For those of you that have stopped by before, welcome back! If you haven't already looked around, this is a long-standing (albeit mostly idle - something I plan to change!) site that contains 15+ years of my writing. There's a heavy Palladium presence since I've played their games since I was in middle school (about 12-13 for those that may not be familiar with US education groups - I think it's primary education levels in Europe). Anywho, I'm still around and still occasionally writing. A lot of it hasn't made it on the site because I've only recently put up a real content management solution. Now that it will be a bit easier, I'm hoping to get some more content written and out there on a semi-regular basis.

You likely won't see much more in the way of Palladium as I've largely stopped playing due to (1) being unable to find anyone already familiar with the rules and (2) not having the time to teach a complex new system. I've opted for simpler mechanics so, on the rare occasion I'm able to play, I can focus on having fun rather than remembering where to look up a rule. After backing the Breachworld RPG by Jason Richards Publishing (you might recognize his name if you're a Rifts fan), I fell in love with the Mini6 system, so you'll likely see a lot having to do with it get thrown up here.

Feel free to peruse the past 15 years of my writing life. And if you want to find out some more about me, check out my bio.

If you're not a fan of Palladium's answer for every elder evil (alien intelligence), then this might be right up your alley. I created an alternate set of vampire rules and abilities that took into account the creatures age and generally left the concept of alien intelligences out of the mix entirely. These were specifically created with Rifts in mind, but should translate well to any of their other settings.

While going through a slew of old notes, I came across this gem. Apparently, at some point, I considered using GURPS to run a Phase World campaign. Clearly that never made it off the ground, but here's the story arcs I was developing for that campaign. Perhaps you can find a use for them

Malethar’s origins are a mystery, even to him. The Litorian race is one not seen in Turmish before and, except for Malethar, to this day. The Bounty Hunter was found by a party of woodcutters as an infant and spent his childhood raised by the Gildenglade Orphanage. Malethar grew up amid woodcutters, carpenters, and miners – all trying to work within the restrictions set forth by the Emerald Enclave. He spent his days at the Orphanage educating himself in local lore and grew fascinated with the challenge of hunting. Perhaps it was something with his feline nature, but it led him to Alaghôn when he came of age and left the Orphanage for Alaghôn.

Daine was born in the eastern-most territories of the Elven empires, growing up with a family with a great deal of heritage in the empire’s military. Each of Daine’s ancestors did their part in the defense -- his father in cavalry, mother in the War Mage’s division, grandfathers in the Griffon Riders, among others. When Carthon laid siege to the empire, it was only natural that his family took up arms against the Drow raiders.

Anyone coming within a hundred miles of New Caldera is likely to encounter one of their pro-human patrols. The long-range patrols tend to be the most lenient when it comes to non-humans and Breach Creatures so that they may maintain their cover as travelers and drifters. If a member of this unit is interacting with a non-human, it is because they are gathering intelligence and evaluating the threat level posed by the other party.

The dragon noble houses need to keep their conquered subjects in line and what better way to do that than an armed presence in major cities? I created this organized unit to patrol Hollowfaust's Enclave as antagonists to the players operating as part of a rebellion.