Monday, May 15, 2023

Rifts Atlantis Review

Cover by Keith Parkinson

Ah, Atlantis.  Atlantis is my second favorite setting for Rifts®.  Kevin Seimbieda wrote Atlantis and a lot of good ideas flowed to him. Atlantis is the lost continent, the ancient enemy, the place of lost secrets. And in the Rifts Earth it has returned with all the magic and technology. Returning to KS' vision of Atlantis is not exactly coming home for me.  Although I know a lot about Atlantis (I studied Atlanteology). Rifts World Book Two: Atlantis is a book with good ideas.  Ley line storms, true Atlanteans, Bio-Wizardry (an advanced form of genetic manipulation), Rune Weapons and ultra technology, this book is an unique setting for your Rifts® campaign.  Since my wife wants to play in a campaign featuring Atlantis, I thought this is a good book to review.  It's one hundred sixty pages long.

What's in it?

Atlantis contains a lot of good ideas.  It begins with a diatribe from Erin Tarn about Atlantis, and how she will predict war with Atlantis and the Coalition states.  Although the CS is over extending itself in the Heartland of America, the war would not go well.  Atlantis returned after millennia and the Splugorth -- aliens with a Cthulhu Mythos inspiration -- had already conquered Atlantis.  They built their city of Splynn and it's become a haven of trade and commerce through out the Megaverse®. When the Atlanteans returned, they found that their continent had been conquered by these alien beings.  Also, Atlantis is adjacent to the Bermuda Triangle, a region of sea that has become very dangerous to sail.  Called the demon sea, the place is an unsettled region.  It typically can appear in different worlds at different times, and sea monsters roam the area.  And true to Palladium system fashion, there is a random table you can roll to see what happens while you are on the Demon Sea.

Next are the ley line storms, and they are storms of energy that happens along ley lines.  The random tables provide occurrences that can happen along a ley line.  Then Atlantis is talked about.  All of it is wild imagination, even the Splugorth that conquered Atlantis is just imagination.  Good imagination, I should say!  Then the Atlantean race is discussed, and are given an R.C.C. treatment (in Savage Rifts, they are an alternate race that you can apply an Iconic Framework to).   After this, the various nations of Atlantis are visited.  With a dragon city, a gargoyle kingdom, a refuge, and then the kingdom of Splynncrith are all detailed.

Splynncrinth is a Splugorth, a mighty being that looks like a shuggoth from the Cthulhu mythos. He enslaved everyone and has built a mighty financial empire that rivals that in power of the Coalition States.  He built a market where everything and anything imaginable is bought and sold.  He also enslaved the humans of Atlantis and sells slaves from all over the Megaverse.  Is Splynncrinth powerful enough to conquer Earth?  Most probably he is.  But his financial empire is enough to satisfy him, for now.

Atlantis Map by Will-Erwin.

 

Player Options

There are a lot of player options in this book.  New Racial Character Classes (R.C.C.) such as the true Atlantean, the Atlantean Nomad, the minions of the Splugorth, including: the Highlords, power lords, and others.  Oh the Splugorth slaver and the blind Warrior Women are detailed in this book.  Also included are the Kittani, and other options.  Including some slave stock (which more are detailed in Splynn Dimensional Market). After that comes the OCCs.  Including Tattooed men (of which there are four different types).  And so far humans, neanderthals, and elves may become tattooed with magic tattoos.  Stone magic is discussed, along with Bio-Wizardry.

Bio-wizardry itself is described as disgusting.  As it is used to manipulate the DNA of a person, animal, or whatever.  (Splynn is a big place).  It's a magical science that includes transmutation of a person.  Then there is a transmutation table.  After that, various bio-wizardry items are discussed.  Some of these are just strange, others are beneficial.

Then there is a section of bio-engineered parasites.  These include the brain feeder, the mystic leech, the mind slug, heart worms, zombitron, and others.  Then there is a section of symbiotes.  Including the chest amalgamate or chest thing, the elom, mind link, and pathic healer, talo mind worms and others.

By Gaius31duke.


Then comes the bio-wizard weapons.  And there are many.  From items that can be used to control slaves, to P.P.E. batteries that are powered by captured and enslaved fairy folk.  Then rune weapons are discussed.  After that, futuristic vehicles and power armor are introduced!

Conclusion

This book contains a lot of information on Atlantis as a setting for your Rifts campaign. Most of it is imaginative, wildly so. The city of Atlantis has been renamed the city of Splynn. And it's ruled by aliens and D-bees.  There is a lot here for the setting and should be a good starting place for GMs.  A good book for your Palladium Rifts game.  I give it seven stars out of ten.

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