Rifts World Book 7 Underseas Review


Let’s get this Rifts world book 7 underseas review taken care of quickly. I’m not sure of anyone that really cares much for the underwater books in the Rifts settings. It offers stuff very unique, with an almost Aquaman feel.

Rifts underseas provide players and GMs alike 10 OCCs, 20 RCCs, ocean magic including whale and dolphin, plus bionics, and of course weapons and equipment. It has submarines, submersible aircraft carriers (I have to laugh at the very contradiction of those words), and The Lord of the Deep plus his minions. These are just some of the highlights held within Rifts world book 7 Underseas.

rifts world book 7 underseas

Rifts® Underseas is a fabulous world as unique and expansive as any Rifts® Dimension Book®! Fans may be surprised at the scope of characters, abilities and adventure available to them, both undersea and on dry land.

Rifts world book 7 underseas Gm Material

The book has an amazing wealth of information about how to break down and classify the depths. Using that can really help to clarify what kind of encounters you’re more likely to have and where different threats are most of the time. This information is really useful in structuring or planning adventures out.

Just like previous books helped to give a good idea of how the layout of the land looks, this book helps give you an idea of how to layout the oceans. Since the oceans are vastly larger, you could easily create far more adventures with them.. though maybe not as water creatures are usually larger. That or they simply cover larger territories, but you decide.

Rules for underwater ley lines, and ley line storms, plus other underwater threats like shimmering water and time flux are discussed. For a truly epic threat, you can build up to a fight with the Lord of the Deep who resides in the Marianas Trench. Sort of reminds me of C’thulu as it states some mortals are driven mad by looking at it.

Something cool, and silly at the same time, is the floating city of Tritonia. It’s from before the Rifts, never goes to land, has hundreds of small nuclear reactors, and all races are welcome. There are a number of ways this place could be implemented, or characters could come from.

There is also the supercarrier/submarine of the New Navy that is allied with Tritonia, also pre-Rifts. Both the New Navy and Tritonia are roughly equivalent in tech to the Coalition but they basically stick to themselves refusing to bend to any outsider’s will.

Lemurians are defenders of life, Rifts Vampire Sourcebook 7 Reviews an NPC who is the ultimate evil to all life.

Player Material Rifts world book 7 underseas

I’m someone that loves to swim, loves boats, and being on the water or in the water. The idea of playing a character that lives underwater though seems so foreign that it’s hard for me to connect with. Even after seeing the Aquaman movie and viewing underwater buildings as similar to those above, I am struggling to connect with this book. That said you may get more from the player material than I.

Players get access to 10 occs. Some of them are underwater, while others are land dwellers like the Sea Druid. Each OCC has a unique feel that they are supposed to operate by. With those ideas in mind, they are very different. I would classify most of the OCCs in it as support classes, with a couple as the core. The Ocean wizard for instance is the ocean version of the Ley Line Walker. So in a water setting, it would make sense to pick it, though it’s basically the same.

Other than the OCCs players get the choice of using ocean magic, some different races to fit the environment, and specific equipment. What water-based book would be complete though without… pirates!!!

Rifts world book 7 underseas Story material

Zero. I’m really surprised at how little story material is actually included. There is a lot of describing new places, races, cities, and the like. There is virtually no information about what those groups are trying to do where they are at. Though that really makes for an easy in when you want to develop adventures or campaigns. Nothing is right or wrong.

originatlity Rifts world book 7 underseas

Even though I don’t connect well with the book it is incredibly well done. The number of different areas, factions, describing a new magic type, tons of OCCs and races, etc. Just super good detail I think. Check the next part for my ideas on Sea Titan.

Rifts world book 7 underseas game breaking

I totally forgot or skipped over the Sea Titan race and I’ve been playing Rifts regularly for almost 10 years as of 2022. I can’t believe I missed the Sea Titan. They are the perfect choice for an MDC human version. I can totally you others thinking they are totally broken but I’m really considering using them as a template to base character creation around when playing a heroic-style game.

How good are the occs Rifts world book 7 underseas

Many of the occs are support roles but I love when they are added in books. It really helps to get a better picture of what those kinds of people are doing.

How well does Underseas mix with the core book

Not that great honestly. The Lord of the Deep pretty much stays in the Marianas trench and doesn’t seem to have any plans for the land, Tritonia and the New Navy are content to sail the seas just as the Horune Pirates are with no goals of doing any different. Though isn’t that all the purpose of new setting info is to create more environments for GMs and players to have adventures in.. so go wild!

Buy a pdf version from drivethrurpg

Buy a print version from Palladium Books

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