|1||My goal was to create an Atlantis that was more exciting than the ancient legends, something both beautiful and frightening.|
|2||Live fish about the size of a man's hand fall out of the sky (if frogs, they are dead).|
|3||Unable to control her curiosity, she opened the box (the rift) and inadvertently released all the sorrows and troubles of man into the World.|
|4||Even events that involve the possible betrayal of a city or even Lord Splynncryth are watched with delight.|
|5||Her best friend is Myrrlux, a Volate Metztla!|
|6||There are reasons humans consider most supernatural beings to be demonic and this is why.|
|7||They are a high spirited, energetic and cheerful people, but also cruel and evil.|
|8||The Murex might be considered a hell-spawned demon, for although it is not supernatural, it is so evil and cruel that it can hardly be considered anything else.|
|9||The word Sunaj is "Janus" spelled backwards.|
|10||A horrible fate for a gentle race of sentient beings.|
|11||Most buyers view them in much the same way as humans once viewed pit bulls, Doberman pinschers and other varieties of attack dogs, as being powerful, cunning, mean and extremely dangerous — that's what they are paying for, so they will take the risk.|
|12||To a stone master, a sculpture of a Splugorth is as beautiful as the sculpture of a woman.|
|13||Bio-wizardry is the magic (a science?) of enslavement (the Splugorth's specialty) and genetic manipulation. It is frequently used to augment, transform, deform, mutilate, and enslave.|
|14||Even some deceptively simple or typical appearing rune weapons are soul drinkers.|
|15||Game masters MUST NOT feel obligated to make every kind of magic, magic weapons and cool high-tech weapons and items available to their players.|
|16||This is a super all-environment vehicle of war that has annihilated many enemies in the past, including The Mechanoids.|
Violence and the Supernatural
This book may be inappropriate for young readers.
The fictional world of Rifts is violent, deadly, and filled with supernatural monsters. Other dimensional beings, often referred to as "demons" torment, stalk, and prey on humans. Other alien life forms, monsters, gods, and demi-gods, as well as magic, insanity and the supernatural are all elements in this book.
The fictional continent of Rifts Atlantis is a place ruled by monsters. Their customs, magic, technology and practices are evil, violent, and monstrous.
Some parents may find the violence and supernatural elements of the game inappropriate for young readers players. We suggest parental discretion.
Although there are historical references to real places, events and myth, Rifts Atlantis is a work of fiction. The magic, monsters, and heroes are all fictional — make-believe.
I know that some of you think these disclaimers are pointless or silly, but there are parents and players alike who are concerned about the things they read and play. I just want to assure those concerned individuals that there is nothing real, evil, or demonic about the fictional magic, monsters, characters, devices or anything else in this book. Role-playing is an excursion into the world of fantasy. Atlantis, Rifts Earth, and all the other Palladium role-playing games and supplements are just vehicles one can use to visit some of these fantastic, imaginary worlds.
Please be further advised that the descriptions about bio-wizardry and rune magic may be seen as pretty disgusting, disfiguring, violent, and terrible. That's because the Splugorth, the creatures who have developed and use these forms of magic, are vile, evil, disgusting, violent, and terrible beings! Their magic and technology is an ugly reflection of their horrible, evil nature. Like any form of technology, magic in its many fictional depictions can be used for good or evil, to liberate or enslave, to heal or mutilate. The Splugorth have chosen evil, slavery, and mutilation.
I honestly don't think that anything in this book is so terrible or disgusting that people will faint or be upset. In fact, with this commentary, many of you are likely to read the sections and may wonder what all this precautionary talk is about. I just wanted to warn some of you with more delicate dispositions that there may be some strong material. Along those lines, if you feel this material is disturbing or inappropriate for your games, then don't use it. Much of the bio-wizardry information and devices is intended to be used for non-player villains and monsters anyway. Again, it is as much a story-telling device to show the vile nature of the Splugorth as anything else. Thanks for your understanding.
Erin Tarn is no Three Dog, tragically.
Rifts® World Book Two: Atlantis Part 2: "Live fish about the size of a man's hand fall out of the sky (if frogs, they are dead)."
I'm putting in this map to mention Atlantis' location is based on Edgar Cayce .
through the eyes of Erin Tarn
Excerpts from her book:
Traversing Our Modern World (circa 100 PA)
Erin Tarn has never fucking seen Atlantis, how could we see it through her eyes?
Anyway, Erin has heard a bunch of goddamn stories about Atlantis, but she doesn't know what's true or what's not. But she's going to keep writing anyway!
What she does think to be true is that Atlantis returned from a "dimensional limbo", which caused the ocean levels to rise and devastate the coastlines. Some people believe in Atlantis! Some people still don't.
Anyway, by the time humans figured out there was a continent there, the Splugorth had already set up shop, whatever they are. Also, the Bermuda Triangle (aka the "Demon Sea") is apparently a big dimensional fuckup zone that makes travel to Atlantis either lengthy or very dangerous.
It turns out Atlantis it vanished 6,000 to 10,000 years before the Rifts! The legends say it was utopian special place of amazement, but then the ocean ate it and people forgot about it. But it's back! It might be a sliver from another dimension. She doesn't know!
Also, Victor Lazlo wrote about the Bermuda Triangle. That means it's legit magic, folks! Legitimately dangerous , most likely, given the tendency for people who follow his bumbling clues to fall into a rift.
Just like Victor Lazlo.
So, Erin Tarn gives us some facts!
It's a bird! It's a plane! It's super rifts!
Rifts® World Book Two: Atlantis Part 3: "Unable to control her curiosity, she opened the box (the rift) and inadvertently released all the sorrows and troubles of man into the World."
Atlantis and True Atlanteans
Wait, there are fake Atlanteans? You can't have a revelation about "fake" Atlanteans until you introduce them! Steve Sheiring is given co-credit for this, too, and the Atlanteans will become a mainstay of Rifts® .
Atlantis was super magical during a time that the Earth was way more magical (like 1/8 the current magical levels of Earth), and Atlantis was the first civilization that dominated the Earth. They also teamed up with dragons called the Chiang-Ku, who knew how to make magic tattoos.
occamsnailfile: Because you know what is and that is dragons with tattoos.
Anyway, they made a utopia using magic pyramids (like in a new age shop, only jumbo-sized) and magic rocks. They messed around with dimensional technology to teleport to work and stuff and certainly this had no consequences. It didn't attract magical invaders and stuff. Okay. It totally attracted magical invaders they fought off, and also fought the Splugorth. No, we don't know what the Splugorth are exactly yet, but they fought them.
Rifts Protip: Don't try and build anything vast or grand, because you're just goatse'ing your asscheeks wide for the incoming broomhandle.
So they tried to open a rift that connected several worlds at once because , but accidentally opened a super rift that stretched from Egypt to Yucatan, even though there was no Egypt or Yucatan. It wrecked just about everywhere around Atlantis and let out monsters. They were able to shut it down, but it drained the world's magic up, and stuff was pretty wrecked.
But it also left behind magic triangles across the world that were dimensional nexuses where monsters could come through. Also the legend of Pandora was totally about the super rift, even though that makes no sense.
The Atlanteans were super sad. All they had wanted was unlimited cosmic power! They hadn't meant to hurt anyone! So they went around to make things right by killing a fuckton of monsters, including vampires. They created special Undead Slayer people to kill Vampire Intelligences (the fangblobs from Rifts World Book One) and stuff.
But it turns out non-Atlanteans were pretty upset with getting their world blown up and so they killed them bunches of Atlanteans when they could, because the Atlanteans had been a bunch of ivory tower doofuses and had never actually explored Earth that much, because they were too busy studying other dimensions like the Land of Dairy Queen.
The Final Days
Then the magic on Earth wound down and Atlantis became more unstable to the Atlanteans mostly fled to other worlds and became a lost tribe of some kind. Atlantis vanished by really went into magic limbo. Also Atlantean survivors may have helped build Stonehenge.
The End!... OR IS IT?!
The Atlantis of Today - Rifts Earth
When the magic came back, Atlantis came back with it... because! And then it got covered with Rifts. And out of those rifts came the Splugorth! They enslave people, as you may have heard.
Descendants of Human Atlanteans
"Jedi? Never heard of 'em."
The Atlanteans were so bummed at being a bunch of cosmic screwups that they decided they were cursed and never built a civilization again. But they're still about magic and being wizards and travelling dimensions! Because they don't learn important lessons.
They wander dimensions and fight monsters, like Jonathan Smith on Highway to Heaven . They've basically got a millennia-old guilt complex and so they're always trying to make sure magic isn't used for evil and that supernatural villains are thwarted.
Apparently they have reunions every century or so, and only the Aerihman clan doesn't show up. They say their clan leader, Aerihza, is looking to build an empire and is working with supernatural forces!
But I'm sure it's all just rumor.
occamsnailfile: it seems sort of lopsided how the evil guys never have a faction go ‘you know, we’re tired of all this torture and evil, we’re going to see how this cooperative compassion stuff works’
The Return to Earth
A lot of Atlanteans are totally burnt out on Earth and don't want to go back, but some have come back to help out humans against evil stuff. They've helped found New Lazlo and the Cyber-Knights, and are really freaked out at all the monsters around. They really hate vampires and the Splugorth, particularly.
They're studying Earth's magic because they think the information might be important!... not sure how, but they do.
The Unknown Enemy
However, a secret enemy is going around murdering Atlanteans! like 10-15% of them have been offed. They think vampires or Splugorth might be behind it. Obviously, even though the Aerihman are totally suspicious, they can't be behind it because they're A) Atlantean and there are no evil Atlanteans and B) they just lost 1300 people to the mysterious attackers but somehow still don't know shit about them. So mostly people are worried that the Aerihman are getting into danger by going after the assassins single-handedly.
True Atlantean R.C.C.
They're super humans! They're tougher and smarter and way more special than humans. They live for five centuries and are strong-willed, arrogant jerks that don't listen to other people. I mean, they're noble and good and all that, and certainly not jerks, what was I thinking?
Character Information common to most Atlanteans
Atlanteans are generally good, superior to humans in all ways except Prowess (they particularly have high Mental Endurance and Strength). They get a horror factor of 12-14, even though they just look like tall, pretty (white) humans because everybody is so impressed with them even though most people have no fucking idea they're anything special at all. They also get magic tattoos called the "Marks of Heritage" that make them M.D.C. and give them extra P.P.E. Apparently most of them are wizards. 12% of them are Temporal Wizards, but there's no such class in the book. 4% of them are Mind Bleeders! But that's not in the book either. Some are Undead Slayers, Stone Masters, or Nomads, which are in the book. Hooray!
occamsnailfile: i think having a horror factor of 14 for being just too pretty is the first time i’ve seen a mechanical example of twilightsville, and like ten years at least before those books
Apparently they get more powers, anyway, they can't be transformed by magic ever, they can sense vampires for 1000 feet, sense rifts and ley lines, operate dimensional pyramids, ley line phase,and get bonuses against magic and horror factor.
Oh, and 60% of the adventuring Atlanteans are male! I guess more female Atlanteans stay... at... not... home?
The Undead Slayer O.C.C.
True Atlantean Tattooed Man
They fight vampires and the Minions of Splugorth!... and it tells us to wait until the Tattoo Magic section.
Apparently having tattoos is a damn occupation , damn interdimensional punks.
The Atlantean Nomad O.C.C.
Basically just interplanar hobos. They get some magic tattoos (we don't know what those do yet, other than translate), and speak Greek with perfect fluency for no readily apparent reason other than fucking Plato.
Fuck you, Plato, this is all your fault.
Next: Atlantis has been taken over by the mmmonsta mash. (The monsta mash!)
For those wondering why the Splugorth don't enslave from Africa very often, well... that's metaplot , folks. Are you excited?
But why do the monsters still just call it what Plato called it? Why not call it "Splynnvania" or "Monsteropolis"?
Rifts® World Book Two: Atlantis Part 4: "Even events that involve the possible betrayal of a city or even Lord Splynncryth are watched with delight."
The Splugorth's Atlantis
A film by John Hughes. (Cue heartwarming music.)
An overview of Atlantis under the control of the Splugorth
You know what I don't see in these pictures? Monsters.
Atlantis is pretty! But it's run my monsters. They keep human slaves, and it's run by the Splugorth and their allies. Lord Splynncryth, who's an alien intelligence, and also a Splugorth. He doesn't bother conquering more than Atlantis, he likes it and world conquest is just too much pressure, mang. He knows other monsters will try and take over Earth, so he's just getting ready for war. Anyway, Earth is a great vacation retreat for unspeakable, squamous horrors, as it turns out.
The Minions of Splugorth
Anyway, he has flunkies!
Time to keep your
Rifts® Conversion Book
at the ready! What, you bought that before you bought this, right? Right?
Rifts® World Book Two: Atlantis Part 5: "Her best friend is Myrrlux, a Volate Metztla!"
Key Places in Atlantis
General Regional Data
Atlantis has towns too! And some places are run by monsters. In fact, it has bunches of monsters. It's nearly as big as the United States! The western half is mostly (unpopulated) wilderness, though.
It then gives us population stats! There's... one Splugorth, Lord Splynncryth, but 1d6 Splugorth visiting at any given time. Most of the population is of Overlords / Powerlords, there are a lot of Kittani, and slaves. What are Overlords and Kittani? We'll have to wait.
It states that there are 8 million human slaves, 20 million non-human slaves. It then goes on to say the slave population is 32% human.
Rifts® , bad at math.
This is there Splynncryth and his visting Splugorth bros hang. Despite being dimensional conquerors and slavers, they apparently really love nature, so they keep this as a park. They apparently don't keep minions here, which seems like a great idea, being alone and vulnerable in the wilderness despite having a litany of enemies, but what do I know? I'm just a lowly human.
Apparently there are faeries out in the woods, and some slaves escape into it, and a bunch of monsters from the Conversion Book blah blah.
occamsnailfile: Basically the entire description of faeries in the Conversion book was “these things are unbelievably annoying,” I struggle to believe the Splugorth would tolerate them. Unless they’re secretly big softies who really love the little sparkles and have notebooks with faerie art and stuff.
Consider it now canon.
The Splugorth hang out on pyramids, but apparently do wander about on nature hikes. They like to chill here because it's far away from all the pressures of being interdimensional slavers. To keep it chill and mellow, they have the Refugee Exterminator Squads to... wait, it says there will be more on the RES later.
Refugee Exterminator Squads (RES)
Well, that wasn't much of a wait. Anyway, they go out to catch or murder any intruders into the Refuge, like escaped slaves. They let a lot of monsters live in the forests, though, because they eat escaped slaves. We get the layout of a number of sample RES squads, blah blah.
This is a jungle and forest region which is filled with faeries, monsters, and a bunch of intelligent humanoids and humans. Apparently, humanoids are generally hunted for sport here. It's mostly just wilderness, though sometimes the humanoids manage nomadic villages or camps, and most are unfriendly, paranoid wrecks because they're just hunting stock.
Sometimes they let slaves just escape here, or let out failed experiments here. This place is basically meant as a fun zone for monsters. Some are happy just murdering but others seek out big monsters and skilled humanoids to hunt as a challenge, like the predator from Predator. Also, because it's close to the Demon Sea, the magic bunghole is always farting out horrible monsters into the area.
These are modified High Lords - whatever those are - that serve as park rangers. They make sure stuff stays in the preserves and that unwanted intruders are kept out. Apparently the Refugee Exterminator Squads help them out sometimes.
The Terror Coast
This is where the Demon Sea intersects the continent, and it's always spitting out monsters. Apparently there are a bunch of Death Weavers here, too. This makes the Splugorth cheery, because hey, new monsters. Also, the monsters make invaders sad, which is good.
The Great Stone Mountains
Home of the Gargoyle Kingdom
Flying monsters really like it here, but it's mostly just all full up with gargoyles. Some mountain men like it here and there are small monster communities as well. Oh, and we get some heights of local mountains, as if that matters.
There's Kii-Kyl, the Haunted Mountain, which is actually a lie because it's a range of mountains where Mount Doom is located. Mount Doom apparently looks like a scary face. And they're around a Haunted Valley! Which is full of haunting entities (see that Conversion Book, folks) and a bunch of evil monsters, mostly from Beyond the Supernatural. Tourists come here to hunt ghosts, I guess? And to scale Mount Doom, which is apparently extra exciting because in addition to scaling a big mountain, everything is trying to kill you!
Oh, and there's rumors of vampires here, which bugs the shit out of Lord Splynncryth, because the Vampire blobs are big-time rivals. He hasn't been able to find anything solid but his most trusted advistor has seen the shadow of the bat in the future of Atlantis. So he offers big-time rewards in millions of credits to those that find vampires.
Apparently there's Great Stone, which is a mountain that has elementals all over it, who are still boring and generally won't mess with you unless you mess with them, like I said, boring. Splynncryth allows a bunch of human warlocks to have a monastery here trying to figure out the riddle of the elementals for him, which I'm sure the answer to is also boring. (It's probably just a rift.)
The Gargoyle Kingdom
It's full of gargoyles!
I know, I called it already, how did I know?
Anyway they mostly are self-sufficient, but still love the shit out of Splynncryth for some reason. "We don't owe him anything! Yay, Splynncryth!"
Perches! FUCK YEAH!
Gurgoyle Open-Air Villages
Anyway, they live in simple clay and stone huts. They also like monoliths, towers, and totem poles to perch on. Apparently gargoyles are all about perching. They also like Greco-Roman stylings and often have village squares that are like coliseum. And they have often have local businesses blah blah blah and blah. They don't give a shit about technology. They also have a bunch of High Lords / Powerlords / Overlords / Lordlords as the local cops. I don't know, mixing in a bunch of non-locals as the police always seems to be trouble...
Gargoyle Subterranean Domains
They also dig holes to live in! These are private and humans are not allowed, increase, these are like the high-class part of town where the slaves are kept and stuff. Most of the businesses here are just service businesses for locals.
Holes! Exciting! Big holes! Little holes! Holes!
The Gargoyles' Capital City Alvurron
This is the fanciest and most cosmopolitan of the Gargoyles' cities. Some visitors even think it's a real city!... as opposed to the holes in the ground the gargoyles are so goddamn proud of it.
Anyway, it's built over a canyon, and the side of the canyon walls are covered with "Pueblo Indian style houses", even though they don't know what the hell a Pueblo is. Most of the non-winged folks just live on the city in the canyon itself.
Alvurron City Highlights
Transdimensional tourists come here, and there's also sorts of entertainers, hotels, bars, etc.
The Alvurron Arena
It's a famous fighting arena! Apparently the three-year champion of dragon wrestling is Narga the Terrible, who is a thunder lizard dragon. She's a 12th level spellcaster, 3rd level shifter, and 10th level assassin / warrior, even though that's impossible according to the rules. It doesn't give full combat stats for her but gives all the weapons she has, making it a singularly useless statblock. Apparently she has guards and friend including Cynthia Harman, who is a "T-Monster man/woman", Ivor Shultz, who is an ex-NGR soldier in this Triax X-1000 ULTI-MAXXXXXXXX power armor, and Myrlux, who is apparently a Volate Metzla, whatever the fuck that is.
It gives us a number of regular combatants:
Any place that serves elves as food can't be
Rifts® World Book Two: Atlantis Part 6: "There are reasons humans consider most supernatural beings to be demonic and this is why."
The Valley of Wonder
There are a bunch of cities and towns east of the Great Stone Mountains! Like-
Azlum The Asylum
This is a small city, but it has an asylum at the center, predictably enough. Apparently they were researching dimensional rifts at a magic pyramid here that accidentally opened a rift to a mysterious dimension.
Containment and Defense of the Portal
Fuck the city, let's talk about the portal. Apparently it's super-protected by overlords and powerlords and rune statues and Eyes of Eylor) and whatever those are. The Eyes of Eylor can cast a bunch of spells to prevent entry, the chamber with the rift has 10,000 M.D.C. but why ?
Psionic Powers, Changes & Insanity
That's a confusing header. But. Apparently anybody who stands close to the rift gains psionic powers and has their alignment reverse. The only exception is children, who get warm fuzzies.
Oh, and if you go into the rift, you're lost forever. "There is no hope of return - roll up a new character."
Well, that's anticlimactic.
Splynny keeps this secret from his other Splugorth because it freaks him out, and presumably would freak them out too. Test subjects get locked up in the asylum, since apparently turning good is seen as dangerous insanity. But most of the locals don't know about the portal, even though there are over 222 troops assigned to the thing, in addition to whomever actually conducts the experiments. No rumors leak out, somehow.
occamsnailfile: “Loose uh...lifts close rifts?” I got nothin’."
Anyway, the process reduces M.D.C., increases S.D.C., grants powerful psionic powers, and reverses alignment. Also, there's an insanity table, so a evil psychopath can become a saintly kleptomaniac...? Or a benevolent compulsive liar!
Notable Asylum Inmates
There's two "Metzla", who are good; I suppose they're normally evil. And there's Stydro the Great Horned Dragon, who was good, but now he's evil! He's also 16th level, which... uh... is not a level that exists in the system . He was looking to murder Styphathal, his brother and ruler of "Dragcona", who betrayed him.
The land or dragons or drag queens-
occamsnailfile: These are some of the worst names.
The City of Dragons
Well, that's cleared up.
Despite the name, it's mostly full of gargoyles. Again. Apparently it has 1d6 x 1000 dragons at any time which is the largest community of dragons in the world.
Dragons are totally in charge here, and can just murder whoever they want, they just don't care. It's ruled by Styphathal, who claims to be the son of the dragon-god, Styphon. And people worship him, and Splynn is okay with this, because Styphathal is super-loyal.
(It's an annoying trait for the villains in Rifts to be lock-step with each other, even when they should rub each other the wrong way.)
The city is a mess and the poor live in horrible slums while the wealthy get all sorts of crazy decadence, including "... houses of domination, places of torture (they do the torturing)..."
Well. That covers the dungeons and dragons, but probably not the kind of dungeons Gygax was thinking of.
Anyway, they sell all sorts of scummy services and devices, like dark magic, drugs, "bio-wizard parasites", etc.
Slaves and human workers generally run a lot of a factories which are run by the kittani and dragons, and there are mines outside the city as well.
The spikiest savior of the world.
Noteworthy Places in Dragcona
The Palace of Styphathal
It's tall but not that big, and used for King Dragon's powerful guests. He actually lives in a secret complex underneath the palace, which somehow remains secret even though it has nearly a hundred guards.
The Dragcona Slave and Livestock Market
It sells monsters that other monsters like to ride and monsters that monsters like for pets. Also, it sells fresh humans for eatin'. "Disgusting but true."
The Public Arena
"Your typical area, only with more blood sports, monster fighting, and more fights to the death."
The Slaughter House Saloon
It's a huge saloon with its own area, and there's blood all over the place, and is only for superhuman monsters. It has three big draws:
You can't really get the pronunciation of "Splugorth" right without vomiting.
Rifts® World Book Two: Atlantis Part 7: "They are a high spirited, energetic and cheerful people, but also cruel and evil."
The Splugorth and their Minions
Splynncryth The Splugorth
They're good at strategy, manipulation, negotiation, and are basically super-special smart. Oh, and he recruited the Sunaj and is super-happy about it. No, we don't know who the Sunaj are yet. Oh, and he's supported the gargoyles in Europe, but if the humans start losing, he might support them instead. He finds war super-amusing.
Then we get stats! He has near-maxed intelligence traits, even including a M.E. of 32, even though going over 30 has no effect. His main body has 56,000 M.D.C., he has 13,000 P.P.E. (keep track of that , GMs), and 3,000 I.S.P. He can dimensionally teleport at 98% to any place he owns / conquered, and open rifts to any places he's been to. He can also magically summon minions as well. Apparently he's vulnerable to silver and magic weapons, which do triple damage, but very few magic weapons do that much damage to begin with. He weighs 35 tons and has Pick Pockets at 71%. I's a sneaky 50' tentacle, apparently.
It mentions that you can't play a Splugorth! Awwww. Apparently they need a ton of magic from a nexus to survive, and are really weakened otherwise. Also, he can possess beings in other dimensions. (This means he can easily just vanish from this dimension and then send invisible possessing forces and possess an entire party of PCs, thanks for playing.) It restates that you can't use one as a PC again. That sounds like a dare, Siembieda.
Splynncryth likes his bubble bath! Yes he does!
The Average Splugorth
Here we get similar stats, only with some random rolls for attributes or P.P.E. or whatever.
The Minions of Splugorth
"You all laughed at me when I got the Gustovich art tattooed all over - well who's laughing now?!"
2.1: Org chart for Splynncryth Inc.
Splugorth High Lords
Priest, Wizard & Alchemist
It's not clear where these guys come from, but they may be related to the Splugorth. Or not! They've served the Splugorth for basically forever, and have the highest position in Splugorthian society aside from the Splugorth. They do a ton of fancy stuff.
Covered in the monster equivalent of spinners and whistle tips.
The Splugorth apparently link up with these guys and feed them power. The High Lords may be basically P.P.E. parasites, but it's not clear. They all know about tattoo magic, are ley line walkers, and generally one other special like Techno-Wizard, Bio-wizard (it says, "see new O.C.C." but there is not), Stone Master, or Rune Master. It gives a very brief description of the rune master, and then we get stats!
Apparently they're generally competent overall (aside from being ugly) and get 1d4 x 100 M.D.C from being linked to the Splugorth. Oh, and they can turn invisible, dimensional teleport to the Splugorth at 98%, get some mentalist psionics, and get to be super-powerful wizards. It notes that they get multiple magic classes as a special NPC trait. Well, at least they acknowledge it this time around. And they rely on a lot of bio-wizardry and rune weapons.
It ends with a note you can't play these guys because they're loyal to the Splugorth and evil, and they feed on P.P.E. of other beings, which is apparently bad (even though there are other PC classes that do it, like the Psi-Stalker or Vampire).
How about just saying "they're too powerful" instead of dancing around the point?
These are High Lords that become bio-borgs to go out and hunt as "crazy predators". They're not very common, and says they should "not easily be available" as a player character character. Normally they're a bunch of loyal maniacs, but sometimes the fact they aren't linked up with the Splugorth gives them the chance to be decent folk. Decent folk, though, are considered mad and dangerous, so the Splugorth are likely to hunt them down.
Stalking prey or practicing a dance move? You decide!
They get crazy physical traits (including Strength of 50), M.D.C. of 1d4 x 100 + 350, paralyzing stinger, chemical spray from the mouth (it marks you with its sceeeeent), a bunch of claws and spikes, a molecular analyzer in the mouth (put in your mouth, put it in-), and a third eye which is an "eye of Eylor". They can turn invisible and teleport to the Splugorth as well. They have minor magic, psionics, and dinky skills. They're super-good at basic math, though! They get a rune weapon and apparently a bunch of bio-wizard goodies.
Also, they all go crazy and have to roll twice on a table of insanity, which includes delights as being obsessed with killing songbirds, being a kleptomaniac, or hating tattooed men. Magic tattoos are a huge deal, damn those kids, damn them with their skin art and their disrepect! I'm gonna kill 'em!
Kydians - Loyal Minions
This is the guy on the cover. Apparently they have a high birth rate and grow to full physical maturity by 14. So. Their worlds was filled by people and they were starting to have to murder the elderly and eat them. Okay, I made up the part about eating them, but it's probably true anyway.
So, the Splugorth showed up and bailed them out by giving them other planets to make babies all over. And now they use them as expendable troops, since they'll always pop out more. The current generation is entirely brainwashed by the Splugorth, who they see as their saviors. Anyway, they become Overlords, which are tuff troops for their tentacle kings.
Humans can't tell this is a look of pure, unbridled alien lust.
Oh, you can play one, but you have to be a rogue Kydian all the other Kydians want to kill.
They're just S.D.C. creatures, yet are considered to have supernatural strength. They start with 70 S.D.C. and can do 700 S.D.C. with a normal punch, or 1400 with a power punch. This means they can all turn each other into gory piles with an errant backhand. Ooops.
Apparently they rely in armor and bio-wizardry a lot to become survivable. The get a generic monster cop R.C.C. that knows a lot about magic (but can't practice it) and some impressive magic weaponry.
These guys are buffed up through bio-wizardry, it shortens their lifespan, but they're just cannon fodder anyway. These guys are the elite cannon fodder.
Oh, and you can play one, if you want to be a good guy hated and hunted by assassins wayyy more powerful than you. Enjoy!
Anyway, they're like regular Kydians, but they get to be mild M.D.C. critters, get forearm blades, a third eye that gives them fancy magic-detecting super-vision, and more bio-wizard goodies.
a.k. a. "The Minion"
This is reprinted word-for-word from Rifts Sourcebook. No new information on where they come from or anything. I wonder if they used the same-
I can't stop thinking about the Tootsie Pop owl.
- dammit Siembieda. Damn. It.
Blind Warrior Women
Altara Warriors - Slaves of the Splugorth
Some reprinted text from Sourcebook, then-
Oh, okay, they're from Altara, and are Altarains. And have apparently been brainwashed and mind controlled by the Splugorth a lot, and a bunch of them hate serving the Splugorth, but don't have much choice on account just getting killed or imprisoned otherwise.
Apparently they only reproduce by cloning themselves from a cocoon every twelve years. Why? How?
Their stats are like those Rifts Sourcebook, only slightly higher and with some of the bio-wizard weaponry from this book.
These are technologically big-craniumed ape men from another world. They were basically at a big technological height before the Mechanoids attacked, which were a "race of aliens obsessed with the annihilation of all humanoid life".
Man, it sucks to be a humanoid, what with all the devils that specifically like tormenting humanoids, the monsters that specifically like the taste of humanoids, and now we've got aliens that are specifically after humanoids?!
Four legs good, two legs bad! Four legs good, two legs bad!
I bet they get totally mixed up when they see a centaur. It's so conflicting!
Anyway, the Mechanoids had a big, epic war with them, but the Kittani lost, and so the Splugorth rescued them and they've been bros ever since. They mostly just want to be able to conquer worlds again, because conquering worlds is way fun.
Anyway, they're like humans, only they have crazy high mental attributes, and get telemechanic psionics. So, you know that technological thing that's mostly a human thing in Rifts? Making power armor and super-weapons. These guys are way better at it. Also if the Splugorth find them learning magic, they kill them for some reason. There is no reason given.
"I'll have you know we have an average Physical Beauty of 9! That's only 1.5 less than a human."
They get some wonderfully generic O.C.C.s! They get a generic soldier O.C.C.! A generic mechanic O.C.C.! A generic spy O.C.C.! (Please to be ignoring my giant ape head, everyone! It is medical condition!)
Kittani Weapons & Bots
They're so technologically awesome they're even better than Triax or the Coalition, and only rarely sell their bots. And they totally fight to the death so you can't capture their stuff, that means you, players.
occamsnailfile: This pushes the jerk in me to want to make giant power armor-sized glue traps to totally catch some of them alive and then mock their stupid ape brains that didn’t think of a self-destruct.
I'm sure they'll think of a way around, they're more special than us.
Next: The Metztla! Great art! Horrible writeups! It's like fecal butter and chocolate!
Wait, are the Mechanoids just interstellar bronies?
Speaking of trying to do Lovecraftian themes without grasping them in the slightest...
Rifts® World Book Two: Atlantis Part 8: "The Murex might be considered a hell-spawned demon, for although it is not supernatural, it is so evil and cruel that it can hardly be considered anything else."
They're evil, super-psionic, evil, flying, evil, insectoid, evil bulbs. Apparently they're organized in hives. And are evil! There are several types:
But... what would drive a megalomaniac to
Rifts® World Book Two: Atlantis Part 9: "The word Sunaj is "Janus" spelled backwards."
The Sunaj Allies of the Splugorth
For the GM's Eyes Only
A Warning to Players
Players should probably NOT read this section about the Sunaj because it may detract from the enjoyment of adventures and ruin surprises the GM may have in store for you.
On the other hand, Game Masters should not despair if players do read this data, because it should NOT destroy any gaming or scenario elements. Besides, everything about the Sunaj is pretty exciting and interesting reading that players will certainly enjoy. Players will just have to act as if their characters don't know the secret of the Sunaj.
The Sunaj should not be made available as a player character, they are designed to be an evil antagonist/NPCs for heroes to combat!
In this case, the so-called "devil's mark" is a small, tentacle-like nipple usually found on the chest or base of the neck.
The Splugorth's descendants are going to get so much guilt over this.
Rifts® World Book Two: Atlantis Part 10: "A horrible fate for a gentle race of sentient beings."
Splugorth Slave Stock
It notes that there are a bunch of slaves from the Conversion Book and other Palladium games that aren't specified here, or the GM can make up his own, and that humans, D-Bees, and Tattooed Men are often enslaved as well.
Anyway, on to the slaves!
The Flying Mountain
They're 40' demon-looking slices of mountain! But they're really just gentle giants who mostly eat vegetables (and occasional meat). But when they do get angry, they totally hulk out and break a lot of shit, because they're super powerful.
"Just leave Hulk alone!"
They have few enemies, but the Splugorth will enslave them because hey, who doesn't love some hulks? People often hate them because they're ugly and it's super-sad, but they're used to it. Once again, like a hulk.
Anyway, they're an optional PC! Statblock time.
They're dumb and ugly but ridiculously strong (they get 3d6+42 strength). They're totally impervious to cold and fire, do lots of damage in melee, are really tough M.D.C. (1d4 x 100 + 400), get some minor sensitive psionics, and minor earth elemental magic. They get few skills. Also, they get a -6 to dodge even though most creatures and robots their size have no penalty.
They're basically dragon-dogs, like one seen on the cover. It notes players can get one as a pet. They're animal-dumb but generally competent physically, and also have a Affinity and Beauty of 3d6+6, so they're pretty and charming, too. Fucking dragon-puppies. They're minor M.D.C. creatures and lay eggs and ho hum boring.
This critter has the same Beauty rating as a nymph.
These are serpent-like creatures with four arms (humanoid, huh?) that can move through rock like water. The Splugorth use them to create tunnels and stuff, and generally the Splugorth have to implant an "enslaver" in their head to keep them from just floating way through a mountain. Still, some have escaped to Atlantis wilderness and into eastern Europe.
Oh, and they're sadistic and cruel! Just in case you were wondering, I feel like I should have a shorthand for that description.
You can play one if you must. It says they are an "optional player character" and then later says "Not recommended as a player character."
They're dumb and not at all charming, but get to be physically strong and are moderate M.D.C. critters. But they have a Beauty of 3d6, so they can be as pretty as any human. They look like this!
Popped out of a rift or off a heavy metal album cover, you choose.
Oh, and they get the basic powers of a stone master, even though we don't know what those are yet. They get some middling skills and we're moving on.
The Eyes of Eylor
Eylor The Planet Being
Eylor? It's like there's a pun... I don't get it.
There's a giant Jupiter-sized planet covered in eyes which is a big mystery. It's alive and the Splugorth tear out its eyes to use in their technology. Seemingly Eylor is cool with this. The Splugorth keep it a big secret as to where it's located.
We get some stats for the eyeballs. They remember whatever they see, get some M.D.C., regenerate, have a horror factor, super-sight (of course), and can be programmed to cast spells and have telepathy psionics can use to command and program them. Apparently they're worth 100 million apiece even though thugs like the Overlords and Slavers seem to each get one if not multiple devices that use them.
a.k.a. Duck-bill D-Bees
They're peaceful, flightless duck people, and so the Splugorth capture them because it's like hunting dodos. Oh, and magic washes off them like water off a duck's ass.
Trapped in a world he never made!
Their attributes are better than humans in just about every way except they have the Affinity and Beauty of a warm, fragrant turd. They can swim really well, hold their breath, get some sensitive and healing psionics. They get crummy skills and are middling M.D.C. creatures.
To recap: they're duck-people who are entirely immune to magic .
These are like the Hawrk-duhk, only they're... hawks! They're hunters and the Splugorth capture them to use as would-be falcons, basically. Loners, they're basically savage assholes.
"I can't take my eyes off my crotch!"
They have average M.D.C., they're kind of dumb and not at all charming, but unlike the Duhks they get to be pretty and are generally stronger and tougher. THey get a horror factor of 13 and some average M.D.C. combat, crappy skills and some sensitive psionic powers.
Oh, and they're totally immune to magic.
These are like the Hawrk-ka, only... well. I'll let you work out what you're supposed to be. They're powerful and dumb and hunt in flocks, and are basically big macho bird-bullies.
Also known for their general incredulity.
They're a bit dim but are crazy strong and - unlike the others - both charming and pretty, at least as much as a human. They can't fly and have a Horror Factor of 13. They love to jump out of trees onto shit. Those must be big trees, because they're 700 pounds and 10' tall. Crappy skills etc.
Oh, and immune to magic, and since I forgot to mention, all the bird people can see invisible stuff, because.
They're... gentle and quiet and it's so sad the Splugorth enslaved them, etc., fuck it, I'm already calloused up and can't care anymore. The Kydians conquered their world because it's full of shiny minerals. Some are slaves, others escaped to other worlds to adventure !
Jeez, put some pants on your bulbs, don't just let 'em hang out!
People hate them because they look weird and it is sad.
They're smart and strong-willed, but kind of weak and clumsy. They're minor M.D.C. creatures, get a horror factor of 12, um, minor M.D.C. damage, but mostly get psionic powers. They're actually psionic powerhouses and have several packages to choose from. They get a decent spread of skills. They eat juice and fruit with their beak like hummingbirds.
They looks like bugs, but are really mammals. Some are slaves, some escaped their world, some team up with the True Atlanteans, whatever.
"Man, how do I pick anything up off the ground?"
They're not as psionic as the Spherians but have a high degree of mental resistance, because the two races were rivals, but they didn't war or anything.
Anyway, they get to be a little stronger than the Spherians, but are still wimpy. They get really high willpower, however. They're mostly telemechanics, get average skills, low M.D.C., etc.
Their world is apparently filled with giant trees, which is good, because they're 350-500 lbs. They're basically giant lizard-monkey things and are used as pets sometimes. They like to pounce on things from trees, and have mating rituals where they ram their bony heads against each other.
I guess that makes it a butthead.
They're no good as riding animals because they leap around and have spikes on their back. The Splugorth often sell them as "dragon killers" even though an adult dragon would murder them in the span of Bambi vs. Godzilla.
Anyway, they're animal dumb and physically mighty, have strong M.D.C., and are solid M.D.C. combatants. They can run through trees or across mountains super-fast.
It's a giant centipede that are basically roaches to the Splugorth and infest their cites. They usually 3'-6' but can grow to 15'-30' where they'll attack humanoids and animals. They've got passable M.D.C. and are middling combatants, ho-hum.
"Carrion crawler? Never heard of 'em."
They're ugly worms, but are really peaceful people who live in harmony with nature. So the Splugorth cpature them and lobotomize them to use them in magic devices. They even have basically used entire worlds as preserves for the Zembahk so they can continue to use them.
But the Splugorth generally keep them from escaping. They're kind of dumb but are mighty psychics. Oh, and it goes on how about they love nature and art, they love to make people happy comfortable, they're innocent and naive and childlike...
... ugh, let's go on to stats.
They're ugly wimps with super-willpower and super-charisma. They're minor M.D.C. creatures, and can't really fight normally, but they get all spells from levels 1-5, and higher level spells as they level up. They also get potent mentalist powers and can generate a psi-sword from their tails. They get some wilderness and artsy skills, and are sensitive to magic and stuff.
Also they look like fat penises.
It just pees psychic might.
occamsnailfile: Zembahk and Geoduck, a love story.
Next: Magic tattoos - symbols of oppression, or crap they got out of a toy dispenser for a quarter?
Atlantis will rise again.
Rifts Logic: Tattoos? Rad. Magic Tattoos? Double Rad.
Rifts® World Book Two: Atlantis Part 11: "Most buyers view them in much the same way as humans once viewed pit bulls, Doberman pinschers and other varieties of attack dogs, as being powerful, cunning, mean and extremely dangerous — that's what they are paying for, so they will take the risk."
Inspired from ideas by Alex Marciniszyn
Alex is credited as an editor, and is a regular at Palladium Books® . Don't know much else about him.
Anyway, the Splugorth have a lot of odd magic. Tattoo Magic is one of them. It was used by he Atlanteans, but they learned it from the Chiang-Ku, a breed of dragons who created it. The Chiang-Ku are believed to be extinct.
Ha ha yeah that's why they got an XP table, nice try, Rifts.
Anyway they really work well on humans, and this may mean the magic originates on Earth.
The Minions of Splugorth
Anyway, humans are easy to get and are considered expendable, so they get the tattoos from the Spluggies, which make them into superhuman warrior slaves. The average gets 12-24 tattoos, but the "elite Maxi-Men" get 18-48 tattoos. And the use them as thugs.
But humans are rebellious jerks; only Maxi-men seem to be loyal. Sometimes they rebel, or just flip out and kill a bunch of shit. Most are just bitches of the Splugorth. Some try and run away, and become mountain men or hobos.
Apparently being a dangerous, unpredictable crazy fuck is a selling point amongst monsters. So they get a high price between 100,000-300,000 credits. "Most are males, because they are physically more imposing, even though the female T-Man will often have a bit higher amount of P.P.E."
"Female T-Man", huh.
So I guess they use credits here? I just want to point out that five books and about 900 pages of material in, we still don't know who issues credits, what a credit looks like, why an alien empire and an anti-alien city-state alike would take them...
... fucking world-building. Look it up.
occamsnailfile: looking forward to Rifts: Zurich, and the Gnome RCC
Anyway, Maxi-Men get 3 to 40 million credits.
Some Tattooed Men are evil and like working for the Splugorthians. Some work as spies and instigators, which seems odd because they're literally marked with at least a dozen magic tattoos that could reveal their identity. And you can pick up creatures that can sense magic at the pet store (they're called dogs).
Rifts® , bad at espionage.
Recieving Magic Tattoos
It hurts a lot to get magic tattoos, so they often do it to children and teenagers because they get hurt less. Of course, that'll get you fucked-up tattoos by the time they're adult, but who cares! Apparently Maxi-Men learn special meditation to deal with with the pain, but it doesn't reduce their penalties or have any mechanical effect, so fuck it.
Anyway, each one deals damage and takes days to recover from the pain, during which you get some nasty penalties. The stronger the tattoo, the worse the penalties. Elves have it even worse and can lose Intelligence and Beauty from it permanently. Why?
Activation of the Tattoos
You touch that tattoo and then feed P.P.E. into it to power it up. So think twice before you put it on your butt or the small of your back. I... wait. Aren't you always touching your tattoos, by definition?
occamsnailfile: Aside from how all the tattoos in the book look like temporary things you’d get out of a vending machine, Maxi-men (worst name) with like 40 tattoos are going to look really itchy when they try to activate them all in combat.
I'm going to let this shit speak for itself.
If an creature created by a tattoo is destroyed, it can hurt the tattooed man to the tune of 3d6 or 5d6 damage direct to hit points. So! If you can go for any animals they create, you can kill them by proxy.
Oh, and you can get tattoos even if you don't have the Tattooed Man, it just costs twice as much to activate them. Why? Because! That is why!
No other forms of magic - tattoos only
Tattoo Men can't syphon P.P.E. like other magic users, and can't cast spells. Apparently if you have more than six tattoos, a wizard's powers go away forever. You can't just use regular tattoo removal, the tattoo comes back when it heals. You have to remove the body part with the tattoo. A wizard that gets de-wizarded in this way has to start over as a Tattooed Man, just like if you get Borged mid-game.
They detail that only humans, true atlanteans, ogres, elves, and chiang-ku can use magic tattoos. Otherwise the process just gives regular tattoos.
Who holds the secret knowledge
These people know how to make magic tattoos: Splugorth, Splugorth High Lords, True Atlantean alchemists (that broken NPC class that's not detailed), and the Chiang-Ku. In short, stuff you can't play. And it notes it's super-secret and no player should get access to them because... I dunno?
No identical tattoos on the same person
Only one tattoo of each type per person.
The Variety of Tattooed Men
It notes there are different types, like Maxi-men, Undead Slayers, etc. The variety is "astonishing". Mmmhm.
Others who use tattoos but are not T-Men
It notes True Atlanteans have the "Marks of Heritage", the rare cyber-knight gets them from the Atlanteans, but most get them come from the Splugorth.
Descriptions of Magic Tattoos
There are five types: simple weapons, magic weapons, animals, monsters, and powers!
Tattoos: Simple Weapons
You can make mundane weapons with these! It refers us to the Palladium Compendium of Weapons, Armor & Castles for 700 weapons, 40 types of armor and castles.
Except, they're the S.D.C. kind, so you can't hurt 98% of your foes in this setting, and 98% of your foes will tear through any armor like that like crepe paper.
So, congrats! You just donated money to the Palladium Books "shameless plug" fund! At least you're not one of the poor characters saddled with one of these tattoos. (Which, should be pointed out, can't even hurt your fellow T-Men.)
Tattoos: Magic Weapons
There, these are probably useful. Like, "Two Weapons Crossed", I bet that gives you two rad mega-damage-
S.D.C.? It gives a S.D.C. weapon with a bonus to hit?
Now, "Weapon Dripping Blood", I bet that gives rad mega-damage... no? Only double S.D.C. damage? What the fuck?
"Weapon Covered in Flames", psh, I know what to expect now... wait! It does mega-damage!
The rest of the weapon tattoos are pretty rad, but it was rough going there.
You can create magic animals and control them! It notes you can get Monsters & Animals for Palladium RPG if you're really dedicated, but they give basic writeups for animals.
Which is to say, creatures that are S.D.C. That do 3d6 damage straight to your H.P. if they die. Bear in mind the average PC will have like 10-40 H.P., so... these things are not only vulnerable to just about the slightest poke by most Rifts creatures, they can get you killed.
Yyyeah. These are some pretty lousy tattoos. We get a page and a half of animal stats, and then can get on with our lives.
This lets you summon dumb monsters. Only dumb ones! Nothing intelligent like dragons. Just stuff like harpies, worms of Taut, chimeras, etc. However, when they die, you lose 5d6 H.P.
So that guy in the illustration last chapter? If you kill the three critters he summoned, he'll lose 15d6 H.P., enough to kill just about any normal human below 10th Level or so. Unlike the animals, these things are pretty useful, so I can see summoning one at a time or so. Oh, in case you're wondering, you can't cancel or unsummon monsters, so no pulling your monster out of the fire - you have to wait for its duration to run out.
True to form, it refers us to another book for more information on monsters! This time it tells us to go to the Rifts Conversion Book. Uh, you do have a copy, right?
These give you magic powers! It notes you can only keep six tats activated at once. Anyway. Here are some of the highlights:
Rifts® World Book Two: Atlantis Part 12: "To a stone master, a sculpture of a Splugorth is as beautiful as the sculpture of a woman."
Stone Magic & The Stone Masters O.C.C.
Steve Sheiring, occasional traitor, pitches in on this one again. It starts out by mentioning any any race can become a Stone Master, but only Atlanteans, Splugorth, and Chiang-Ku are familiar with it.
Fucking Chiang-Ku, they know everything but we don't know shit about them.
Atlantean Architects and Sorcerers
So they can mess around with rocks, shape them, lift them, etc. For those dreaming of playing earthbenders from a certain series of silly cartoons, all of the powers here are super-slow, so it'd be like earthbending in comical, useless slo-mo. They're linked with the Earth itself, unlike warlocks (remember them?). They can make magic pyramids and get magic powers by sucking them out of gems. Did you know gems had magic powers in them? You do now!
occamsnailfile: new age crystals + rockbiter
Anyway, they get a bunch of skills, and then-
The Powers & Magic of the Stone Masters
The Atlantean set of benefits and powers gets repeated for a third time here, in case you missed it under the Atlantean section and the Undead Slayer section! You still have to refer back to the Atlantean section for full details, though, so it's literally wasted space.
Anyway, these Stone Wizards can:
The difference between Bio-Wizardry and Biomancy ends up being very important.
Rifts® World Book Two: Atlantis Part 13: "Bio-wizardry is the magic (a science?) of enslavement (the Splugorth's specialty) and genetic manipulation. It is frequently used to augment, transform, deform, mutilate, and enslave."
Bio-wizardry can be rather disgusting and grisly.
Its use often mutilates and mutates the body, or creates a physical union with a horrific or destructive creature. Sensitive players may find this strange and often disfiguring
biological magic/science disturbing and elect not to include it in their games. The exclusion of bio-wizardry should not diminish villains or the setting of Atlantis in any way.
Please note that bio-wizardry, transmutation, the bonding and implantation of living organisms, and the specific parasites, symbionts, creatures, devices and powers are completely fictional!
Time for a section that definitely epitomizes the power-gaming generosity / guilt push-pull of
Rifts® World Book Two: Atlantis Part 14: "Even some deceptively simple or typical appearing rune weapons are soul drinkers."
A variation on Bio-Wizardry
Exclusive to the Splugorth
This is already a lie. We've seen these in the Rifts® Conversion Book , so clearly somebody else cranks these out?
This is where you take a soul and stick into an inanimate object, making it indestructible and gives it power. The soul is trapped in a dimensional prison, and experiences time very slowly, so time passes for it very quickly. Generally the soul you use has to be magical and smart, so they use stuff like dragons and wizards. Apparently godlings, greater demons, greater elementals, etc., are required for the greatest items. But the object gets to be smart and can be mouthy to the user. It can't make them do anything or stop them from using its powers, though, so it's a bit of a paper tiger. However, you have to have the same alignment as the thing that was killed to use it.
Yeah, that means evil characters have to go out and kill other evil folks to make these! Sometimes the Splugorth like creating them out of good people for some scheme... which makes no sense, because then you just create a weapon that can only kill good guys, not seeing a circumstance you wouldn't just kill your good foe, instead.
But apparently the Old Ones (remember? from the conversion book?), who may be related to the Splugorth, created Rune Magic. Then dwarves had then but gave them up about 20 millennia ago.
So it was lies after all.
These are the biggest and most powerful magic items in the universe! And only the Splugorth and High Lords know how to make them, and they kill anybody that learns about it. They don't make these very often, don't really sell them openly, but when they do they lie about their age to hide the fact the know how to make rune weapons. Anyway, it's super-evil and corrupting magic, and it says only evil or anarchist characters would learn how to do it, good characters never would.
But what if the sacrifice of lifeforce is voluntary? What then? It doesn't talk about this, I'm just saying. Some good people try and hide them by hiding them or "throwing them into volcanoes". Ha ha, of course.
But some good characters might use them because a good weapon begs them to do so. Good weapons only want to be used for good. Evil weapons want to be used for evil, tho, etc.
GM Note: The secrets of rune magic should never be learned by any player character, and anyone who steals or develops any part of the mystic knowledge will be hunted down and destroyed by the
Splugorth regardless of the cost.
Now, finally, the Dragon Mall Rat O.C.C.
Rifts® World Book Two: Atlantis Part 15: "Game masters MUST NOT feel obligated to make every kind of magic, magic weapons and cool high-tech weapons and items available to their players."
The Dimensional Market of Splynn
Anyway, this is a big deal as far as shopping goes anywhere in the Megaverse®. They offer exotic, strange, and dangerous animals, plants, drugs, implants, magic, services, weapons, artifacts, and "pleasures". Of course, there are a liars and con men and you could easily get cheated etc.
It points out that if you want to make equipment from another game setting or time this is a good place to do it in. So now you can shut the player up who's always asking for a Veritech fighter.
The Availability of Magic & Super Weapons
It points out that GMs don't have to let the places have anything, because they might disrupt a game. Only it takes four paragraphs to say what I said in one sentence. The more useful bit is pointing out to make adventures around getting rad stuff.
Aliens, Monsters and Merchants
Most of the market is filled with monsters who will harass humans and D-bees, and that PCs can easily get into trouble on trumped charges. Congratulations, you're now running a slaves of the Splugorth campaign because a PC called a gargoyle a "roof-topper". Fun!
Cash or Trade
Often items will require services rendered on account of people not having 80 million credits in their pocket. There is a standardized barter system or services but many merchants manipulate it by just changing their price. Oh, and humans and D-bees often pay 50% to 100% more. Anyway, the services can include stuff like assassination, escort, gladitorial combat, servitude, or theft, or may require multiple jobs. Alternately, if a character runs a kingdom, they can promise various diplomatic aids and resources.
Selling to Merchants
Generally merchants only buy at 20% of market value, but may go up to 50% for really rare items.
Stealing from or betraying Merchants is not smart
Because monsters will fuck you up. We wouldn't want adventures to come from this sort of thing, we have to punish the PCs instead. Because they've been bad and gone off-script.
The Splynn Slave Market
They have a bunch of slave markets!
Most powerful slaves are controlled with drugs, magic leeches, mind slugs, and zombitrons. Generally the mechanism is not included in the price, you have to pay extra for that. It also adds this is a great place to bring in strange animals or beings from other games and settings. Uh, if the players are buying slaves, maybe...
It lists slave prices! Highlights include:
Special jumbo-sized "let's get this over with!" edition! My mood:
Rifts® World Book Two: Atlantis Part 16: "This is a super all-environment vehicle of war that has annihilated many enemies in the past, including The Mechanoids."
Kittani Weapons, Bots, & Equipment
Oh, you didn't think you were going to get through a Rifts book without some new guns , were you?
K-1 Sniper Laser Rifle and Launcher
It launches lasers? I'm confused... oh, mini-missile grenades, right. Obviously, they can't make up their minds what it shoots, so it just shoots everything. It does solid damage, but can't fire bursts.
K-4 Laser Pulse Rifle
This is a knock-off of the Wilk's Pulse Rifle from Rifts Sourcebook and works pretty much the same. Boring!
K-30 Ion Pulse Rifle
Does moderate damage and high damage from a multiple pulse burst that is -2 to strike. Weaker than equivalent weapons, and boring!
KEP-Special Energy Pump Pistol
It has "pump action", even though it's a ion blaster, and there's no room for the pump to act. It does great damage for a pistol, but can't fire bursts. Dumb concept.
Every gun is special, silly!
K-E4 Plasma Ejector
This is a ripoff of the Northern Gun plasma gun from Rifts Sourcebook, which was a ripoff of the Coalition plasma gun. Not significantly different. Boring.
K-500 Rail Gun
Much like the light Northern Gun rail gun from the core book, but with a fancy nightvision sight. Cut, paste, boring.
K-1000 Spider Defense System
The first unboring gun so far! It has a fancy sight, but most notably it has little legs it can use to move or hold onto thinks, and can fire under computer control. It does very solid damage, but it better at 80 lbs. And it can fire smoke grenades and try to dodge incoming attacks.
I'm surprised Kevin didn't make every pointy bit on this into a laser like usual.
Kittani Explorer Armor
This has better M.D.C. than most humans armors so far (85) and a solid penalty to prowl. Also comes with a jet pack attachment. No meaningful description.
Centaur Body Armor
This has 130 M.D.C., gives a penalty to prowl and speed, and is only for centaurs. No real description of what it looks like. Not sure why they make armor for centaurs, they've hardly been mentioned in this book.
K-Universal Light Power Armor
And this is the mass-market suit the Kittani mass market, it can jump or fly for brief periods, and is basically a copy of the Terrain Hopper from Rifts® Sourcebook .
Kittani Serpent Power Armor
This art was reused at the start of the book!
The Kittani like animal designs for their power armor, it turns out, and it's the most famous of theirs (they used it against the Mechanoids). It can dodge and bob on its tail to be extra dodgy, and works in both water and space.
It has solid M.D.C. (375), a plasma axe that does solid damage, a shield with mini-missles in it, a vibro-blade in the tail, fancy sensors, and it gets an automatic dodge .
For those that have been paying attention to earlier Rifts books, you'll know that's a nice combat-busting feature, allowing it to always defend without spending attacks. It has a neat design, though! Not boring.
Kittani Equestrian Power Armor
Maybe when Ewell did the centaur armor, he just really overdid it? I kid! He overdoes everything.
This armor looks like a centaur! It's their big deal power armor that's supposed to extra badass. ANd it can fly in space. It has 450 M.D.C., fancy sensors, a tri-barrel super rail gun that does... middling damage, variable-frequency lasers that do pathetic damage, a "twin barrel pulse cannon" that does about the same damage as the rail gun, mini-missiles, a shield that is also a missile that can be fired, a solid array of hand to hand attacks, and an energy lance that does meh damage.
A glitter boy would tear it up in no time, but it's a neat design.
Kittani Manling Power Armor
This is like the Serpent Power Armor, only with legs, so it's clearly less rad. It can jump really well. Ho-hum.
Kittani ABSS-2 Simple Security Drone
Wait, which end is the front?
This is a chicken-like drone with crazy sensors, little tentacles, and no weapons.
occamsnailfile: More sinister technologically advanced species should employ security chickens.
Kittani ABS-3 Basic Security Drone
It's made from all the parts that were left over from the other robots.
What's the difference between "simple" and "basic"? Guns.
A flying drone with a big searchlight, tear gas, radio, lasers, and mini-missles. It can hover around and looks kinda bulby and modern art-ish.
Rejected to play the part of a new Mechanoid model in the next book.
No, I have no idea what these abbreviations stand for. This robot can float and do manual labor. It can punch a man's head off, but that's just not enough in M.D.C combat. Scarcely worth the half-page of stats and illustration it gets.
Insecton Land Rover
Man-apes love pointy bits!
Remember, not insecticon , insecton .
Anyway, this is built to look like a bit stag bettle and used for exploration. (The mandibles can get through trees, see.) It has legs on its back in case the 67 ton vehicle gets flipped. It has thrusters that work in water or space. And it has a bunch of searchlights.
It has 600 M.D.C., goes 100 mph, is 65' long, has some wimpy light lasers, tri-barrel light lasers that are marginally less wimpy, mini-missles, and a pulse cannon that is also wimpy. It can ram for solid damage and knock stuff over, though. It has the usual fancy sensor jazz.
Creax Armored Rover
Designed to catch all the prizes.
This is a three-man vehicle used for exploration, construction, and salvage! That's why it's got a ton of combat stats.
It has hover jets that can be used to fly, has 500 M.D.C., wimpy light lasers, slighly unsissy "auto-guns" (whatever those are), a claw that can detach and fly around as a robot scout, and some respectable melee fu. And fancy sensors.
The Dragon Dreadnought
"Do you think four heads and six wings are really enough? It seems kind of subdued."
This is the big kahuna, a Monster Zero-looking spaceship with four dragon heads. It's never been used on Earth, but they secretly have some here. It's 120' with a 120' tail and can go MACH 5, somehow, despite making a brick look aerodynamic. It does solid damage with its big lasers from the dragon mouths, or it can bite for less damage. It has wing turrets that do middling damage, but can do high damage together. It also has a bunch of beam guns on the wings that each do average damage. It has a laser on the tail for complete ridiculousness, which does average damage. It has medium missles on top and long-range missles on the bottom. It's solid (though kind of sad for its size) in melee combat, and has the usual sensors. Oh, and it takes a bunch of people to pilot it and fire all those weapons.
occamsnailfile: You were probably gonna already but the picture for the dragon dreadnought is the most Ewell thing ever, just about. Though it’s hard to get the two-page spread into a single image.
I could but that sounds like work.
Other Odds and Ends
Laser Wrist Blasters
These are the lasers the Blind Warrior Women use, as detailed in the Rifts® Sourcebook .
Double Blade Plasma Axe
It does 3d6 with an axe strike, or 6d6 with a plasma blast. Why use the axe strike, then...?
Like the Plasma Axe, only it does less damage. Fuck it.
Kittani Energy Lance
A fancy Energy Lance for borgs and power armor, intended for sniping, but only does marginally more damage than their regular sniper rifle.
The same section from Rifts Sourcebook repeated for some inane reason. Just like the Rifts® Sourcebook , bows are not given proper stats or regular arrowheads. Fuck it.
Miscellaneous Bio-Wizard Weapons
I think they mean "Techno-Wizard", because there's nothing Bio about this and the following items. It does light damage and is just intended for slave-herding, and can be recharged like most techno-wizard weapons.
Fires wisps of confusion, as per the spell, is apparently used by the woman on the left of the Rifts book. We have art, it must have stats. No details on how to reload.
Forearm Plasma Blaster
"-similar to the one used by the Slaver." Similar to mundane plasma blasters, does slightly less damage, double while on a ley line, techno-wizard device.
Like above, but a rifle. Does slightly more damage. They must really be reaching to fill space, here.
Head or Helmet Laser
A rod you attach to a helmet or headband. Techno-wizard weapon, does pathetic damage. Yeah, this is totally just filling space.
Slaver's Net Gun
Fires the magic net spell, is the weapon used on the right woman of the Rifts cover. Techno-wizard item.
Splugorth Bio-Power Armor
Like the power armor used by the
Powerlord, powered by an eye of Eylor. This is an actual Bio-Wizard item, unlike above. It has less M.D.C. and only lets you fly around, go super-fast, swim super-fast, heal wounds, speak any language, and a bunch of other stuff.
Oh, and the High Lords can take control of it and cast horrible spells into it to incapacitate the wearer. Just FYI. They sell them under the counter, naturally.
Talisman of Armor
Lets the user cast Armor of Ithan once a day. As used on TV by the Blind Warrior Women of Splugorth!
Splugorth Flying Ships & Barges
They're made out of stone or wood but are super-tough and fly because of maaaagic. They often have a rune statue attached to the prow to cast magic with. They look like sailing ships. Oh, and it refers us to Palladium RPG®: Adventures on the High Seas to find out more about sailing and gives a sales pitch for it. Shameless bullshit, since none of these work anything like the ships from that book.
The K-ATV Hover Jet
It has arms so it can... I dunno, either.
Can turn partially humanoid like a Veritech fighter from Robotech. Has a really wimpy 225 M.D.C., pathetic light lasers, so BYOG. Middling melee combat and your usual sensors. Seemingly a more civilian craft. Can go nearly MACH 1.
Robot High Speed Land Skimmer
Why is a human pictured with this? Because! That is why.
Another robot vehicle that can transform like in Robotech. In fact, it looks somewhat like an unused piece of Robotech art, even down to the bishie pilot. Has 200 M.D.C., goes 570 M.D.C while hovering, has a laughable light laser and the usual sensor array, but you can ram it into things for passable damage and knockdown chance.
occamsnailfile: Hey, it might not be unused, it’s been a long time since I went through those books.
Fan-Jet Land Skimmer
These are like cars, only for ape-people from another dimension.
The K-GTV Hover Land Skimmer
It flies fast and fills book space!
A barely-armored 100 M.D.C. hover vehicle that goes up to 300 MPH. No weapons.
K-ATV Hover Land & Water Skimmer
Definitely the stuff that defines the "ass-end" of a book.
Like above, but 120 M.D.C. and goes 260 MPH.
We end on a bit of a treat, at least. Sure, it's only 100 M.D.C., only goes 220 MPH, has forgettable laser cannon, but it is a motorized super uni-cycle .
And that's all for Atlantis! I'm going to hop off on my unicycle and call it a day. This thing is completely rad.
Tell your mom | tell your dad | it was sup-er rad
Next: Mechanoid Space®! It's not out, you say? It's okay, I can wait forever for that shit.
You know, I just might write up a book that isn't Rifts® .