Can I use a Ture Atlanteans on Palladium world?
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Can I use a Ture Atlanteans on Palladium world?
I will like to known if I can use a Ture Atlanteans as a Player character on Palladium world?
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Ture Atlanteans, no.
True Atlanteans, maybe. It depends on your GM.
True Atlanteans, maybe. It depends on your GM.
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There is a great deal of evidence that True Atlanteans did at one point live on the Palladium World, especially in the Floenry Islands and Yin-Sloth Jungles. Combining reading RIFTS: Atlantis with High Seas, Island at the Edge of the World, Yin-Sloth Jungles, and a couple others, I personally believe that those Atlanteans on Palladium were turned in to the Grimbor.
Ya know those stone pyramids that Grimbor are always around? The storylines from RIFTS and PF mesh perfectly for those to have been created by Atlanteans who d-ported in when their home continent faded from existence, and who later were changed by the gods. Also it helps account for the first, crushed golden age of humans in the southlands.
All that being said, I don't believe there are any hidden groups of them around or anything, they all were changed or d-ported away. It is entirely up to your GM whether or not you can get away with using one in PF as a roving destroyer of evil, come to Palladium to battle the Tegor vampire intelliegence or something. I personally wouldn't object to it under the right circumstances, provided there is no incorporation of MD in to the plot, and players don't have modern weaponry, and don't try to get out of hand with using future knowledge to 'invent' stuff.
Ya know those stone pyramids that Grimbor are always around? The storylines from RIFTS and PF mesh perfectly for those to have been created by Atlanteans who d-ported in when their home continent faded from existence, and who later were changed by the gods. Also it helps account for the first, crushed golden age of humans in the southlands.
All that being said, I don't believe there are any hidden groups of them around or anything, they all were changed or d-ported away. It is entirely up to your GM whether or not you can get away with using one in PF as a roving destroyer of evil, come to Palladium to battle the Tegor vampire intelliegence or something. I personally wouldn't object to it under the right circumstances, provided there is no incorporation of MD in to the plot, and players don't have modern weaponry, and don't try to get out of hand with using future knowledge to 'invent' stuff.
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Yes, you can play an Atlantean...if your GM allows you.
However, they will quickly become aware that no one has ever seen tattoo magic before, and quite likely receive a visit from someone, an elderly elf, destinguished dwarf, or discerning dragon advising the person to lay-off the tats, lest steps be taken to remove the magics in question (ie: an involuntary permanent mystic energy drain), as knowledge of it's existance is believed to be dangerous.
However, they will quickly become aware that no one has ever seen tattoo magic before, and quite likely receive a visit from someone, an elderly elf, destinguished dwarf, or discerning dragon advising the person to lay-off the tats, lest steps be taken to remove the magics in question (ie: an involuntary permanent mystic energy drain), as knowledge of it's existance is believed to be dangerous.
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Borast wrote:Yes, you can play an Atlantean...if your GM allows you.
However, they will quickly become aware that no one has ever seen tattoo magic before, and quite likely receive a visit from someone, an elderly elf, destinguished dwarf, or discerning dragon advising the person to lay-off the tats, lest steps be taken to remove the magics in question (ie: an involuntary permanent mystic energy drain), as knowledge of it's existance is believed to be dangerous.
Well the Danzi have tattoos, and if you bring in the RIFTS stuff on the Chiang-Ku Dragons (I think)-they can create tattoo magic, but I'm not really sure on that one.
But yes, as Borast stated, people will have a concern when they see a new race and will take intrest.
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ok first yes Tattoo magic has been removed from Palladium world (read D&G the chiang-ku in PF still have the knowledge but chose not to use it) now if you were a to use Tattoo magics on PF for one there is no elf or dwarf that remembers the elf-dwarf war. so it's not likely they even remember the existance of tattoo magic. And while yes some would take an interest in it that could make for some plot hooks as evil mages and what not try and kidnap the character to learn how it works.
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at one time we (my group) had developed rules for True Atlanteans in non-MDc worlds.
for Each tattoo after 6. You get 2x the SDC bonus as the 1-6 Tattoos. and it Gives a AR = to the Number of Tattoos.
beyond that... i dont remember it...
for Each tattoo after 6. You get 2x the SDC bonus as the 1-6 Tattoos. and it Gives a AR = to the Number of Tattoos.
beyond that... i dont remember it...
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As a GM, I'd allow it. I would be hesitant to include Tattoo magic at first. Not that I wouldn't allow it at all, I would just want to introduce it very slowly.
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Entiago wrote:Borast wrote:Yes, you can play an Atlantean...if your GM allows you.
Well the Danzi have tattoos, and if you bring in the RIFTS stuff on the Chiang-Ku Dragons (I think)-they can create tattoo magic, but I'm not really sure on that one.
But yes, as Borast stated, people will have a concern when they see a new race and will take intrest.
Yes, but it is not tattoo magic as outlined in RIFTS: Atlantis. Further, they are ceremonial in nature, and also have a permanent cost. Further, it is ONLY available to the Danzi as I recall.
As for the Chiang-Ku, YES they are the creators of Tattoo Magic. However, generally speaking, even evil Chiang-ku will not use tats, even if they have a baker's dozen available. For example, I have a Chiang-ku in a friend's PF campaign, and he uses his tats ONLY when there is no possibility of someone seeing him do it. In the 15-20 sessions he was with the group, he used his tats 2-3 times - each time when he was either alone, or otherwise out of anyone's sight. (He used an arrows tat to damage a demon before killing it, but he was in COMPLETE darkness, and could see the demon, since his "nightvision" exceeded the demon's, and no other sentients were within several hundred feet.)
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Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
Borast wrote:Entiago wrote:Borast wrote:Yes, you can play an Atlantean...if your GM allows you.
Well the Danzi have tattoos, and if you bring in the RIFTS stuff on the Chiang-Ku Dragons (I think)-they can create tattoo magic, but I'm not really sure on that one.
But yes, as Borast stated, people will have a concern when they see a new race and will take intrest.
Yes, but it is not tattoo magic as outlined in RIFTS: Atlantis. Further, they are ceremonial in nature, and also have a permanent cost. Further, it is ONLY available to the Danzi as I recall.
As for the Chiang-Ku, YES they are the creators of Tattoo Magic. However, generally speaking, even evil Chiang-ku will not use tats, even if they have a baker's dozen available. For example, I have a Chiang-ku in a friend's PF campaign, and he uses his tats ONLY when there is no possibility of someone seeing him do it. In the 15-20 sessions he was with the group, he used his tats 2-3 times - each time when he was either alone, or otherwise out of anyone's sight. (He used an arrows tat to damage a demon before killing it, but he was in COMPLETE darkness, and could see the demon, since his "nightvision" exceeded the demon's, and no other sentients were within several hundred feet.)
If you note in Eastern Territory page 34 second colum- not arguing just stating. Both Tattoos from RIFTS Atlantis and Danzi tatoos are related and Tattoo magic existed during Time of Thousand Magics.
It is said that the Danzi were taught this magic shortly after the fall of the Old Ones by a serpentine dragon (Chiang-ku dragon) named Xao-Tey-Long.
Also states that while only the Danzi shamen know of the Spirit Tattoos, they may (if the Shamen deems person worthy) bestow a Tattoo upon other races- as an honor thing. Although it should be noted that the risk to other races, especially humans, is risky because of the damage one receives during the inital creation process.
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Cranus wrote:BTW, nice theory about the grimbor and TA's, J. Lionheart.
Thanks I'm pretty proud of it. It struck me after I acquired RIFTS:Atlantis, having already had the PF books.
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Jester wrote:I still don't see the need to bring in Tattoo magic into PFRPG.
Have some ward tattoos put on your character, cast a few spells like Fly as Eagle, Super Human Strength etc.. slip in a permanet ward under the skin or sew it on to the guy and you can have some pretty cool permanent powers without the problems associated with Tattoo magic.
Except that, to my knowledge, there is no wards for Fly as an Eagle or Superhuman strength. A Diabolist's magic is different from a Wizard-although they use P.P.E. the spell arsenal is different. Tattoo Magic (and any magic from whatever setting) is/was a form of magic during Time of a Thousand Magics.
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The Grimbor are a mystery and I am not sure if they practice magic, especially tattoo magic although with all that body hair, who could say.
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Jester wrote:Entiago wrote:Jester wrote:I still don't see the need to bring in Tattoo magic into PFRPG.
Have some ward tattoos put on your character, cast a few spells like Fly as Eagle, Super Human Strength etc.. slip in a permanet ward under the skin or sew it on to the guy and you can have some pretty cool permanent powers without the problems associated with Tattoo magic.
Except that, to my knowledge, there is no wards for Fly as an Eagle or Superhuman strength. A Diabolist's magic is different from a Wizard-although they use P.P.E. the spell arsenal is different. Tattoo Magic (and any magic from whatever setting) is/was a form of magic during Time of a Thousand Magics.
I am talking about both spells (which I said) and wards placed and cast upon the person.
If they are still in effect when the permanent ward is placed and activated they too will remain in effect permamently too.
Hey I never thought of that before (nor read it until you said about it). That is a sneky idea ......*writes notes for NPC*
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Jester wrote:Entiago wrote:Jester wrote:Entiago wrote:Jester wrote:I still don't see the need to bring in Tattoo magic into PFRPG.
Have some ward tattoos put on your character, cast a few spells like Fly as Eagle, Super Human Strength etc.. slip in a permanet ward under the skin or sew it on to the guy and you can have some pretty cool permanent powers without the problems associated with Tattoo magic.
Except that, to my knowledge, there is no wards for Fly as an Eagle or Superhuman strength. A Diabolist's magic is different from a Wizard-although they use P.P.E. the spell arsenal is different. Tattoo Magic (and any magic from whatever setting) is/was a form of magic during Time of a Thousand Magics.
I am talking about both spells (which I said) and wards placed and cast upon the person.
If they are still in effect when the permanent ward is placed and activated they too will remain in effect permamently too.
Hey I never thought of that before (nor read it until you said about it). That is a sneky idea ......*writes notes for NPC*
You can come up with some really cool combinations of effects.
Protections from fire, cold, death, undead etc...
See invisible, Knowledge etc...
Plus a few good spells thrown in too.
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I'd keep True Atlanteans as rarities. No more than one in a given player party.
On an aside, as NPC's I would have them functions in the same type of role as the Numenoreans or High Men of Tolkien myth. Similarly, I have the Pantheons of the Megaverse High Elves as a Noble class or breed of regular elves, and ditto for the Dwarves.
On an aside, as NPC's I would have them functions in the same type of role as the Numenoreans or High Men of Tolkien myth. Similarly, I have the Pantheons of the Megaverse High Elves as a Noble class or breed of regular elves, and ditto for the Dwarves.
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Incorrect. True Atlanteans cannot be transformed by ANY means. Not even turned into Vampires. In ALL of Rifts there is no mention of even the Gods being able to change the Physical form of True Atlantens.J. Lionheart wrote:There is a great deal of evidence that True Atlanteans did at one point live on the Palladium World, especially in the Floenry Islands and Yin-Sloth Jungles. Combining reading RIFTS: Atlantis with High Seas, Island at the Edge of the World, Yin-Sloth Jungles, and a couple others, I personally believe that those Atlanteans on Palladium were turned in to the Grimbor.
Ya know those stone pyramids that Grimbor are always around? The storylines from RIFTS and PF mesh perfectly for those to have been created by Atlanteans who d-ported in when their home continent faded from existence, and who later were changed by the gods. Also it helps account for the first, crushed golden age of humans in the southlands.
All that being said, I don't believe there are any hidden groups of them around or anything, they all were changed or d-ported away. It is entirely up to your GM whether or not you can get away with using one in PF as a roving destroyer of evil, come to Palladium to battle the Tegor vampire intelliegence or something. I personally wouldn't object to it under the right circumstances, provided there is no incorporation of MD in to the plot, and players don't have modern weaponry, and don't try to get out of hand with using future knowledge to 'invent' stuff.
MAYBE the Old Ones could do it if they so desired, but of course they ain't around.....
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Entiago wrote:Jester wrote:Entiago wrote:Jester wrote:I still don't see the need to bring in Tattoo magic into PFRPG.
Have some ward tattoos put on your character, cast a few spells like Fly as Eagle, Super Human Strength etc.. slip in a permanet ward under the skin or sew it on to the guy and you can have some pretty cool permanent powers without the problems associated with Tattoo magic.
Except that, to my knowledge, there is no wards for Fly as an Eagle or Superhuman strength. A Diabolist's magic is different from a Wizard-although they use P.P.E. the spell arsenal is different. Tattoo Magic (and any magic from whatever setting) is/was a form of magic during Time of a Thousand Magics.
I am talking about both spells (which I said) and wards placed and cast upon the person.
If they are still in effect when the permanent ward is placed and activated they too will remain in effect permamently too.
Hey I never thought of that before (nor read it until you said about it). That is a sneky idea ......*writes notes for NPC*
Back before Rifts ever came out, and nobody ever heard of a Technowizard, my and my players were inventing stuff like that for our campaign all the time. Light switches using globe of daylight and activation wards, elevators using levitate on a platform and an activation ward, flushing toilets using object teleport and an activation ward etc.
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Re: Can I use a Ture Atlanteans on Palladium world?
gaby wrote:I will like to known if I can use a Ture Atlanteans as a Player character on Palladium world?
..You could use a pink tu-tu wearing quarterback from your favorite football team if you wanted...
..AND the GM allowed it...
-Mike >8]
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