For those of you that have stopped by before, welcome back! If you haven't already looked around, this is my little corner of the Internet that contains 15+ years of tabletop RPG resources. There's a heavy Palladium presence since I played their games from the time I was in middle school (about 12-13 for those that may not be familiar with US education groupings) up until several years ago. I'm still working through a backlog of stuff unearthed from my hard drive (and in need of some rewriting), but I continue to post new resources as I use it in my current Savage Rifts campaign.

While I still love Palladium and their settings, I've opted to pursue simpler mechanics. 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, and you'll find some resources for that RPG here. Currently, I'm back in the realm of Rifts Earth and my familiarity and love of that setting is spurring a lot of new translations to the Savage Rifts RPG. As campaigns come and go, you'll see new material posted that relates to the epic storylines I seek to tell along with my players. What follows are many, many resources for these campaigns that I hope you will find useful in your own campaign.

Hook: For the past ten days, grisly murders have been taking place in the small town of Garrets Hill. Each night one of the townspeople has been electrocuted. The characters may be related to one of the victims, or called in by local police for their skills (if the character is a noted doctor or pathologist), or perhaps the characters are simply driving through the city, or a member of the press. On the surface, the victims have nothing distinctive in common. In such a small community, there is too much overlap of daily living for police to single out one common factor between the deaths. In each case, the victim was killed in their own home, usually in their beds around 1:00 am, it's as if each body was completely enveloped in a powerful electric field (some of the remains were little more than carbon and ash). The police are baffled by the instrument the killer is using, pathology has determined that the amount of electricity needed for the killings is greater than what could even be generated by the local public wiring (it would cause the wire casing to completely melt), but meter usage shows no unusual activity. Each body shows no trauma, no injury aside from the electrocution. Further, the telltale contact points on the remains are in the shape of handprints.

Hook: The players will be in a major city, hunting down a master vampire and his minions when they discover someone else seems to be helping them out. In some cases, the characters will arrive only minutes after a pitched battle to discover the remains of scores of vampires. Whoever the mystery hunter or hunters are, they are strong and able to hold their own against the bloodsuckers.

Hook: The characters are invited to join with another small group of researchers to determine if an old building is haunted. The structure served as the private hospital and limited sanitarium of Dr. Lindschlott around the turn of the century. Lindschlott was considered quite eccentric and had very unusual theories in medicine. He vanished under mysterious circumstances and the building has been empty since but considered a hotbed of paranormal activity. Lindschlott also lived on the grounds, which is quite a distance from any populated cities in a wild, wooded area surrounded by swift river or sheer cliff.

It all starts in MercTown with a pair of new arrivals. These two are fugitives from the Coalition State of Lonestar and have a retrieval squad hot on their tail. After laying low for a time in MercTown, they begin to venture out and explore job opportunities. While it's unsavory to have to work with these d-bees and magic-users, it seems they're not all as bad as they'd been led to believe. The work even pays well...

Chaos. The one true force. Well, at least in my life.

I grew up with a hard life. The neighborhood was bad. Real bad. My parents, well, as long as they lived anyway, were drug addicts. Bastards. Luckily, life wasn't so hard for my mom before she had me, so I didn't come out with a bunch of fuckin' defects. Anyway, back to me. I grew up in New York City. Not a bad place, but I wouldn't wanna live there. The area I lived in was full of crack-heads, junkies, miscreants, and the lowest of the low. Come to think of it, there were a lot of lawyers, too. Hmm.. I'll muse about that another time. I managed to stay alive on the streets with street smarts and cunning. Even avoided the gangs, luckily.

Kazim al-Sajid was born to a minor noble family in the City of Llorn in the Eastern Territories. He fell out of favor with his family after an unfortunate incident involving an argument about who was to become the family's patron. It ended with Kazim's older brother lying on the floor, drowning in his own blood.

The Atlanteans of this day and age are as varied as humans ever have been. They come in all colors and beliefs. In fact, those Atlanteans that escaped to other continents on Earth after the disastrous cataclysm that sent Atlantis into limbo are responsible for a great number of the cultures that emerged, particularly in Egypt, the British Isles, and Central and South America. At present, few clans exist and the total population of Atlanteans is still not equal to the days prior to the disaster (total population is around 23 million, all scattered throughout the Megaverse).

This is part two of my article regarding what, I believe, the outcome of the major conflicts on Rifts Earth will be. This second part covers most of the Eastern Hemisphere (Africa and Australia will be covered, hopefully, in Part Three). I will, hopefully, give some information regarding the outcome of major conflicts in the Phase World and Wormwood dimensions (Phase World being the most prominent). Read and and enjoy...