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!!Sunaj

[[folder:Lord Ahziree Aerihza]]

The current ruler of the Aerihman clan of True Atlanteans and by extension the Sunaj allies of the Splugorth. He's the mastermind behind most of the Sunaj operations in and around Atlantis and beyond, including their long term goal of wiping out their more noble bretheren and resuming their plans to retake and reshape Atlantis into the mutliple dimension empire it was always destined to be. Despite his immense charm and charisma easily swaying his fellows Lord Ahziree remains a cruel and calculating man who won't let anything get in his way, even his current Splugorth masters whom he plans to betray and frame for the murder of his kinsmen once the dust around his campaign of genocide begans to settle. Only time will tell how successful he'll ultimately be in achiving his goals for a reborn Aerihman controlled Atlantean empire with himself as the undisputed ruler.
----
* AristcratsAreEvil: That's '''Lord''' Ahziree Aerihza to ''you'' peasant. In addition to being the current leader of the Aerihman and Sunaj he claims royal lineage among his bloodline and is described as having an "aristocratic air" about him.
[[/folder]]

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* PowerTattoo: They actually start out with even more than the Tattoo Men and have tons of extra P.P.E. to use them with.

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* PowerTattoo: They actually start out with even more than the Tattoo Tattooed Men and have tons of extra P.P.E. to use them with.with.
* WalkingTheEarth: They actually travel all across many different dimensions and alien worlds hunting down their foes, so it's more like ''walking the Megaverse.''
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* ImmuneToFire: One of their many tattoo powers.
* HunterOfMonsters: They travel all across the Megaverse hunting down various supernatural threats.
** VampireHunter: Vampires are one of their primary targets alongside the Splugorth.
* PowerTattoo: They actually start out with even more than the Tattoo Men and have tons of extra P.P.E. to use them with.
* WeatherManipulation: Another one of their many tattoo powers.

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Stone Masters are an elite group of mages that, as their name would imply, primarily specialize in various forms of earth magic. (They are actually masters of three entirely different classes of it, in fact, with abilities centered around Stone Magic, Gem Powers ''and'' Pyramid Technology. That's a lot of special skills for just one class!) Many of them are True Atlantians and thus have access to their unique racial powers but several other races can be Stone Masters too. In addition to being very formidable in combat Stone Masters are particularly well known to be expert artisans and craftsmen that can build great works of art out of just simple dirt and rock.

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Stone Masters are an elite group of mages that, as their name would imply, primarily specialize in various forms of earth magic. (They are actually masters of three entirely different classes of it, in fact, with abilities centered around Stone Magic, Gem Powers ''and'' Pyramid Technology. That's a lot of special skills for just one class!) Many of them are True Atlantians Atlanteans and thus have access to their unique racial powers but several other races can be Stone Masters too. In addition to being very formidable in combat Stone Masters are particularly well known to be expert artisans and craftsmen that can build great works of art out of just simple dirt and rock.



* PowerTattoo: Usually limited to just the "Marks of Heritage" that all True Atlantians get and only if the character is a True Atlantian themselves. Other races that become Stone Masters don't start with any. Of course, given all the special abilities they get from their class it's not like they really need any additional magical powers anyway.

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* PowerTattoo: Usually limited to just the "Marks of Heritage" that all True Atlantians Atlanteans get and only if the character is a True Atlantian Atlantean themselves. Other races that become Stone Masters don't start with any. Of course, given all the special abilities they get from their class it's not like they really need any additional magical powers anyway.



!!!Introduced in ''World Book 4: Africa''

[[folder:Necromancer]]

A deadly mage class that comes from and mostly inhabits the areas surrounding Egypt, including several parts of Africa and Europe. True to their name, they represent the classic death wizard that can animate the dead to serve as minions for their wicked goals and schemes. Due to the way magic and alignments work in Rifts most characters of this class are considered evil by default, though a few selfish and anarchist Necromancers exist as well and can serve as player characters. Due to their nature they are often treated as the enemies and rivals of Biomancers, a similar class that has abilities based around giving and manipulating life rather than death.

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!!!Introduced in ''World Book 4: Africa''

[[folder:Necromancer]]

A deadly mage class
[[folder:Undead Slayer]]

An elite group of True Atlantean monster hunters
that comes travel from world to world across dimensions slaying and mostly inhabits eradicating various menaces. Their favorite targets are vampires and the areas surrounding Egypt, various minions of the Splugorth, both of which they consider to be their most hated foes above all others. To assist them in their goal they command several high level magical powers and abilities including several parts of Africa and Europe. True to their name, they represent the classic death wizard that can animate the dead to serve as minions for their wicked goals and schemes. Due to the way tattoo magic and alignments work in Rifts most characters of this class are considered evil by default, though a few selfish many other unique skills. They also typically carry various weapons and anarchist Necromancers exist equipment for hunting vampires speciffically, such as well crosses, stakes and can serve as player characters. Due to their nature they are often treated as the enemies and rivals of Biomancers, a similar class that has abilities based around giving and manipulating life rather than death.squirt guns.


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* AnimatedTattoo: Their Animal and Monster type tattoos can summon the creatures they represent to fight alongside the Undead Slayers in battle.
* TheBeastmaster: Again, their Animal and Monster type tattoos ensure that they always have some backup to call upon in a dangerous situation.
* DetectEvil: They have a special power for locating nearby vampires.
* ElementalPowers: Their tattoos give them access to a huge variety of deadly elemental abilities, like shooting [[PlayingWithFire fire]] or [[ShockAndAwe electricity]] from their hands.
[[/folder]]

!!!Introduced in ''World Book 4: Africa''

[[folder:Necromancer]]

A deadly mage class that comes from and mostly inhabits the areas surrounding Egypt, including several parts of Africa and Europe. True to their name, they represent the classic death wizard that can animate the dead to serve as minions for their wicked goals and schemes. Due to the way magic and alignments work in Rifts most characters of this class are considered evil by default, though a few selfish and anarchist Necromancers exist as well and can serve as player characters. Due to their nature they are often treated as the enemies and rivals of Biomancers, a similar class that has abilities based around giving and manipulating life rather than death.
----
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* DetectEvil: They have a natural sense for detecting vampires.
* DishingOutDirt: Well yeah, it's kind of their thing. What else could you say about a class that has several pages of their sourcebook dedicated to listing and explaining their ''three seperate schools'' of earth manipulation magic?
* GemstoneAssault: Their "Gem Powers" school of earth magic gives them access to various magical spells and abilities based on what different types of gemstone they use.
* PowerTattoo: Usually limited to just the "Marks of Heritage" that all True Atlantians get and only if the character is a True Atlantian themselves. Other races that become Stone Masters don't start with any. Of course, given all the special abilities they get from their class it's not like they really need any additional magical powers anyway.

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!!!Introduced in ''World Book 2: Atlantis''

[[folder:Stone Masters]]

Stone Masters are an elite group of mages that, as their name would imply, primarily specialize in various forms of earth magic. (They are actually masters of three entirely different classes of it, in fact, with abilities centered around Stone Magic, Gem Powers ''and'' Pyramid Technology. That's a lot of special skills for just one class!) Many of them are True Atlantians and thus have access to their unique racial powers but several other races can be Stone Masters too. In addition to being very formidable in combat Stone Masters are particularly well known to be expert artisans and craftsmen that can build great works of art out of just simple dirt and rock.
----
[[/folder]]
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* ImmuneToFire: One of their tattoos centered around flame control temporarily gives them this power as one of its many bonuses.


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* WeatherManipulation: They have a tattoo that lets them calm storms and call down lightning.

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* PowerTattoo: As one could probably guess, their main gimmik is a set of magical tattoos that give them powerful supernatural abilities. These powers range from pretty basic stuff like creature summoning all the way up to healing and even resurrection.

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* TheBeastmaster: As mentioned above they can get tattoos for summoning both supernatural monsters and normal animals. The T-Monster Man O.C.C. subclass even specializes in this.
* ElementalPowers: A large amount of their tattoos give them one or more elemental abilities. This includes:
** BlowYouAway: The ability to float in the air, control wind and change the weather.
** MakingASplash: The ability to breathe underwater and swim like a fish.
** PlayingWithFire: The ability to surround themselves in a fiery aura and shoot flames from their hand.
** ShockAndAwe: The ability to call down lightning strikes and shoot electric blasts from their hand.
* PowerTattoo: As one could probably guess, their main gimmik gimmick is a set of magical tattoos that give them powerful supernatural abilities. These powers range from pretty basic stuff like creature summoning all the way up to healing and even resurrection.

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The Tattooed Men are enslaved humans that have been captured by the Splugorth and turned into powerful magical soldiers via the application of tattoo magic that endows them with many special abilities. In addition to giving them natural M.D.C. the tattoos grant them many useful superpowers to give them an edge in combat, though the process of branding them with a new tattoo is very painful and tramatic, which often leads to them developing insanities as they recieve more and more tattoos. While the majority of Tattooed Men are male humans both women and other races can become tattooed as well (in fact, females get a small stat bonus due to having a slightly higher natural P.P.E.) and may uncommonly be seen among the ranks of Spugorth foes in battle.

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The Tattooed Men are enslaved humans that have been captured by the Splugorth and turned into powerful magical soldiers via the application of tattoo magic that endows them with many special abilities. In addition to giving them natural M.D.C. the tattoos grant them many useful superpowers to give them an edge in combat, though the process of branding them with a new tattoo is very painful and tramatic, which often leads to them developing insanities as they recieve more and more tattoos. While the majority of Tattooed Men are male humans both women and other races can become tattooed as well (in fact, females get a small stat bonus due to having a slightly higher natural P.P.E.) and may uncommonly be seen among the ranks of Spugorth Splugorth foes in battle.


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* AnimatedTattoo: Two of the five major tattoo types (Animals & Monsters) focuses on magically summoning various creatures from tattoos. These include everything from common animals to deadly mythological monsters.


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* WalkingShirtlessScene: Due to how their powers work along with the fact that they get natural M.D.C. from their tattoos and generally shun body armor this trope is pretty much a given. If a Tattoo Man appears anywhere in the artwork you can bet he'll be both buff and shirtless.
* WithGreatPowerComesGreatInsanity: Being forcefully enslaved by alien monsters and made to undergo painful magical tattooing processes doesn't do their mental health any favors and many become violent, insane and/or suicidal fairly quickly. Somewhat subverted with the Maxi-Men though, who are raised and conditioned from birth to be tattoo slave soldiers for the Splugorth and generally have a somewhat better outlook on their lives than the basic Tattoo Men.
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[[folder:Tattooed Man & Maxi-Man]]

The Tattooed Men are enslaved humans that have been captured by the Splugorth and turned into powerful magical soldiers via the application of tattoo magic that endows them with many special abilities. In addition to giving them natural M.D.C. the tattoos grant them many useful superpowers to give them an edge in combat, though the process of branding them with a new tattoo is very painful and tramatic, which often leads to them developing insanities as they recieve more and more tattoos. While the majority of Tattooed Men are male humans both women and other races can become tattooed as well (in fact, females get a small stat bonus due to having a slightly higher natural P.P.E.) and may uncommonly be seen among the ranks of Spugorth foes in battle.
----
* PowerTattoo: As one could probably guess, their main gimmik is a set of magical tattoos that give them powerful supernatural abilities. These powers range from pretty basic stuff like creature summoning all the way up to healing and even resurrection.
[[/folder]]

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!!!Slave Stock

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!!!Slave !!Slave Stock



!Federation of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son of the infamous mage Nostrous Dunscon, Lord Dunscon is an immortal spellcaster overlord who rules over the Kingdom of Dunscon from The City of Brass, its capital and most populous settlement. Lord Dunscon has a very sordid and dark history with his hated enemy the Coalition States, especially the Prosek family and wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic, which has left many of his potential rivals and the other communities in the area fearful of what he might do next in his mad quest for power and revenge.

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!Federation [[folder:Erta]]

A race
of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon,
vicious predators that have a natural affinity for earth magic that they typically use to catch prey with, such as causing a landslide to bury the son of the infamous mage Nostrous Dunscon, Lord Dunscon is an immortal spellcaster overlord who rules over the Kingdom of Dunscon hapless victim alive. The Splugorth mostly use them for menial labor such as construction or debris clearing, though they typically have to be fitted with a bio-wizard "enslaver" to prevent them from The City simply making a run for it though the ground. In fact, quite a few of Brass, its capital their number have already escaped into the wilds of Atlantis and most populous settlement. Lord Dunscon has a very sordid and dark history with his hated enemy the Coalition States, especially the Prosek family and wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion parts of the Federation of Magic, which has left many of his potential rivals and the other communities Europe in the area fearful of what he might do next in his mad quest for power and revenge.past.



* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even in the more independent setllements.

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* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price
DishingOutDirt: They have a natural affinity for this earth magic that makes them great power is an upkeep at a wide variety of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' building and construction jobs.
* LongLived: Most live
to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a
few hundred years old but looks barely a day over thirty.
old.
* SorcerousOverlord: He serves as the "unofficial" ruler MultiArmedAndDangerous: They have two pairs of the Federation of Magic and exhibits a large amount of control over the area, even arms to assist them in the more independent setllements.combat.
* RestrainingBolt: Most have a bio-wizard "enslaver" device implanted into their head to prevent them from fleeing.



[[folder:Bloodmist]]
A demonic Raksasha who serves Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in the Kingdom of Dunscon for his skill in spying and assassination. While fairly loyal to Lord Dunscon and his cause Bloodmist has his own hidden agenda as well, seeking to increase the political strife and turmoil in the Federation of Magic and it's surrounding territories for his own amusement. To this end he deliberately encourages his leader's more brutal and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.

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[[folder:Bloodmist]]
A demonic Raksasha who serves
!Federation of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son of the infamous mage Nostrous Dunscon,
Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in an immortal spellcaster overlord who rules over the Kingdom of Dunscon for his skill in spying from The City of Brass, its capital and assassination. While fairly loyal to most populous settlement. Lord Dunscon has a very sordid and dark history with his cause Bloodmist has his own hidden agenda as well, seeking to increase hated enemy the political strife Coalition States, especially the Prosek family and turmoil in wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic Magic, which has left many of his potential rivals and it's surrounding territories the other communities in the area fearful of what he might do next in his mad quest for his own amusement. To this end he deliberately encourages his leader's more brutal power and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.revenge.


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* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even in the more independent setllements.
[[/folder]]

[[folder:Bloodmist]]
A demonic Raksasha who serves Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in the Kingdom of Dunscon for his skill in spying and assassination. While fairly loyal to Lord Dunscon and his cause Bloodmist has his own hidden agenda as well, seeking to increase the political strife and turmoil in the Federation of Magic and it's surrounding territories for his own amusement. To this end he deliberately encourages his leader's more brutal and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.
----

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!Federation of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son of the infamous mage Nostrous Dunscon, Lord Dunscon is an immortal spellcaster overlord who rules over the Kingdom of Dunscon from The City of Brass, its capital and most populous settlement. Lord Dunscon has a very sordid and dark history with his hated enemy the Coalition States, especially the Prosek family and wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic, which has left many of his potential rivals and the other communities in the area fearful of what he might do next in his mad quest for power and revenge.

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!Federation [[folder:Dragonsaurus]]

A race
of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son
small dragon-like lizard creatures commonly sold in Atlantis as an exotic sort of the infamous mage Nostrous Dunscon, Lord Dunscon is an immortal spellcaster overlord who rules over the Kingdom of Dunscon from The City of Brass, its capital and most populous settlement. Lord Dunscon has a very sordid and dark history with his hated enemy the Coalition States, especially the Prosek family and wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic, which has left many of his potential rivals and the other communities pet or watchdog that can occasionally be found in the area fearful of what he might do next in his mad quest for power wild as well. They tend to be loyal useful compainions and revenge.are extremely popular among the Splugorth minions. The price of a Dragonsaurus is usually determined by its level of training and breeding with only the most elite variants fetching the highest prices.



* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even in the more independent setllements.

to:

* ChildProdigy: He was an accomplished Ley Line Walker AllAnimalsAreDogs: The text discribing them makes several blatant comparisons to dogs, such as pointing out their level of intelligence is similar to that of a German Shepherd.
* DinosaursAreDragons: This thing is literally called a ''Dragonsaurus''.
* PetMonstrosity: They are basically the Atlantis equivilent of modern day dogs or cats with many members
of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name
Splugorth elite keeping one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even in the
or more independent setllements.as pets.



[[folder:Bloodmist]]
A demonic Raksasha who serves Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in the Kingdom of Dunscon for his skill in spying and assassination. While fairly loyal to Lord Dunscon and his cause Bloodmist has his own hidden agenda as well, seeking to increase the political strife and turmoil in the Federation of Magic and it's surrounding territories for his own amusement. To this end he deliberately encourages his leader's more brutal and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.

to:

[[folder:Bloodmist]]
A demonic Raksasha who serves
!Federation of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son of the infamous mage Nostrous Dunscon,
Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in an immortal spellcaster overlord who rules over the Kingdom of Dunscon for his skill in spying from The City of Brass, its capital and assassination. While fairly loyal to most populous settlement. Lord Dunscon has a very sordid and dark history with his cause Bloodmist has his own hidden agenda as well, seeking to increase hated enemy the political strife Coalition States, especially the Prosek family and turmoil in wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic Magic, which has left many of his potential rivals and it's surrounding territories the other communities in the area fearful of what he might do next in his mad quest for his own amusement. To this end he deliberately encourages his leader's more brutal power and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.revenge.


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* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even in the more independent setllements.
[[/folder]]

[[folder:Bloodmist]]
A demonic Raksasha who serves Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in the Kingdom of Dunscon for his skill in spying and assassination. While fairly loyal to Lord Dunscon and his cause Bloodmist has his own hidden agenda as well, seeking to increase the political strife and turmoil in the Federation of Magic and it's surrounding territories for his own amusement. To this end he deliberately encourages his leader's more brutal and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.
----

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!Federation of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son of the infamous mage Nostrous Dunscon, Lord Dunscon is an immortal spellcaster overlord who rules over the Kingdom of Dunscon from The City of Brass, its capital and most populous settlement. Lord Dunscon has a very sordid and dark history with his hated enemy the Coalition States, especially the Prosek family and wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic, which has left many of his potential rivals and the other communities in the area fearful of what he might do next in his mad quest for power and revenge.

to:

!Federation of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son of the infamous mage Nostrous Dunscon, Lord Dunscon is an immortal spellcaster overlord who rules over the Kingdom of Dunscon from
!!!Slave Stock

[[folder:Adarok]]

The City of Brass, its capital and most populous settlement. Lord Dunscon has a very sordid and dark history with his hated enemy the Coalition States, especially the Prosek family and wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very Adarok are large portion of the Federation of Magic, gargoyle-like creatures that, despite their fierce and demonic looks, are actually a kind, gentle and peaceful race. They strongly prefer to avoid unnecessary conflict and will typically flee ranter than engage in a meaningless fight. They can be quite dangerous if provoked however, which has left many of his potential rivals is quite a fearsome sight to behold as they uproot trees and fling around cars like toys. Sadly, their benevolent nature and massive size and strength make them ideal prey for the other communities in Splugorth and they can commonly be found being sold at the area fearful of what he might do next in his mad quest for power and revenge.Atlantis slave markets.



* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even in the more independent setllements.

to:

* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father
DarkIsNotEvil: They look like giant demonic mountains that sprouted wings, but are actually nice and had him deified in death, even going so far as friendly creatures that prefer to name one reason with or flee from their enemies instead of his major cities after him.
fighting or hurting them.
* ImmortalityImmorality: A very DumbMuscle: They are insanely strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old
but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even
their I.Q. stat is usually in the more independent setllements.low to medium single digits.
* GentleGiant: Their main defining characteristic. Sadly, they are often mistaken as a threat by humans and attacked or captured and sold as slaves on the Atlantis slave market.
* LongLived: Their average lifespan clocks in at just under a millenium.
* PsychicPowers: They can communicate telepathically and are considered minor psychics with a few natural psychic abilities.



[[folder:Bloodmist]]
A demonic Raksasha who serves Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in the Kingdom of Dunscon for his skill in spying and assassination. While fairly loyal to Lord Dunscon and his cause Bloodmist has his own hidden agenda as well, seeking to increase the political strife and turmoil in the Federation of Magic and it's surrounding territories for his own amusement. To this end he deliberately encourages his leader's more brutal and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.

to:

[[folder:Bloodmist]]
A demonic Raksasha who serves
!Federation of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son of the infamous mage Nostrous Dunscon,
Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in an immortal spellcaster overlord who rules over the Kingdom of Dunscon for his skill in spying from The City of Brass, its capital and assassination. While fairly loyal to most populous settlement. Lord Dunscon has a very sordid and dark history with his cause Bloodmist has his own hidden agenda as well, seeking to increase hated enemy the political strife Coalition States, especially the Prosek family and turmoil in wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic Magic, which has left many of his potential rivals and it's surrounding territories the other communities in the area fearful of what he might do next in his mad quest for his own amusement. To this end he deliberately encourages his leader's more brutal power and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.revenge.


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* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even in the more independent setllements.
[[/folder]]

[[folder:Bloodmist]]
A demonic Raksasha who serves Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in the Kingdom of Dunscon for his skill in spying and assassination. While fairly loyal to Lord Dunscon and his cause Bloodmist has his own hidden agenda as well, seeking to increase the political strife and turmoil in the Federation of Magic and it's surrounding territories for his own amusement. To this end he deliberately encourages his leader's more brutal and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.
----
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* CombatTentacles: They mostly just rely on their immense psychic abilities to win battles but can also strike at their foes with their tentacles in a pinch.
* EyesDoNotBelongThere: A few varieties of Metztla have some pretty weird eye placements.
* LongLived: Varies a bit between the many different types but most variants live for several thousand years on average.
* PsychicPowers: Their trademark ability. Even the weaker Metztla are considered to be master level psychics with a wide range of powerful and devistating abilities.
* StarfishAliens: Unlike most of their allies (which usually have a more humanoid shape) they don't look like any sort of creature that could be native to earth. Their exact shape and abilities vary greatly between members but they all look like something that crawled out of a Creator/HPLovecraft nightmare.
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!!!Elite Class


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!!!Lesser Classes


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[[folder:Metztla]]

A race of large and diverse alien creatures known for their strange and terrifying appearances and incredible psionic powers. They opperate on a hive caste system with a queen, though their societly is structured much differently from most other hive races with individual members being given a massive amount of personal freedom so long as they don't cause any major trouble for the community. Unfortunately, most use their freedom to terrorize lesser beings and cause mayhem and distruction wherever they go. Currently, they are dedicated allies of the Slugorth empire but the Sunaj have been steadily planting ideas of rebellion in their minds, possibly leading to a conflict between the two in the near future.
----
[[/folder]]

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!Federation of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son of the infamous mage Nostrous Dunscon, Lord Dunscon is an immortal spellcaster overlord who rules over the Kingdom of Dunscon from The City of Brass, its capital and most populous settlement. Lord Dunscon has a very sordid and dark history with his hated enemy the Coalition States, especially the Prosek family and wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic, which has left many of his potential rivals and the other communities in the area fearful of what he might do next in his mad quest for power and revenge.

to:

!Federation [[folder:Kittani]]

The Kittani are a race
of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon,
ape-like humanoids from an unknown planet in the son far reaches of outer space. After a long and disastrous war with a strange alien race known as The Mechanoids nearly wiped out their entire species they were forced to flee for their lives from the overwhelming enemy. All seemed lost for them... until they made contact with another alien race known as the Splugorth who opened a rift for them to escape from their relentless foes. From there the Kittani entered into brief negotiations with their new friends and eventually became a vital part of the infamous mage Nostrous Dunscon, Lord Dunscon is an immortal spellcaster overlord who rules over the Kingdom of Dunscon from The City of Brass, its capital and most populous settlement. Lord Dunscon has a very sordid and dark history with his hated enemy the Coalition States, especially the Prosek family and wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic, which has left many of his potential rivals and the other communities in the area fearful of what he might do next in his mad quest for power and revenge.Splugorth empire.



* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even in the more independent setllements.

to:

* ChildProdigy: He was an accomplished Ley Line Walker KillerSpaceMonkey: They're a race of the 4th level by the time he was 12.
dangerous space humanoids that look like strange alien apes with giant brains.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune
LongLived: Downplayed compared to most forms of poison and disease, including radiation. The price for this great power other Splugorth minion races but their avaerage lifespan is an upkeep of P.P.E. 120, several decades above the human average.
* MyBrainIsBig: They have gigantic skulls
that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little
house equally giant brains and are known for the lives of others their high intellegence, technical skills and will happily kill just for the sake of it this doen't present much of a problem for him.
psychic powers.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic
PsychicPowers: They are natural psychics with abilities mostly focused around machinery and exhibits a large amount of control over the area, even in the more independent setllements.other technology.



[[folder:Bloodmist]]
A demonic Raksasha who serves Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in the Kingdom of Dunscon for his skill in spying and assassination. While fairly loyal to Lord Dunscon and his cause Bloodmist has his own hidden agenda as well, seeking to increase the political strife and turmoil in the Federation of Magic and it's surrounding territories for his own amusement. To this end he deliberately encourages his leader's more brutal and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.

to:

[[folder:Bloodmist]]
A demonic Raksasha who serves
!Federation of Magic

[[folder:Lord Dunscon]]
Born Alistair Winston Dunscon, the son of the infamous mage Nostrous Dunscon,
Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in an immortal spellcaster overlord who rules over the Kingdom of Dunscon for his skill in spying from The City of Brass, its capital and assassination. While fairly loyal to most populous settlement. Lord Dunscon has a very sordid and dark history with his cause Bloodmist has his own hidden agenda as well, seeking to increase hated enemy the political strife Coalition States, especially the Prosek family and turmoil in wishes to see them destroyed by any means necessary. Unhinged and unpredictable he commands a very large portion of the Federation of Magic Magic, which has left many of his potential rivals and it's surrounding territories the other communities in the area fearful of what he might do next in his mad quest for his own amusement. To this end he deliberately encourages his leader's more brutal power and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.revenge.


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* ChildProdigy: He was an accomplished Ley Line Walker of the 4th level by the time he was 12.
* EvenEvilHasLovedOnes: He dearly loved his father and had him deified in death, even going so far as to name one of his major cities after him.
* ImmortalityImmorality: A very strong type 1. At some point during his travels he gained immortality and became immune to most forms of poison and disease, including radiation. The price for this great power is an upkeep of P.P.E. that must be absorbed from a victim at the moment of death. It ''has'' to be a sentient being too, animals don't count.
* LifeDrinker: He has to absorb at least a dozen P.P.E. fairly regularly to maintain his immortality. Since he cares so little for the lives of others and will happily kill just for the sake of it this doen't present much of a problem for him.
* OlderThanTheyLook: He's over a hundred years old but looks barely a day over thirty.
* SorcerousOverlord: He serves as the "unofficial" ruler of the Federation of Magic and exhibits a large amount of control over the area, even in the more independent setllements.
[[/folder]]

[[folder:Bloodmist]]
A demonic Raksasha who serves Lord Dunscon as his personal adviser and bodyguard. He is a powerful entity well known and greatly feared in the Kingdom of Dunscon for his skill in spying and assassination. While fairly loyal to Lord Dunscon and his cause Bloodmist has his own hidden agenda as well, seeking to increase the political strife and turmoil in the Federation of Magic and it's surrounding territories for his own amusement. To this end he deliberately encourages his leader's more brutal and ruthless tendencies to see how lively things can become once tensions steadily begin increasing to the breaking point.
----
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* BladeBelowTheShoulder: All Powerlords get retractable Mega-Damage forearm blades as standard upgrades.
* DeadlyUpgrade: The Bio-Wizard implants that Powerlords have reduce their life expectancy by about 40-50 years compared to the regular Overlords. However, most Kydians see becoming a Powerlord as a great honor despite the drawbacks and are usually happy to be choosen as worthy of becoming one.


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* SuperStrength: Overlords get a supernatural strength score of about 20-30 on average while Powerlords start with a P.S. of 40.

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[[folder:The Minion of Splugorth]]

A terrifying entity comprised of three main components: The Minion of Splugorth Slaver itself, a small handful of Blind Splugorth Slave Women and a large slave barge that serves as a mode of transportation and weapons platform. The Splugorth Slaver leads the slave hunting party with its powerful senses and eye staff while the Blind Warrior Women provide support, making for a dangerous foe even for more seasoned adventurers. True to their name these nasty monstrosities prowl the world in search of humans and other creatures to enslave for their master back at Atlantis.

to:

[[folder:The Minion [[folder:Overlord & Powerlord]]

A once dying race known as the Kydian who were pushed to the brink
of Splugorth]]

A terrifying entity comprised of three main components: The Minion of
total extinction by an overpopulation crisis on their original home planet. Seeing this as an opportunity to gain powerful allies the Splugorth Slaver itself, approached them with a small handful of Blind deal: if they agreed to serve the Splugorth Slave Women and a large slave barge that serves as a mode of transportation and weapons platform. The Splugorth Slaver leads the slave hunting party with its powerful senses and eye staff while the Blind Warrior Women provide support, making for a dangerous foe even for more seasoned adventurers. True to forever their name these nasty monstrosities prowl race would not only be saved from death but afforded many luxuries as minions of the world in search of humans empire. Needless to say, the dying and other creatures desperate Kydians gladly agreed to enslave for the generous bargain and began a fresh existance as an army of slaves. That was over 50,000 years ago and modern Kydians (now known as Overlords and Powerlords) are a common sight in Atlantis and beyond, still faithfully serving their master back at Atlantis.alien saviors as soldiers and conquerers.


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* ExplosiveBreeder: They reproduce at an astonishing rate and most births result in at least triplets, which nearly caused them to go extinct when the resources on their home planet started to dry up. Luckily for them, the Splugorth found a use for their vast numbers and offered them salvation in exchange for becoming a part of their personal army.
* LongLived: To everyone's immense surprise (including their own) they actually have a natural lifespan of around 150 years in ideal conditions. Before the Splugorth came their overpopulation crisis was forcing them to kill off everyone who made it to about a third of that.
[[/folder]]

[[folder:The Minion of Splugorth]]

A terrifying entity comprised of three main components: The Minion of Splugorth Slaver itself, a small handful of Blind Splugorth Slave Women and a large slave barge that serves as a mode of transportation and weapons platform. The Splugorth Slaver leads the slave hunting party with its powerful senses and eye staff while the Blind Warrior Women provide support, making for a dangerous foe even for more seasoned adventurers. True to their name these nasty monstrosities prowl the world in search of humans and other creatures to enslave for their master back at Atlantis.
----
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* SuperStrength: They start out with a whopping 50 supernatural strength, making them one of the most physically strong classes in the entire game.
* ThirdEye: And they have quite a few nice eye related powers to compliment it, such as long range nightvision and see the invisible.

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[[folder:The Minion of Splugorth]]

A terrifying entity comprised of three main components: The Minion of Splugorth Slaver itself, a small handful of Blind Splugorth Slave Women and a large slave barge that serves as a mode of transportation and weapons platform. The Splugorth Slaver leads the slave hunting party with its powerful senses and eye staff while the Blind Warrior Women provide support, making for a dangerous foe even for more seasoned adventurers. True to their name these nasty monstrosities prowl the world in search of humans and other creatures to enslave for their master back at Atlantis.

to:

[[folder:The Minion of Splugorth]]

A terrifying entity comprised of three main components: The Minion of
[[folder:Conservator]]

Splugorth Slaver itself, a small handful of Blind Splugorth Slave Women and a large slave barge Conservators are elite hunters that serves love the thrill of stalking their prey, often more than the actual kill itself. They begin their existance as a mode of transportation lifeform similar to the High lords, though unlike the High Lords they quickly develop a keen instinct for tracking and combat rather than a thirst for knowledge or greater magical power. With their many biological weapons platform. The Splugorth Slaver leads the slave hunting party with its and powerful senses and eye staff while the Blind Warrior Women provide support, making abilities Conservators make for a dangerous foe even for more seasoned adventurers. True to their name these nasty monstrosities prowl the world in search of humans and other creatures to enslave for their master back at Atlantis.extremely deadly (and often short) fights whenever they get involved.


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* BewareMyStingerTail: All Conservators have dangerous stinger tails that they can use to attack with in battle.
* BloodKnight: They have an intense thirst for hunting and fighting to such an extent that a Conservator not regularly displaying traits assosiated with combat or tracking is considered a freak.
* MultiArmedAndDangerous: All Conservators have four arms in total, which gives them a few bonuses in combat.
* PsychicPowers: They are considered major psychics but have a very limited pool of actual powers. (Most are focused around tracking enemies or gathering information.)
[[/folder]]

[[folder:The Minion of Splugorth]]

A terrifying entity comprised of three main components: The Minion of Splugorth Slaver itself, a small handful of Blind Splugorth Slave Women and a large slave barge that serves as a mode of transportation and weapons platform. The Splugorth Slaver leads the slave hunting party with its powerful senses and eye staff while the Blind Warrior Women provide support, making for a dangerous foe even for more seasoned adventurers. True to their name these nasty monstrosities prowl the world in search of humans and other creatures to enslave for their master back at Atlantis.
----
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* PsychicLink: They have a direct psychic connection to their Splugorth masters that gives this a host of powerful abilities such as greatly increased strength and teleportation.
* TechnoWizard: They are masters of several different styles of magic and technology. They can even get Techno-Wizard O.C.C. abilities as one of their main specialties.

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!!Leader



[[folder:The Minion of Splugorth]]

A terrifying entity comprised of three main components: The Minion of Splugorth Slaver itself, a small handful of Blind Splugorth Slave Women and a large slave barge that serves as a mode of transportation and weapons platform. The Splugorth Slaver leads the slave hunting party with its powerful senses and eye staff while the Blind Warrior Women provide support, making for a dangerous foe even for more seasoned adventurers. True to their name these nasty monstrosities prowl the world in search of humans and other creatures to enslave for their master back at Atlantis.

to:

[[folder:The Minion of Splugorth]]

A terrifying entity comprised of three main components: The Minion of
!!Minions

[[folder:High Lord]]

High Lords are among the most elite minions the
Splugorth Slaver itself, a small handful of Blind have and are in fact ranked above all the others, being second only to the Splugorth Slave Women and a large slave barge that serves as a mode themselves in terms of transportation and weapons platform. The power in their society. Loyal to a fault the High Lords serve their Splugorth Slaver leads the slave hunting party with its masters as powerful senses wizards and eye staff while the Blind Warrior Women provide support, making for a dangerous foe even for more seasoned adventurers. True scientists with command over an extremely vast array of exotic magic and technology. Contracy to their name these nasty monstrosities prowl the world somewhat feeble looking appearence they are also quite powerful fighters in search of humans combat and other creatures to enslave for their master back at Atlantis.are fully capable of both dealing and recieving several hundred points of Mega-Damage, making them a deadly advarsary even when encountered in smaller numbers.


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* LongLived: Not nearly as much as their Splugorth masters but most High Lords make it to a little over a thousand years on average.
* NoSelfBuffs: They are masters of tattoo magic but cannot actually use it on themselves, requiring them to keep a few slaves on hand to make full use of the powerful ability.
* OmnidisciplinaryScientist: They have complete mastery over several fields of both magic and science.
[[/folder]]

[[folder:The Minion of Splugorth]]

A terrifying entity comprised of three main components: The Minion of Splugorth Slaver itself, a small handful of Blind Splugorth Slave Women and a large slave barge that serves as a mode of transportation and weapons platform. The Splugorth Slaver leads the slave hunting party with its powerful senses and eye staff while the Blind Warrior Women provide support, making for a dangerous foe even for more seasoned adventurers. True to their name these nasty monstrosities prowl the world in search of humans and other creatures to enslave for their master back at Atlantis.
----
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* LawOfChromaticSuperiority: Inverted with white Psi-Swords. A Cyber-Knight ''can'' make a white blade, but the effort needed to maintain a weapon that radiates all colors of light is not worth it.
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* AlwaysChaoticEvil: [[DependingOnTheWriter Depends on the sourcebook]]. Their debut in ''Federation of Magic'' had their evil be a matter of being trained by an evil organization, with a good-guy splinter group, but ''Mystic Russia'''s Mystic Knights are inherently evil.
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* AlmightyJanitor: She's a division commander and a Lieutenant Colonel. She's on the shortlist for Brigadier General, though.


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* TokenGoodTeammate: She's a high-ranking Coalition officer, on the fast track to even higher rank. She's also a good person, an unwavering defender of humanity and open-minded by Coalition standards.

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One of the more elite soldier classes the coalition States has to offer. CTO are highly trained fighters that choose a particular field of interest to specialize in from a few seperate categories and then select most of their class skills based on the choice they make. This gives them a pretty wide range of adaptability and resourcefullness and can make them a bit unpredictable to their opponent.

to:

One of the more elite soldier classes the coalition Coalition States has to offer. CTO are highly trained fighters that choose a particular field of interest to specialize in from a few seperate separate categories and then select most of their class skills based on the choice they make. This gives them a pretty wide range of adaptability and resourcefullness resourcefulness and can make them a bit unpredictable to their opponent.opponents.


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* CommunicationsOfficer: Any CTO who chooses the Communications MOS class will become one, naturally.

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* OvertOperative: They heavily implied to wear the same "Dead Boy" skull armor as their fellows... ''along with a helmet that explicitly indentifies them as an elite military officer.''

to:

* OvertOperative: They heavily implied to wear the same "Dead Boy" skull armor as their fellows... ''along along with a helmet that explicitly ''explicitly indentifies them as an elite military officer.''




!!Scientists & Researchers

[[folder:Doctor Desmond Bradford]]
The head scientist of the Lone Star Complex, the premier genetics laboratory in the Coalition States. Lone Star was responsible for the creation of the Psi-Hounds (better known as "Dog Boys"), the famous humanoid dogs used by the CS military. A childhood friend of Emperor Prosek, Dr. Bradford is impossibly intelligent and coldly charismatic. Unfortunately, he is also completely insane.

to:

\n!!Scientists & Researchers\n\n[[folder:Doctor Desmond Bradford]]\nThe head scientist [[folder:Coalition Technical Officer]]

One
of the Lone Star Complex, more elite soldier classes the premier genetics laboratory coalition States has to offer. CTO are highly trained fighters that choose a particular field of interest to specialize in from a few seperate categories and then select most of their class skills based on the Coalition States. Lone Star was responsible for the creation choice they make. This gives them a pretty wide range of the Psi-Hounds (better known as "Dog Boys"), the famous humanoid dogs used by the CS military. A childhood friend of Emperor Prosek, Dr. Bradford is impossibly intelligent adaptability and coldly charismatic. Unfortunately, he is also completely insane.resourcefullness and can make them a bit unpredictable to their opponent.


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* CoolHelmet: Like all highly ranked and elite CS soldiers they get a special helmet design to distinguish them from the basic grunts.
* EliteMook: All types of CTO are elite but special mention should go to the Weapons MOS class since they get a large amount of extra W.P. which makes them masters of combat even among the Coalition States.
* TheEngineer: CTO soldiers that take the Engineering MOS class are functionally combat engineers with several skills in Electronics and Mechanics.
* WalkingArmory: A CTO that takes the Weapons MOS can choose up to five extra W.P. ''in addition'' to their basic Technical Officer class W.P. in both Energy Pistols and Energy Rifles, for a total of seven.
[[/folder]]


!!Scientists & Researchers

[[folder:Doctor Desmond Bradford]]
The head scientist of the Lone Star Complex, the premier genetics laboratory in the Coalition States. Lone Star was responsible for the creation of the Psi-Hounds (better known as "Dog Boys"), the famous humanoid dogs used by the CS military. A childhood friend of Emperor Prosek, Dr. Bradford is impossibly intelligent and coldly charismatic. Unfortunately, he is also completely insane.
----

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!!Scientists & Researchers

[[folder:Doctor Desmond Bradford]]
The head scientist of the Lone Star Complex, the premier genetics laboratory in the Coalition States. Lone Star was responsible for the creation of the Psi-Hounds (better known as "Dog Boys"), the famous humanoid dogs used by the CS military. A childhood friend of Emperor Prosek, Dr. Bradford is impossibly intelligent and coldly charismatic. Unfortunately, he is also completely insane.

to:

!!Scientists & Researchers

[[folder:Doctor Desmond Bradford]]
[[folder:Coalition Military Specialist]]

The head scientist CMS are highly trained soldiers that primarily specialize in espionage and reconnaissance opperations. Unlike most other members of the Lone Star Complex, the premier genetics laboratory in the Coalition States. Lone Star was responsible for States Military they are allowed a few non-medical cybernetics right from the creation beginning of their careers to better complete their jobs with while otherwise behaving similarly to the Psi-Hounds (better known basic grunts. Despite essentially serving as "Dog Boys"), scouts and spies they are implied to wear [[HighlyConspicuousUniform the famous humanoid dogs used by exact same highly visible armor as other CS soldiers along with the CS military. A childhood friend addition of Emperor Prosek, Dr. Bradford is impossibly intelligent and coldly charismatic. Unfortunately, he is also completely insane.a special helmet that identifies them as an elite unit.]]


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* CoolHelmet: According to the original Rifts RPG book they appear to wear special fancy helmets that indentify them as elite military officers.
* {{Cyborg}}: They are the only Coalition States soldier class in the base game to get easy access to cybernetics at the first level.
* EliteMooks: They serve as a sort of elite military spy agent for the Coalition States. They even have special helmets to prove it.
* OvertOperative: They heavily implied to wear the same "Dead Boy" skull armor as their fellows... ''along with a helmet that explicitly indentifies them as an elite military officer.''
[[/folder]]


!!Scientists & Researchers

[[folder:Doctor Desmond Bradford]]
The head scientist of the Lone Star Complex, the premier genetics laboratory in the Coalition States. Lone Star was responsible for the creation of the Psi-Hounds (better known as "Dog Boys"), the famous humanoid dogs used by the CS military. A childhood friend of Emperor Prosek, Dr. Bradford is impossibly intelligent and coldly charismatic. Unfortunately, he is also completely insane.
----
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* ImmuneToFire: They're actually ''outright immune'' to most energy type attacks period, including fire, radiation and electricity. Magicial energy and Ley Line storms can hurt them, but only do half damage.
* MagicKnight: In addition to extremely deadly skills in combat they get access to several supernatural spells, magical immunities and even some psonic powers for good measure! These are some guys you really don't want to mess with.

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* ImmuneToFire: They're actually ''outright immune'' to most energy type attacks period, ''period'', including fire, radiation and electricity. Magicial Magical energy and Ley Line storms can hurt them, but only do half damage.
* MagicKnight: In addition to extremely deadly skills in combat they get access to several supernatural spells, magical immunities and even some psonic psionic powers for good measure! [[SuperpowerLottery These are some guys you really don't want to mess with.]]

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* BlackKight: If Cyber-Knights are the Rifts version of the KnightInShiningArmor then these guys could be seen as their wicked counterparts.
* EnergyAbsorbtion: They can drain P.P.E. from Ley Lines and even siphon P.P.E. from other nearby mages.

to:

* BlackKight: BlackKnight: If Cyber-Knights are the Rifts version of the KnightInShiningArmor then these guys could be seen as their wicked counterparts.
* EnergyAbsorbtion: EnergyAbsorption: They can drain P.P.E. from Ley Lines and even siphon P.P.E. from other nearby mages.



* ImmuneToFire: They're actually ''outright immune'' to most energy type attacks period, including fire, radiation and electricity. Magiclal energy and Ley Line storms can hurt them, but only do half damage.

to:

* ImmuneToFire: They're actually ''outright immune'' to most energy type attacks period, including fire, radiation and electricity. Magiclal Magicial energy and Ley Line storms can hurt them, but only do half damage.damage.
* MagicKnight: In addition to extremely deadly skills in combat they get access to several supernatural spells, magical immunities and even some psonic powers for good measure! These are some guys you really don't want to mess with.
* NoSell: Most forms of energy just flat out don't work against them, though normal weapons, rune weapons, holy weapons and most magical weapons will still do full damage. They can also take half damage from Ley Line storms and magical attacks.
* PsychicPowers: They get access to some pretty useful stuff at base level and can even get ''Super'' tier psionics when they reach a high enough level.

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