What books are there for South America?
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Re: What books are there for South America?
Not that I'm aware of. Though you might be able to find information peripherally in books like Underseas, but I'm not entirely certain. :/
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
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Re: What books are there for South America?
fenix wrote:I know about South America & South America 2... however what other books are there? Also are there any books that update the timeline there?
The Rifts Aftermath book advances the timeline for the entire setting, including a section on south america.
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Re: What books are there for South America?
There is Mutants of the Yucatan, for ATB.
May you be blessed with the ability to change course when you are off the mark.
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Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Re: What books are there for South America?
I'm a big fan of the SA rifts setting. It's far better designed than NA and is easily adapted to just about any kind of campaign you want to run. Plus, there's lots of open space that isn't defined so you can add whatever you want to the region without having to throw away anything in the books. Here are my book recommendations for the region:
SA1 and SA2, obviously.
Atlantis: both SA1 and SA2 rely on material from this book.
Vampire Kingdoms: non-revised version was what the authors had in mind, so if you have the revised version, things might work a bit differently. But nothing in SA1 or SA2 dealt with vampire mechanics, so if you have the revised version and are used to how revised vampires work, it'll work just fine..
England: Temporal Raiders, Wizards, and Warriors are prominent in Atlantis, SA1 and SA2 material, so unless you plan to exclude them, you'll need England since that is where the classes are defined. You should have this anyways since the Temporal classes are, in my opinion, the best classes in the entire game.
Wormwood: there's a city in SA that was rifted in from Wormwood, so if you want to flesh that out, you'll need Wormwood. But this material is easily ignored if you don't want to bother with it. Wormwood is my favorite Palladium setting, but it's a lot of work to flesh the setting out.
Underseas: SA1 and SA2 provide enough material about the regional coast guards to play coastal campaigns, but if you want additional material to use when at sea, Underseas is probably the book to get.
Phase World: one of the regional powers in SA2 is the Megaversal Legion. If you plan to use them, they were developed within the Phase World context, so having Phase World will help put them in perspective. However, I happen to think the inclusion of the Megaversal Legion was the biggest mistake in the setting, so I recommend ignoring them entirely.
I think that about covers what you'd need to flesh out all the material referenced directly for the region, but here's some other books that I think lend themselves well to the setting:
Mindwerks: the Genesplicers or a regional power of monsters using the Mindwerks psinetics (sp?) technology would fit right in. You could use either of these to replace the Megaveral Legion to avoid a power vacuum.
Warlords of Russia: adding big clunky borgs with big clunky guns to Colombia or one of the other human regional powers would actually fit the flavor of the area just fine.
Mechanoids: a regional power using material from the Mechanoids source book would be easy to fit in just about anywhere in SA. No, I'm not suggesting you bring the real mechanoids into SA, just pick (or create) your favorite tech/psionic based DB race and use the stats for the small mechanoid units and robots for their armed forces. The power levels are appropriate for SA.
Any other (non-space) material from any of the phase world books can be easily adapted to fit right into the SA setting.
And, of course, since there's so much undefined space and such a variety of regional powers already present, you can bring your favorite material from just about any Rifts worldbook or sourcebook without upending the setting.
Have fun!
--flatline
SA1 and SA2, obviously.
Atlantis: both SA1 and SA2 rely on material from this book.
Vampire Kingdoms: non-revised version was what the authors had in mind, so if you have the revised version, things might work a bit differently. But nothing in SA1 or SA2 dealt with vampire mechanics, so if you have the revised version and are used to how revised vampires work, it'll work just fine..
England: Temporal Raiders, Wizards, and Warriors are prominent in Atlantis, SA1 and SA2 material, so unless you plan to exclude them, you'll need England since that is where the classes are defined. You should have this anyways since the Temporal classes are, in my opinion, the best classes in the entire game.
Wormwood: there's a city in SA that was rifted in from Wormwood, so if you want to flesh that out, you'll need Wormwood. But this material is easily ignored if you don't want to bother with it. Wormwood is my favorite Palladium setting, but it's a lot of work to flesh the setting out.
Underseas: SA1 and SA2 provide enough material about the regional coast guards to play coastal campaigns, but if you want additional material to use when at sea, Underseas is probably the book to get.
Phase World: one of the regional powers in SA2 is the Megaversal Legion. If you plan to use them, they were developed within the Phase World context, so having Phase World will help put them in perspective. However, I happen to think the inclusion of the Megaversal Legion was the biggest mistake in the setting, so I recommend ignoring them entirely.
I think that about covers what you'd need to flesh out all the material referenced directly for the region, but here's some other books that I think lend themselves well to the setting:
Mindwerks: the Genesplicers or a regional power of monsters using the Mindwerks psinetics (sp?) technology would fit right in. You could use either of these to replace the Megaveral Legion to avoid a power vacuum.
Warlords of Russia: adding big clunky borgs with big clunky guns to Colombia or one of the other human regional powers would actually fit the flavor of the area just fine.
Mechanoids: a regional power using material from the Mechanoids source book would be easy to fit in just about anywhere in SA. No, I'm not suggesting you bring the real mechanoids into SA, just pick (or create) your favorite tech/psionic based DB race and use the stats for the small mechanoid units and robots for their armed forces. The power levels are appropriate for SA.
Any other (non-space) material from any of the phase world books can be easily adapted to fit right into the SA setting.
And, of course, since there's so much undefined space and such a variety of regional powers already present, you can bring your favorite material from just about any Rifts worldbook or sourcebook without upending the setting.
Have fun!
--flatline
I don't care about canon answers. I'm interested in good, well-reasoned answers and, perhaps, a short discussion of how that answer is supported or contradicted by canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
- Alrik Vas
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Re: What books are there for South America?
haha, i was way off. Glad everyone else knows what's going on. I'll just be over here on my smoke break.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
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Re: What books are there for South America?
Nekira Sudacne wrote:Aftermath advances the timeline for the entire setting, including a section on south america.
and those nasty robotic Arkhons
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