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.

An Iron Kingdoms translation for Savage Worlds.

A first version of this translation is now available. This is a living document and will be updated periodically and we're adding other elements to the game. Feedback is accepted through the Savage Worlds Mastodon community or you can find us on Discord.

An Old Republic Era Star Wars translation for Savage Worlds.

The following is a minimalist ruleset for running Star Wars using the Savage Worlds core rules.

These creatures are stocky with rough, almost scaly skin and five eyes, two of which are attached to the end of a short eye stalk. They feed on the flesh of everything from animals to fish to intelligent humanoids, even their own kind. They are excellent swimmers, though they are not amphibious.

I've been tinkering with some ideas for Fantasy AGE from Green Ronin. Overall, I'm a fan of the play mechanics, though the organization of the core rulebook leaves much to be desired. It's not secret that I not a fan of the Palladium mechanics. I am, however, a big fan of their settings. Say what you want about the man's game design, Kevin Siembieda is a great wordsmith and has always come up with great settings. I'm a big fan of Rifts as a setting, but Savage Rifts for actually being able to play, Nightbane (which I think can be handled with Savage Worlds Super Powers Companion or M&M equally well), and Palladium Fantasy. The Fantasy setting is what I'm going to be dealing with in some upcoming articles here. It's pretty vanilla fantasy, when it comes to the high-adventure, magic, monsters, and mayhem we're all accustomed to, but it still suffers under Palladium's mechanics. So, I started tinkering with the races to use the setting with Fantasy AGE. The first two I present here (their gnomes are vastly different from the typical D&D gnome you find in the current AGE core rules, which is why I've included them here). Take a look and let me know your thoughts.

The Duelists of New Babylon are identified with extraordinary psychic ability at an early age during their tutelage. They leave their families to be raised within the House of the Sword to perfect their swordsmanship with physical and psychic blades. Duelists are the elite operatives defending New Babylon, leading surgical strikes and running intelligence operations. It is rumored that the House of the Sword also hires Duelists out as mercenary operatives to outside interests, such as other Houses or governments.

These beings appear to be made of sculpted stone, but their flesh elasticity, size and proportions are similar to humans. Most Amaki live in a small kingdom in South America known as New Babylon, but their operatives, particularly the lethal and capable Duelist, can be found elsewhere, working as mercenaries, spies, or adventurers.

Monkey boys are one result of secret genetic experimentation at the Lone Star Complex by Dr Desmond Bradford. There are three primary tracks for the research: spies, soldiers, and technicians. Each has unique characteristics and the resulting mutants are nearly as versatile as humans.

Temporal Wizards command the power of space and time itself, traveling to many dimensions with their magicks. Beginning as a servant and apprentice to a powerful creature known as a Temporal Raider, they must endure the Bonds of Servitude for a minimum of six years, and only learning the secrets of temporal magic during their final year of servitude.