments on the weapon, the physical vessel must incorporate at least one half unit of iron radical per force point.   Each additional enchantment also requires additional material related to the specific power.(For suggestions on powers and materials for taoos, see Appendices A and B)
    No matter what kind of tatoo is being created, the enchanter can also add additional alchemical ingredients to help decrease his target numbers for enchanting, as well as lowering the final karma cost to bond the tatoo.   By adding a number of units of alchemical radicals from one arcana equal to the final Force of the tatoo, the enchanter gains a -1 bonus for all his enchanting target numbers.   For two arcana, the bonus increases to -2, and the final bonding cost is reduced by the Force of the tatoo.   For three arcana, the bonus increases to -4, and the final bonding cost is reduced by twice the Force of the tatoo.   If the physical vessel is virgin(ref.:   Grimoire 2©), the enchanter gains a -1 bonus to his/her enchanting rolls, and the final bonding cost is reduced by the Force of the tatoo.   A number of units of orichalcum may also be added to the vessel up to the Force of the tatoo.   For each unit of orichalcum added, the enchanter enjoys either an additional -1 to his/her enchanting target numbers or a decrease in the final bonding cost equal to the Force of the tatoo.

The Enchanting

    The enchanting of the tatoo is a rather lengthy and complicated process.   Once the enchanter has the two vessels created, he/she must then begin to ground the magic into them within one week.   If the week passes without the enchanter beginning the enchanting process, then the vessels are both useless and must be re-made.   The first step is binding the necessary magic for the tatoo's abilities into the vessels.   This step shares many similarities to the metamagical ability of anchoring and uses the same basic rules.   Although this step is similar to anchoring though, it is not.   Many of the abilities tatoos can have cannot be duplicated by spells, therefore, traditional anchoring cannot be used.   Because of this, any full magician, enchanting adept, or tatooed adept can create any tatoo.   Other adepts may also create tatoos subject to GM's approval.   Having a spell or ability that emulates the power being grounded (i.e.: knowing the flame aura spell when creating a power tatoo that produces the same effect)drastically reduces the target numbers for binding the power to the vessels, cutting them in half.
    The base time for the initial binding of a creature tatoo is one week per Force Point plus an additional week for each power the creature naturally possesses.   A tatoo enchanting test with a target number equal to the Force of the tatoo plus the number of powers naturally possessed by the creature is required, and each success from the test cuts the time required by half.   Note that if the test fails, the enchanter will not realize this until after the full base time has passed, at which time he/she must begin the process over again.
    The time required for the initial binding of a power tatoo is one month plus two weeks per Force point.   The target number for the tatoo enchanting test is twice the desired Force of the tatoo and successes decrease the time required in the same way as for creature tatoos.
    The time required for weapon tatoos is a base of two weeks plus one week per Force point with additional time required for each power the weapon is to possess.   The additional time required varies with each power being added and is cumulative.   The tatoo enchanting test target number is the desired Force of the tatoo plus a modifier for each power being added.   Like the additional time requirement, the target modifiers vary based on the specific powers being added and are cumulative.   The successes in this test decrease the time to enchant in the same way as for creature tatoos.
    Drain must be resisted after the initial binding.   The code is dependant on the type of tatoo and the exact powers it possesses.   The base drain for a creature tatoo is (F)M for normal critters and (F)S for paranormal critters.   The GM may wish to make the drain higher for more powerful critters.   The base drain for power tatoos should be figured in the same way as for spells with two changes.   Increase the drain level by one additional level and use Force rather than Force divided by two.   The base drain for a weapon tatoo is (F)L with increases to the drain code based on the individual powers that may be added to the weapon.
    Once the initial binding is finished, a watcher-like spirit is conjured and bound to the individual who is receiving the tatoo (See The Conjuring for more information).   After teh spirit has been sucessfully bound, the spirit, tatoo, and physical vessel must be boonded to each other and the recipient in the final phase of the enchanting (see The Final Binding for more information).

The Conjuring

    The spirit that is conjured and bound into the tatoo has many similarities to a watcher (ref. Grimoire 2©), and serves two primary purposes.   Its main purpose is to maintain the power flow to the tatoo's manifestation so that the wearer does not have to be distracted by maintaining it.   This is also the method which allows mundanes to use tatoos.   The spirit's secondary purpose is to protect the tatoo, which can be attacked astrally.   The spirit may be summoned at any Force, but it must at least equal the Force of the tatoo.   Like a watcher, these spirits are not extremely bright, but they are relatively dangerous in astral combat.   They do (F+2)M damage when attacking astrally and can be taught how to mask.   If a mundane is using a tatoo, the spirit is also responsible for activating the tatoo, using a skill equal to one half its Force, rounded down.
    The actual conjuring of the spirit is a bit more complex than summoning a watcher.   The conjuring must begin within an hour of the successful completion of the initial bonding, and must be successfully completed within twenty-four hours.   The first step in the conjuration is an astral quest with a Quest Rating equal to the Force of the spirit.   The quest lasts for a number of hours equal to half the Force of the spirit.   When the questor finally reaches the Citadel, he/she must pit his/her conjuring skill against the Force of the spirit.   Drain must be resisted immediately after the quest ends, whether it is successful or not.   If the quest failed, the conjurer may re-try the quest at +1 to the rating for as long as he has time available.   If the drain following the quest is enough to knock the conjurer unconcious, the spirit is freed and returns where it came from.   If the spirit is summoned successfully, it must immediately be bound to the person who is recieving the tatoo.   This requires an expenditure of karma on the recipient's part equal to the spirit's Force.   Once the spirit is bound, it does not count against the conjurer's limit on the number of watchers he/she may maintain at the same time.   For a cost of five additional karma and a three-point increase to the quest rating, the spirit may be given the ability to mask both itself and the tatoo at the initiate grade of the summoner.

The Final Binding

    Once the conjuring is completed, the enchanter has twenty-four hours to begin the final phase of the enchanting process.   The final phase of the enchanting is the binding of the physical vessel, the tatoo, and the spirit into one cohesive construct which is attached to the recipient's astral aura.   It is this construct which allows the tatoo to exist independently of its summoner's magic, and which also serves as its primary defense against astral attack.   The final binding is, perhaps, the easiest part of the enchanting process.   The enchanter makes a tatoo enchanting test against a target number equal to the Force of the tatoo, and, if this test is successful, the physical vessel disappears and the tatoo glows with bright light for a few moments.   If the test fails however, the enchanter has one more chance to salvage his/her work; another test must be made with the target number increased by two.   If this test fails, the tatoo is lost beyond repair, and the process must be begun again.   Note that if less than a week has passed since the physical vessel was finished, then it can still be used to re-try the enchantment, as can the spirit.   If more than a week has passed, the physical vessel must be re-created, but the summoned spirit merely has to be re-summoned, the karma to bond it does not have to be spent a second time.   The tatoo will fade within moments of the failure of the final binding and must be redrawn.   Whether the test succeds or fails, the enchanter must resist the same drain that he/she resisted after completing the initial bonding.   Once the final bonding is completed, the tatoo may be summoned as a complex action by the recipient.   The karma cost for the final bonding of any type of tatoo is the same, ten times the Force of the tatoo.

Appendix B:   Power Tatoos

Appendix C:   Weapon Powers

Appendix D:   Tatoo Rules

    Enchanting a tatoo does not use the standard enchanting skill, it is so different from traditional methods that a would-be tatooist must learn an entirely new skill.
This shows where the new skill, called tatoo enchanting, fits into the skill web.
    Summoning a tatoo into existence uses the conjuring skill for creature and weapon tatoos and the sorcery skill for power tatoos.   The target number for activating a tatoo is equal to one half the tatoo's Force.   When a creature tatoo is summoned, the summoner must resist (F/2)M drain.   The drain for a power tatoo is the same as if it were a spell being cast, but the drain level is decreassed by one, and the Drain target modifier is cut in half.   The drain for weapon tatoos is usually (F/2)M, however, some weapon powers will increase the drain code for summoning the weapon.   There is no penalty for maintaining a creature or a weapon tatoo, but the penalty for maintaining a power tatoo is the same as that for maintaining a spell.
    Tatoos behave rather oddly in astral space.   Because they are constructs using three different forms of existence they cannot be destroyed very easily.   Dispelling has no effect whatsoever on a tatoo.   If someone attempts to dispel the watcher, it uses its bond to the wearer to remain, and if someone attempts to dispel the tatoo's magic, its bond to the watcher protects it.   The only way to affect a tatoo is through astral combat, which is a risky proposition, as the tatoo's magic reacts much like a spell, and the watcher will also take a hand in any astral combat.   If the watcher is defeated astrally, it returns to the metaplane it came from, but it can be re-summoned and the tatoo repaired simply by repeating the summoning and bonding of the spirit.   Once the spirit is destroyed, the magic of the tatoo fails and can no longer be summoned, nor can it be attacked astrally, as its imprint is too weak to affect any longer.   If the tatoo's magic is destroyed in astral combat however, the tatoo itself will disappear, and it is permanently destroyed.   A note concerning the physical manifestation of tatoos:   critters created by a creature tatoo heal one box of damage per hour they are inactive.   If the creature is killed while manifested, it cannot be summoned for twenty-four hours, at which time it will have healed one damage box.   A weapon which is destroyed while physically manifested must be repaired by hand, it will not heal itself.   The physical manifestation of power tatoos usually cannot be affected, but if it is somehow hurt or destroyed it must be reaired by hand just like a weapon tatoo.
    As far as the tatoo being used to attack someone astrally, this can only be done if the tatoo is active.   A dormant tatoo, like a dormant focus, does not provide a bridge to the physical plane that can be used to attack someone.   Also note that while some tatoos may be masked, this masking does not extend to the person wearing the tatoo.
    Tatoos affect magically active characters rather oddly.   For every fifteen Force points of tatoos that a magically active character has, his/her Magic attribute is increased by one.   If a character ever has more Force points of tatoos than four times his/her augmented Magic attribute, however, he/she permanently loses all other magical abilities except astral projection, conjuring of watchers, and the ability to go on astral quests.   No mundane can have more than four times his/her essence in tatoo Forcce points, and no magically active character can have more than eight times their augemnted Magic attribute in tatoo Force points.   Tatoos also tend to interfere with astral perception, for every twenty tatoo Force points a character has, increase all astral perception target numbers by one.
    Tatoos also help defend a character, for every twenty-five tatoo Force points a character has, he/she gains one point of hardened armor.

Appendix E:   Character Creation

    Creating a tatooed adept character is similar to creating any other magical character.   They are Priority B adepts (or 15 points if you use the points system) and spend their Force points on tatoos rather than spells.   Note that these tatoos do not cost the character any nuyen, but if he/she wishes to purchase additional tatoos, they must pay one half the tatoo's listed cost.   If the GM wishes to allow it, non-tatooed adept characters may also wish to start the game with tatoos, the costs and availability for some tatoos are given below, but the GM may adjust these up or down seems appropriate.

Appendix F:   Equipment Table