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.

The Cyborg Advanced Class comes with a unique array of perks and complications, granting these augmented creatures abilities beyond those around them. Perks and Complications represents the  sacrifice the individual has made to acquire enhanced strength or abilities. These are passive and will always be available unless the augmentation is removed.

Olaf is physically imposing, as are most Tusks, standing over seven feet tall and looks to be nothing more than a hulking brute. The Tusk was forced to flee his hometown and leave his family behind after being falsely accused of crimes. He spent many years living a solitary, nomadic life in the Civilized Lands until, one fateful day, he met Saxon, a Dru stricken with a strong wanderlust.

The backbone of the New Caldera Defense Forces is the infantry. In addition to standing watch at the perimeter of New Caldera Valley, the infantry units are responsible for policing and protecting the fledgling city-state and are the first to respond when a Breach Creature is spotted in the Valley.

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.