Rifts World Book 28 Arzno Vampire Incursion Review


Time for Rifts world book 28 Arzno vampire incursion review. Arzno is a really fun book for those that like techno-wizard ideas, and/or vampire slaying. It’s a good mercenary setting off the beaten path from the Coalition-held areas with a fairly decent population so a good stopover for most adventuring parties.

Arzno is fully mapped out and described. It includes new mercenary weapons, TW (techno-wizard) items, vampire machinations, a vampire cult, and more.

rifts world book 28 arzno vampire incursion

Mercenaries and vampires! What else could anyone ask for? Actually, Jason gives you plenty more.

Gm Material from Rifts Arzno vampire incursion

This is one of my favorite world books because it’s the closest thing to a module. It doesn’t go into full details of how to get through it, but it does a decent job of creating a scenario that you can flesh out more for a longer series of adventures.

Player Material Rifts world book 28 arzno vampire incursion

Players can look forward to some more vampire hunting equipment (more included in the rifts vampire kingdoms book and the rifts vampire sourcebook). Also some different ideas for vampire killing, cyber-knights, and other stuff.

Story material from Rifts world book 28

Arzno is a fairly well-populated city that has a lot of different shops, NPCs, and adventure options. While reading the book you will note adventure notes on page 54 one is noted about if 2 brothers evade some enemies then their mother would come down on them. At first glance (and I didn’t write it verbatim) this may not sound great but there are a lot of ways this little explanation could be used to input a story arc. You could have 2 kids run through the streets that are twins and evade the town sheriff.. only to talk to their mom who gets upset. The player characters find them and they have some item of import.

Note- I am using the description listed and turning it into something else, you don’t have to be exact when reading adventure notes. In fact, if you get caught up in the details and on trying to be totally precise in games you will often create more problems for yourself than not. So just be loose with the information you read and if an idea pops up then run with it as it makes sense to put into your game.

Check Rifts Sourcebook 4 Coalition Navy Review to take your adventures on the waterways of Rifts North America.

Vampire Incursion Story

To start with, there is a vampire intelligence that has tried several times to invade Earth in the past. He has failed though now thinks he has a good chance if things go well. This is because his new master vampire on Rift’s Earth is actually intelligent, patient, and tactical in his pursuits.

He is a previous Coalition soldier that became very upset (for reasons you must get the book to find out) and agreed to the intelligence’s offer. He became a vampire and relishes his new power. Though, he does not go straight out and flaunt it and his presence.

He has gained a significant foothold in a certain city and has many vampire followers. Instead of just letting his vampire subordinates run free, many of them are in stasis so they are not discovered. Unfortunately, I think that their nest is easily destroyable but you can come up with your own ideas on taking them out.

Well ok.. you talked me into giving my idea away. Personally, I think that their location is easily exploitable by a single shifter with a god of magic link. Take weather control, have earth elemental or gargoyle raise earth around the entrance to the lair, and then let the rain flood into it. Many of the Vampires are unable to move to make them die without a fight. Control weather creates flood waters of several inches per hour but if you concentrate it in a couple of acres that are channeled then you can get hundreds of thousands of gallons of water rushing down the tunnels in less than 20 minutes. Also, you can define the control weather to cover just the area you want instead of 10 miles killing wildlife all over, and maybe wiping the town out (how you say? The description under the magic section explains that mages can determine the duration and range of spells cast).

The originality of Rifts world book 28 Arzno vampire incursion

Arzno diverges from many of the other books by creating an area with living adventures occur. I really enjoy this setting because you can easily generate a good story for games.

Is anything game-breaking from World Book 28

Nothing game-breaking comes out of Arzno, just a good clean setting to make some adventures from. It’s one of a few places that have an emphasis and factory on Techno-Wizardry so in that regard it may be the perfect place for your resident TW to have a goal to visit.

Our recommendations of the best Rifts books for a Minion War game.

How good are the occs Rifts world book 28 arzno vampire incursion

The only class added in this book is the Thumper Racial character class. It’s a bizarre-looking race with a bunch of antennae on its head and no eyes. It uses psionics for most and other extra sensory type perception. It’s an OK race though for me it’s too odd for me to find a good style of game to play one in. It’s not intended to have an occupational character class (OCC), plus its race is portrayed as a gentle and kind race (nothing wrong there I’m just saying).

How well does Arzno mix with the core book

Arzno fits fantastically with the main book. The ultimate edition areas described mention Arzno but don’t give a lot of information about it. So this book comes along and fills things out allowing for a lot more travel area. I like the book because it’s a great way to start a Vampire hunting game out. You can start small in Arzno or Silvereno and then move further south into Mexico.

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