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 House of the Leopard has always produced the largest number of duelists. Why this is, is unknown, but it is most likely due to the exceptional physical prowess present in all members of the House (minimum PP of 22).

The Peacekeepers are a war-like race of humanoids of a small empire in the Anvil Galaxy. Their homeworld of Ceirus Prime (pronounced Kay-rus) has been mastered (in order and in self-sufficiency). Unfortunately, the Peacekeepers would not be satisfied with mastery of their world. They soon discovered the art of space travel and began to explore their solar system (Ceirus). Many decades passed before they were able to send manned exploration vessels to other planets within their solar system, but what they brought back was well worth the wait.

Hook: The characters have just arrived in a small town with no know history of the occult and paranormal. Perhaps they are researching a local legend, following up information on a rare text, or simply wander into the city by accident. In any event, the group will be forced to spend some time in the area (a convenient car accident could tie them up for some time while the authorities work things out). Recently the town has seen a lot of action; a huge corporation has chosen the area for it's main office. Work began some time ago and the multi-level complex is almost complete. BarkettsCorp has it's fingers in all sorts of pies; real estate, medicine, pharmaceutical, food, just about everything you can imagine. That the corporation came to Barkettsville is no surprise, the family which owns the company is from the city, one of the ancestors was a major political figure who brought wealth and prosperity to the town.

This plot is a bit unpleasant and has no happy ending to it. I would suggest it be used only in the "darker theme" type of games. It is mostly a morality play, who will the players help, the "innocent" man or the teen with no control over his actions.

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.