Time of a Thousand Magiks
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- JuliusCreed
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Re: Time of a Thousand Magiks
Best idea I can come up with is to start going through the Rifts books and the BoM for all of their Magic OCCs. Some neccessary mods would be MDC to SDC conversions, most likely no Techno-Wizard, though a Fantasy era equivalent is probable, and skill modifications for a fantasy setting rather than Rifts (ie no WP Energy Pistol, Power Armor Combat, etc.)
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Time of a Thousand Magiks
Hey great topic
The Rifter article I wrote for issue #23, The Blade Mage, talks about the Time of a Thousand Magicks, also, Palladium Fantasy book Island at the Edge of the World provides a living legend, the Life Force Wizard Selsesstissan.
Some sort of elemental steam punk is not out of the question.
Rune Smiths who trap powerful beings, binding their souls into indestructible rune artifacts and weapons,
The surging magic levels of the Palladium world at that time, were the equal of Rifts Earth.. Ley line wizards of that era could probably strip mine half a mountain by tearing open the fabric of space, just by redirecting and focusing the epic geomantic energies. Summoners opened doorways to worlds, whole armies of creatures arrived and waged war on a daily basis.
Not much unlike the Collectable card game, Magic the Gathering really.
The most powerful wizards dominated the world, some had very specialized magical powers.. these are the masterminds who uncovered terrible secrets of the Old Ones, who kicked open the library doors of hell and rifled Pandora's box for anything they could throw at each other.
Sheared off mountain tops, inverted with fortified castles on top, soaring across the sky in defiance of gravity, for sure.
A wizard who creates animated golems, and rides inside a huge, armored hulk, propelled by infernal energies.
Psychics that can create living spells through the use of potent power words and geomantic rituals.
Pretty much anything goes, you can introduce demi-gods and immortals, such as the legendary historical author, Tristine.
The Rifter article I wrote for issue #23, The Blade Mage, talks about the Time of a Thousand Magicks, also, Palladium Fantasy book Island at the Edge of the World provides a living legend, the Life Force Wizard Selsesstissan.
Some sort of elemental steam punk is not out of the question.
Rune Smiths who trap powerful beings, binding their souls into indestructible rune artifacts and weapons,
The surging magic levels of the Palladium world at that time, were the equal of Rifts Earth.. Ley line wizards of that era could probably strip mine half a mountain by tearing open the fabric of space, just by redirecting and focusing the epic geomantic energies. Summoners opened doorways to worlds, whole armies of creatures arrived and waged war on a daily basis.
Not much unlike the Collectable card game, Magic the Gathering really.
The most powerful wizards dominated the world, some had very specialized magical powers.. these are the masterminds who uncovered terrible secrets of the Old Ones, who kicked open the library doors of hell and rifled Pandora's box for anything they could throw at each other.
Sheared off mountain tops, inverted with fortified castles on top, soaring across the sky in defiance of gravity, for sure.
A wizard who creates animated golems, and rides inside a huge, armored hulk, propelled by infernal energies.
Psychics that can create living spells through the use of potent power words and geomantic rituals.
Pretty much anything goes, you can introduce demi-gods and immortals, such as the legendary historical author, Tristine.
Re: Time of a Thousand Magiks
I've run a single game in the past, and it was at the cusp of the change from Time of a Thousand Magiks and the onset of the war. Players where a trio of gnomes dropping quickly into insanity at the actions of Elf and Dwarves and ranting about how it would affect the mighty gnomish people trying to whip their people into a fervor over said offenses. In the end they failed that and turned to picking off wizards in the war (gnomes where an Assassin, Bowmen and Warrior).
As far as setting, it's mostly the same, but I had wizards able to select a second school of otherwise 'lost' or 'forbidden' magic, and allowed classes like Blade Mage, Shadow Mage, and all those other odd ball caster classes. As such, almost everyone had a caster class.
As far as setting, it's mostly the same, but I had wizards able to select a second school of otherwise 'lost' or 'forbidden' magic, and allowed classes like Blade Mage, Shadow Mage, and all those other odd ball caster classes. As such, almost everyone had a caster class.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Re: Time of a Thousand Magiks
ZEN wrote:Hey great topic
The Rifter article I wrote for issue #23, The Blade Mage, talks about the Time of a Thousand Magicks, also, Palladium Fantasy book Island at the Edge of the World provides a living legend, the Life Force Wizard Selsesstissan.
Some sort of elemental steam punk is not out of the question.
Rune Smiths who trap powerful beings, binding their souls into indestructible rune artifacts and weapons,
The surging magic levels of the Palladium world at that time, were the equal of Rifts Earth.. Ley line wizards of that era could probably strip mine half a mountain by tearing open the fabric of space, just by redirecting and focusing the epic geomantic energies. Summoners opened doorways to worlds, whole armies of creatures arrived and waged war on a daily basis.
Not much unlike the Collectable card game, Magic the Gathering really.
The most powerful wizards dominated the world, some had very specialized magical powers.. these are the masterminds who uncovered terrible secrets of the Old Ones, who kicked open the library doors of hell and rifled Pandora's box for anything they could throw at each other.
Sheared off mountain tops, inverted with fortified castles on top, soaring across the sky in defiance of gravity, for sure.
A wizard who creates animated golems, and rides inside a huge, armored hulk, propelled by infernal energies.
Psychics that can create living spells through the use of potent power words and geomantic rituals.
Pretty much anything goes, you can introduce demi-gods and immortals, such as the legendary historical author, Tristine.
Blade Mage is an absolute favorite of mine!!!!!
L-20 Pulse Rifle=25,000 Credits, Plastic Man Full Environmental Armor=18,000 Credits, Speedster Hovercycle w/Nuclear power and Laser=461,000 Credits.
Playing Rifts with your five older children, PRICELESS.
See My New Campaign in story form
viewtopic.php?f=8&t=126287
Playing Rifts with your five older children, PRICELESS.
See My New Campaign in story form
viewtopic.php?f=8&t=126287
- azazel1024
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Re: Time of a Thousand Magiks
Rifter #50 also has Zodiac mages which are pretty cool.
Re: Time of a Thousand Magiks
Crucible wrote:Blade Mage is an absolute favorite of mine!!!!!
Thanks!
Re: Time of a Thousand Magiks
ZEN wrote:Crucible wrote:Blade Mage is an absolute favorite of mine!!!!!
Thanks!
NO!!! Thank you! The Blade Mage is canon in my games.
L-20 Pulse Rifle=25,000 Credits, Plastic Man Full Environmental Armor=18,000 Credits, Speedster Hovercycle w/Nuclear power and Laser=461,000 Credits.
Playing Rifts with your five older children, PRICELESS.
See My New Campaign in story form
viewtopic.php?f=8&t=126287
Playing Rifts with your five older children, PRICELESS.
See My New Campaign in story form
viewtopic.php?f=8&t=126287
Re: Time of a Thousand Magiks
malefic wrote:Crucible wrote:Blade Mage is an absolute favorite of mine!!!!!
Some of the powers needed tweaking imo but I agree. The Blade Mage was one of the best things to come out of Rifter.
I didn't tweak a thing.
L-20 Pulse Rifle=25,000 Credits, Plastic Man Full Environmental Armor=18,000 Credits, Speedster Hovercycle w/Nuclear power and Laser=461,000 Credits.
Playing Rifts with your five older children, PRICELESS.
See My New Campaign in story form
viewtopic.php?f=8&t=126287
Playing Rifts with your five older children, PRICELESS.
See My New Campaign in story form
viewtopic.php?f=8&t=126287
- The Dark Elf
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Re: Time of a Thousand Magiks
Dont forget the Cannibal Mage from Rifter 52 - Makes for a great NPC villain!
Re: Time of a Thousand Magiks
Has there ever been a definitive timeline for TOTM, or the war with the Old Ones? If there's a game with those, then you need to know the base history, especially since these two event are the foundations of Palladium Fantasy
Re: Time of a Thousand Magiks
wyrmraker wrote:Has there ever been a definitive timeline for TOTM, or the war with the Old Ones? If there's a game with those, then you need to know the base history, especially since these two event are the foundations of Palladium Fantasy
Not at this time. I've long since filled those blanks for the Chaos War, though not Thousand Magics oddly.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Re: Time of a Thousand Magiks
Well, crud. I was really hoping that there was a compiled timeline, maybe in one of the books I don't have.
It's also unfortunate that PB hasn't really addressed the Old Ones properly, outside of PF2. Even then the information is extremely vague. Land of the Damned is a fine sourcebook, but we really need more information on the extinct races, or the lost civilizations.
It's also unfortunate that PB hasn't really addressed the Old Ones properly, outside of PF2. Even then the information is extremely vague. Land of the Damned is a fine sourcebook, but we really need more information on the extinct races, or the lost civilizations.
Re: Time of a Thousand Magiks
wyrmraker wrote:Well, crud. I was really hoping that there was a compiled timeline, maybe in one of the books I don't have.
It's also unfortunate that PB hasn't really addressed the Old Ones properly, outside of PF2. Even then the information is extremely vague. Land of the Damned is a fine sourcebook, but we really need more information on the extinct races, or the lost civilizations.
Honestly, filling in blanks is the worst thing to do in writing. Blank spaces are what keep people coming back. Leaving it grey lets it be explored. A writers job is to offer questions, not answers, and that is doubly so of someone writing in an interactive sense like an RPG. A few bits and pieces would be fine. The whole thing spelled out would ruin it.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- The Dark Elf
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Re: Time of a Thousand Magiks
wyrmraker wrote:Well, crud. I was really hoping that there was a compiled timeline, maybe in one of the books I don't have.
It's also unfortunate that PB hasn't really addressed the Old Ones properly, outside of PF2. Even then the information is extremely vague. Land of the Damned is a fine sourcebook, but we really need more information on the extinct races, or the lost civilizations.
I disagree. I think less is more mysterious and can be a means to "unleash our imagination". More on the races that arent extinct and my group will actually encounter would be preferable to myself.
Re: Time of a Thousand Magiks
Mysterious is fine and all, but sometimes there's a little too little information. It ends up being less 'mysterious', and more of a pain. But our primary GM and I (the other main GM) prefer these little details, instead of having to make up a civilization from scratch. At least a base timeline would be helpful.
- The Beast
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Re: Time of a Thousand Magiks
wyrmraker wrote:Has there ever been a definitive timeline for TOTM, or the war with the Old Ones? If there's a game with those, then you need to know the base history, especially since these two event are the foundations of Palladium Fantasy
There's been a few brief history write-ups in some of the books. I'll have more time to look through them later, but for now, the war with the Old Ones was 10,000 years or so ago, IIRC.
Re: Time of a Thousand Magiks
On a somewhat related subject, has there ever been a proper write-up for the Defilers? These 'Heroes of Legend' are mentioned everywhere in PF, but has PB ever actually sat down and run up the details?
- The Beast
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Re: Time of a Thousand Magiks
wyrmraker wrote:On a somewhat related subject, has there ever been a proper write-up for the Defilers? These 'Heroes of Legend' are mentioned everywhere in PF, but has PB ever actually sat down and run up the details?
The closest you'll likely ever get is the illustration in the PFRPG Main Book of the group, and maybe a write-up of Lord Coake (I'm not sure if one exsists in the SoT series) due to him being the head cyber-knight and also in Rifts. Keep in mind that Lord Coake was created/played by the douche that stole all that stuff from Kevin and Palladium. From what I understand, Palladium would need to get permission from the players to write-up those PCs.
Re: Time of a Thousand Magiks
Oh, wow. I did not know that he played Coake. That's just... Wow. That makes his douche-baggery even more devastating.
Or at least a write-up on their exploits, something. After all, legendary heroes rarely have stats and such.
Or at least a write-up on their exploits, something. After all, legendary heroes rarely have stats and such.
- The Beast
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Re: Time of a Thousand Magiks
relicandcheese wrote:Would someone be willing to PM me and fill me in on who exactly this "douche" is? None of my business, but in the words of Indigo Montoya, "I must know..."
http://forums.palladium-megaverse.com/viewtopic.php?f=51&t=57557
Re: Time of a Thousand Magiks
Conjurer will be a good jumping off point. Reduce some costs or increase power as a trade off for needing something to copy from.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Re: Time of a Thousand Magiks
mokthul wrote:living organic material. . . . . i would say no. but if its off the vine (eg: tomato, melon) sure, why not. but absolutely no nutritional value from cloned food. your body will feel full and expend energy to digest food that has no caloric intake. good way to trick a prisoner. you cant clone a chicken, but a headless plucked chicken yes!
Why not? It's not like there isn't already a spell that provides food.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Re: Time of a Thousand Magiks
Dont forget one of my favorite spells, Sustain (referring to the magic for sustenance bit).
- zyanitevp
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Re: Time of a Thousand Magiks
azazel1024 wrote:Rifter #50 also has Zodiac mages which are pretty cool.
Have used a zodiac mage in my current campaign- lots of fun!