Tattoo Magic
(Tattoo magic has been edited due to the fact that most people should be able to get one, no offence to the original writer.)
(This image is not used here as any form of challenge to "Boris Vallejo", as he is one of the Best Artists alive today.  It suits the idea of tattoo magic.)

Tattoos

As with regular tattoos, magic tattoos require needles and inks. However, just any old needles and inks won't cut it. They have to be enchanted. A needle is made using an Enchanting (Artificing) Test (Grimoire 23-26).  Formula design and enchanting process are the same as a spell lock with the following modifications: base target # for enchanting is 6, bonding cost is 4, and the enchanting process requires one unit of orichalcum. Inks are made using an Enchanting (Alchemy) Test (Grimoire 22-23). The inks are always made from herbals and may not be used in any enchanting process other than Tattoo Making. If a magician doesn't wish to go through all that trouble, he can get supplies from a talismonger. Needles are 150,000Y each with Availability 3/72 hours and Street Index 2. Inks are 300Y per unit with Availability 3/24 hours and Street Index 1.5.

Just before using the inks to make a tattoo, ingredients specific to the tattoo must be added. For animal and monster tattoos, this is something from the hide of the critter in the tattoo (hair, feathers, scales, etc.). For monster-shaping tattoos, this is five drops per Force Point of the tattoo of the blood of the critter in the tattoo. For simple weapons, this is a quarter-unit of iron alchemy radical per tattoo Force Point. For magic weapons, this is a half-unit of iron alchemy radical per tattoo Force Point plus a unit of orichalcum. The ingredients necessary for power tattoos are in their descriptions.

A tattoo must first be designed using Magical Theory. Designing a tattoo formula uses the same process for designing spell formulae (Grimoire 114-115). Each formula is sub-species specific so that using the wrong formula wastes ink. Once a formula has been designed, the tattoo maker (who must be a full magician or an enchanter adept) must have the subject present in an enchanting shop with an enchanting library or a medicine lodge of a rating at least equal to the Force of the tattoo. Making a tattoo takes two times the tattoo's Force in hours and consumes the tattoo's Force in units of ink (though at least ten units must be present to get a good colour range). The enchanter then makes an Enchanting (Tattoo Making) Test against a target # equal to the tattoo's Force. Successes are split between dividing the time and controlling potential damage. The minimum time to make a tattoo is one hour. After the tattoo is made, the recipient must resist an attack with a number of successes equal to Force-damage control successes. Base damage is (F)L for animals and simple weapons, (F)M for monsters and magic weapons, and (F)S for monster-shaping and powers.  Unlike other forms of enchanting, the enchanter must resist Drain, due to the relative rapidity of the grounding of the magic energy. Drain code is the same as the damage code, except that damage is stun if the tattoo's Force is equal to or less than the enchanter's Magic. To complete the process, the appropriate amount of Karma must be expended. Karma cost is Forcex2 for animals and simple weapons, Forcex3 for monsters and magic weapons, and Forcex4 for monster-shaping and powers. The enchanter may pay part of the cost, but the recipient must pay at least half. The typical charge for a tattoo is Forcex500Y for animals and simple weapons, Forcex1000Y for monsters and magic weapons, and Forcex2000Y for monster-shaping and powers. 100Y will also be charged per Karma point the enchanter expends.  Among the effects of the tattoos are that each tattoo increases the recipient's Essence by .2, which increases Magic by the same rate. This extra Essence cannot be expended for cyberware. Also, starting with the 7th tattoo and with every third tattoo thereafter (10th, 13th, etc.) the adept receives a point of hardened armour. Tattoos work in the same manner as spells, except instead of the Magic Pool, the Tattoo Pool is used. The Tattoo Pool is equal to one half combined Willpower, Intelligence, and Body. Assistance is also available from specific tattoo and tattoo category foci (other than purpose, they're identical to the specific spell and spell category foci). The only way a tattoo can be removed is to amputate the limb where said tattoo is or kill it in astral combat (CANNOT use dispelling). If a tattoo is killed in astral combat, the tattoo disappears and the adept must resist damage as if he had just received the tattoo.

When an animal tattoo is activated, a form made of an ectoplasm-like substance of the animal in the tattoo appears. The animal in question must attribute points and a Threat Rating point for every two successes in the Activation Test. If it is killed before the adept stops sustaining it, then it can't be re-activated for a number of hours equal to its Force. No matter how badly it was wounded previously, it will be back at full strength when re-activated. Drain is ((F/2)+1)L for critters under 2 meters length, ((F/2)+1)M for critters 2-5 meters length, and ((F/2)+1)S for critters over 5 meters length.

Monster tattoos work in about the same manner as animal tattoos, except that the tattoo is of a non-sentient paranormal critter. A good way of determining sentience is if it has no Charisma attribute listed, it's non-sentient. Drain is ((F/2)+1)M for critters under 2 meters length, ((F/2)+1)S for critters 2-5 meters length, and ((F/2)+1)D for critters over 5 meters length.

When a monster-shaping tattoo is activated, the adept is covered with an ectoplasm-like substance that is in the form of a paranormal critter depicted in the tattoo. The critter in question can be sentient or non-sentient but it must be bigger than the adept. The form will not possess any powers that the critter might normally have, though they can be simulated with other tattoos. The form will have the same physical attributes as it would as a monster tattoo. Drain is ((F/2)+3)M for critters under 3 meters height/length, ((F/2)+3)S for critters 3-7 meters height/length, and ((F/2)+3)D for critters over 7 meters in height/length. The critter in question may be no bigger than 12 meters. When a simple weapon is activated, the weapon depicted appears in the adept's hand. The weapon in question can be a hand-to-hand or thrown weapon that isn't technologically based (ie., no stun batons or grenades). When fighting with the weapon, the adept doesn't suffer the target # penalty for sustaining the tattoo. Drain for all simple weapons is ((F/2)+Reach)L.

Magic weapons are simple weapons with various modifications. These features can be mixed and matched on a single tattoo. Drain modifiers are to the Drain Code of the simple weapon and are cumulative. If the weapon depicted has wings on it, it can be thrown three times its normal range and will return to the adept after it strikes, adding +1 to the Drain target. If the weapon has a snake coiled around it, the successes in the Activation Test are added to the Power Rating when used against reptilian critters, adding +2 to the Drain target. If the weapon is dripping blood, add the successes to the Power Rating, increasing the Drain level by one. If the weapon is covered in flames, the Armour Rating of vehicles and critters with hardened armour is halved, increasing the Drain level by one and adding +1 to the Drain target.

When a power tattoo is activated, it carries out a spell-like function. Many will be exactly like a spell and will use the same stats as that spell. Here's a list of power tattoos:

Pre made Tattoo's

Chain Encircling a Brain: As long as this tattoo is sustained, the successes from the Activation Test count as automatic successes when resisting control manipulations and mind probes. Drain is ((F/2)+2)M. The ingredient necessary is a chip from a vampire's skull.

Chain with a Broken Link: When this tattoo is sustained, the adept's Strength is increased by the successes in the Activation Test. Drain is ((F/2)+3)S. The ingredient necessary is ten drops of troll blood.

Cross: When this tattoo is sustained, any critter with the Essence Drain power cannot come within the Activation Test's successes in meters of the adept. Drain is ((F/2)+2)L. The ingredient necessary is one unit each of alchemy radical iron and silver.

Eye with a Dagger In It: Same as Blind spell (See Good Fun Grimoire). The ingredient necessary is the eye of a ghoul.

Eye with Tears: Same as Mindlink spell (Grimoire 128).The ingredient necessary is a palm-sized spell lock with a Mindlink spell of the same Force as the tattoo on it ground up.

Eyes: Three: Provides the adept with astral perception. Drain is (F/2)M.  The ingredient necessary is a chip from a hand-to-hand combat weapon that did at least Moderate damage at once to a spirit.

Heart with Large Wings: Same as Flight spell (See Good Fun Grimoire). The ingredient necessary is some feathers from a griffin.

Heart with Small Wings: The adept's running speed is multiplied by the successes in the Activation Test. Drain is ((F/2)+1)M. The ingredient necessary is ten drops of leshy blood.

Knight in Full Body Armour: Same as Armour spell (SRII 158).The ingredient necessary is a palm-sized spell lock with an Armour spell of the same Force as the tattoo on it ground up.

Lightning Bolts: The adept will be able to fire lightning bolts for a number of combat turns equal to the successes in the Activation Test. Each attack takes a Complex Action with (F)M damage with Magic as a Combat Skill against target #4 with range LOS. Drain is ((F/2)+2)S. The ingredients necessary is the claw of a thunderbird.

Phoenix Rising from the Flames: Same as Heal spell (SRII 155), plus can bring back to life someone who has exceeded his or her damage overflow limit. The subject will be at deadly damage but stabilised. However, everytime this is attempted, the adept must resist ((F/2)+1)D Drain and will lose one point of Magic, no exceptions. The ingredient necessary is a palm-sized spell lock with a Heal spell of the same Force as the tattoo on it ground up, plus ten drops of vampire blood.

Rose with Thorns Dripping Blood: Same as Treat spell (SRII 155). The ingredient necessary is a palm-sized spell lock with a Treat spell of the same Force as the tattoo on it ground up.

Skull Coiled with Thorns: Same as Death Touch spell (Grimoire 126). The ingredient necessary is one unit of alchemy radical hemlock.

Skull Engulfed in Flames: For a number of combat turns equal to the successes in the Activation Test, the adept is surrounded by a flame aura the same as the critter power (SRII 218) using Magic instead of Essence.  The adept will also be able to shoot fireballs with (F)S damage. Fireball attacks work the same way as attacks with the Lightning Bolts tattoo. Drain is ((F/2)+2)D. The ingredient necessary is the claw of a phoenix.

The target # for Activation Tests of tattoos that don't work exactly like a spell is 4.

Some notes on designing a tattooed adept character: Anyone may become a tattooed adept as long as they have at least adept status. When choosing skills, keep in mind that the tattooed adept is generally combat oriented and will have at least Armed Combat. They also tend to not know much about sorcery or conjuring and usually don't have these skills. However, many will possess Magical Theory to design tattoos, as most tattoo-makers will give a 5-10% discount to those who bring their own formula. When designating which tattoos the adept will have, the base cost of the tattoo is paid with Resource money. Each Resource Force Point translates to a tattoo Force Point.

Touch Geas

This geas can only be selected by tattooed adepts. When the adept wishes to activate a tattoo, he must touch it with his fingers. Adepts with this geas will typically go around bare-chested. If for any reason the adept cannot touch the tattoo, the geas is broken.

The Good Fun Grimoire

Astral Gateway
Category:Manipulation
Type:Mana
Range:LOS
Target:6
Duration:Sustained
Drain:((F/2)+3)D

Same as free spirit power on page 79 of The Grimoire.
 

Blind
Category:Illusion
Type:Mana
Range:LOS
Target:Willpower(R)
Duration:Sustained
Drain:((F/2)+1)M

This spell causes the target to be completely visionless. While under this spell, the target is to be treated as if in complete darkness with normal vision (SR II 89).

Diagnosis
Category:Detection
Type:Mana
Range:Touch
Target:10-Essence
Duration:Instant
Drain:((F/2)-1)M

This spell allows the caster to learn the specifics of a person's physical condition. The caster also learns of any physical maladies the person may be suffering.

Energy Disruption
Category:Manipulation
Type:Physical
Range:LOS
Target:Object Resistance Table
Duration:Sustained
Drain:((F/2)+2)M

This spell causes any powered device its cast upon to cease functioning. The device in question isn't damaged, it's just cut from its power supply. When the spell is dropped, the device shall function as normal.

Flame Blade
Category:Combat
Type:Physical
Range:Touch
Target:4
Damage Level:S
Duration:Sustained
Drain:((F/2)+1)S

A flaming blade of about one meter length appears in the caster's hand. The caster fights with it using Armed Combat. However, the caster doesn't suffer target # penalties in combat while sustaining the spell.

Flight
Category:Manipulation
Type:Physical
Range:Touch
Target:4
Duration:Sustained
Drain:((F/2)+1)M

This spell allows the caster to fly at a maximum height of 100 meters. Speed is Magic x successes in meters per combat turn.

Intangibility
Category:Manipulation
Type:Physical
Range:Limited
Target:4
Duration:Sustained
Drain:((F/2)+2)S

This spell causes the caster's body to be intangible on both the physical and astral planes. While intangible, the caster cannot be affected by any form of contact. However, the caster also cannot speak, move, or perform any other magic.

Pass Through Barriers
Category:Manipulation
Type:Physical
Range:Limited
Target:4
Duration:Instant
Drain:((F/2)+3)M

This spell allows the caster to walk through a barrier with a maximum thickness of the spell's successes in meters. If the barrier is thicker than the caster is able to go through, he will be flung back to where he started, taking (F)M in physical damage and can't act for a number of turns equal to the successes.

Retro-Viewing
Category:Detection
Type:Mana
Range:LOS
Target:4
Duration:Sustained
Drain:((F/2)+3)S

This spell allows the caster to see into the past as far back as one hour per success. The magician can only see the past events of the area he's looking at. Also, the magician can only see, not hear.

Steal Skill
Category:Manipulation
Type:Mana
Range:Touch
Target:Willpower(R)
Duration:Sustained
Drain:((F/2)+2)S

This spell allows the caster to use someone else's skill at their expense. If the caster wins the opposed test, he gains one point of skill per extra success. For every point of the desired skill the caster gets the target loses one point. If the target ends up not having the skill the caster wanted and the spell is successful, the caster will end up with another one of the target's skills of the GM's choice. When using the stolen skill, the caster doesn't suffer the target # penalty for sustaining the spell. The target will regain the skill at one point per hour after the spell is dropped.

Telemechanics
Category:Detection
Type:Physical
Range:Touch
Target:4
Duration:Sustained
Drain:((F/2)+1)D

This spell gives an understanding of a mechanical device that is touched during the casting, providing a use and/or B/R skill equal to the successes from the test (if such a skill is already possessed, add the successes to the skill). It can also be used to diagnose any mechanical problems.

Time Deprivation
Category:Illusion
Type:Mana
Range:LOS
Target:Intelligence(R)
Duration:Sustained
Drain:((F/2)+1)S

This spell messes up the target's sense of time. Game effects include initiative roll and universal target # penalties equal to the net successes of the spell. Add another +2 target # penalty if the skill in question requires the measurement of time or use of timing devices (such as Demolitions).

Unlock
Category:Manipulation
Type:Physical
Range:LOS
Target:Object Resistance Table
Duration:Instant
Drain:((F/2)+1)M

This spell will unlock any sort of lock, from old-style tumbler locks to high-tech electrical locks. It will not, however, unlock anything that is sealed by magic.