My Rifts: The True Atlantean
Posted: Tue Aug 06, 2024 6:43 pm
One of my favorite races in all the Rifts Universe is The Atlantean; of all my books, World Book 2: Atlantis, is my most thumbed-through tome. I’m guessing I’m not the only one who has similar feelings, otherwise, why invest in another book completely devoted to them? With a few minor exceptions, the concept is very well thought out.
Zero Tolerance for Transforming
I question why they are completely immune to all forms of transformation. This became an issue when several magic effects or OCCs stated that the character was transformed either for a period or permanently.
The average Atlantean can have up to four tattoos in addition to his two Marks of Heritage = six total. More than that transforms the character into a Mega-Damage being in M.D.C. environments.
--- Secrets of the Atlanteans, pg. 50
Shadow Self (15th level Shadow spell)
This spell transforms the spell caster from a flesh-and-blood character into a creature of the Shadow Dimension!
-- Secrets of the Atlanteans, pg. 113
My games make them immune to transformation into any form of undead (vampires, ghosts, ghouls, wights, mummies, etc.), but have a high tolerance (+4 to save) against magical attacks that transform the individual.
Marks of Heritage
My other issue is with the Marks of Heritage. I really like the history behind them but have changed them in my games.
Acquisition: Approaching the 5–6-year-old mark, the young Atlantean begins having dreams involving Elder Atlanteans regarding what it means to be an Atlantean, their history, and maybe a few personal stories. It’s a way for them to appreciate their past, feel a connection with something larger than themselves, and even learn how to use magic tattoos. After this ‘testing or training’ phase is completed, the young Atlantean find they now have two new Marks of Heritage.
Placement: I allow the Marks of Heritage to be placed anywhere on the arm, still one per arm, from the shoulder to hand. This change allows Atlanteans to ‘blend in’ with human society. Atlanteans are still able to immediately identify Marks of Heritage from other magical tattoos or non-magical tattoos regardless the placement.
One offensive and One defensive Tattoo: Not every character, or clan, is active in the vampire hunt. To address this, we determined that allowing alternate magic tattoos, not just the flaming sword and pierced heart, as long as there was one offensive and one defensive tattoo. Clans still have the same/similar tattoos with a central theme: longbows, staves, various swords, or axes for the offensive weapon and type of armor or shield for the defensive tattoo.
The Clan-less
Not every Atlantean grows up in a clan. Ever since they were forced to abandon their homeland, they have become nomads and wanderers throughout the dimensions in the best of conditions and slaves in the worst. How do the young ones get access to Marks of Heritage if they are born into slavery? The slavers would give them whatever tattoos would bring the highest value, if any at all.
By letting Atlanteans acquire their Marks of Heritage through the dreamlike state, it allows characters to begin their lives/careers anywhere you like. Non-Atlanteans, and Atlanteans acquiring more than the Marks of Heritage, still must quest to find an Alchemist willing to give them a Magical Tattoo.
Magic Tattoo Activation
Reaching Seventh Level, the time when activation can be done mentally, is an exceedingly difficult accomplishment. Maybe that level was chosen because of that reason; it is a challenge to look forward to. We changed it to 3rd Level for Simple Weapons and Animal Tattoos and 5th Level for Power Tattoos, Magic Weapons, and Monsters.
There were other changes we made, play tested, and modified or outright rejected, but these few are the ones that made the best improvement in overall game play.
Zero Tolerance for Transforming
I question why they are completely immune to all forms of transformation. This became an issue when several magic effects or OCCs stated that the character was transformed either for a period or permanently.
The average Atlantean can have up to four tattoos in addition to his two Marks of Heritage = six total. More than that transforms the character into a Mega-Damage being in M.D.C. environments.
--- Secrets of the Atlanteans, pg. 50
Shadow Self (15th level Shadow spell)
This spell transforms the spell caster from a flesh-and-blood character into a creature of the Shadow Dimension!
-- Secrets of the Atlanteans, pg. 113
My games make them immune to transformation into any form of undead (vampires, ghosts, ghouls, wights, mummies, etc.), but have a high tolerance (+4 to save) against magical attacks that transform the individual.
Marks of Heritage
My other issue is with the Marks of Heritage. I really like the history behind them but have changed them in my games.
Acquisition: Approaching the 5–6-year-old mark, the young Atlantean begins having dreams involving Elder Atlanteans regarding what it means to be an Atlantean, their history, and maybe a few personal stories. It’s a way for them to appreciate their past, feel a connection with something larger than themselves, and even learn how to use magic tattoos. After this ‘testing or training’ phase is completed, the young Atlantean find they now have two new Marks of Heritage.
Placement: I allow the Marks of Heritage to be placed anywhere on the arm, still one per arm, from the shoulder to hand. This change allows Atlanteans to ‘blend in’ with human society. Atlanteans are still able to immediately identify Marks of Heritage from other magical tattoos or non-magical tattoos regardless the placement.
One offensive and One defensive Tattoo: Not every character, or clan, is active in the vampire hunt. To address this, we determined that allowing alternate magic tattoos, not just the flaming sword and pierced heart, as long as there was one offensive and one defensive tattoo. Clans still have the same/similar tattoos with a central theme: longbows, staves, various swords, or axes for the offensive weapon and type of armor or shield for the defensive tattoo.
The Clan-less
Not every Atlantean grows up in a clan. Ever since they were forced to abandon their homeland, they have become nomads and wanderers throughout the dimensions in the best of conditions and slaves in the worst. How do the young ones get access to Marks of Heritage if they are born into slavery? The slavers would give them whatever tattoos would bring the highest value, if any at all.
By letting Atlanteans acquire their Marks of Heritage through the dreamlike state, it allows characters to begin their lives/careers anywhere you like. Non-Atlanteans, and Atlanteans acquiring more than the Marks of Heritage, still must quest to find an Alchemist willing to give them a Magical Tattoo.
Magic Tattoo Activation
Reaching Seventh Level, the time when activation can be done mentally, is an exceedingly difficult accomplishment. Maybe that level was chosen because of that reason; it is a challenge to look forward to. We changed it to 3rd Level for Simple Weapons and Animal Tattoos and 5th Level for Power Tattoos, Magic Weapons, and Monsters.
There were other changes we made, play tested, and modified or outright rejected, but these few are the ones that made the best improvement in overall game play.