Welcome to The Editor's Wastebasket - a site dedicated to tabletop RPGs and a broad range of systems. I started this site when I was a prolific player of Palladium Books' games, the Rifts RPG in particular. Post-college, I played a mix of Palladium games and Dungeons & Dragons, Revised 3rd Edition (aka D&D 3.5). After that, things became a bit murky as I sought other systems and, in some cases, write some of my own titles (you should check out Apokalyptic Publishing if you're so inclined).
A Forever GM, I have been running all things Savage Worlds since 2008, with my gateway drug being 50 Fathoms (because who doesn't enjoy a great pirate-themed roleplaying game?). Since then, I've also played and run games using TinyD6 (Gallant Knight Games), AGE System (Green Ronin Games), and now spend my game planning time either running some of my favorite old settings using a new system (such as Dragonstar for D&D 3.5, but run using Savage Worlds: Adventure Edition and the updated Fantasy Companion) or cobbling together epic high fantasy adventures in my own setting (coming "soon" from Apokalyptic Publishing).
If you like what I'm doing here, you can buy me a coffee to support my efforts!
Tabletop RPG Resources
Archetypes
Nightbane Sorcerer
A Nightbane wielding ancient magical knowledge alongside their enigmatic innate powers. This Seasoned archetype was designed for Nightbane using the Savage Worlds system.
Archetypes
Infowarrior
In the Dragonstar universe, Infowarriors deal in the unspoken currency of the Dragon Empire - information and data. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Nightbane Neophyte
A newly Become Nightbane is a teenager and a force to be reckoned with. This Seasoned archetype was designed for Nightbane using the Savage Worlds system.
Mechanics
Example Nightbane Talents
I've cobbled together some Nightbane Talents from the core RPG book and Dark Designs and expressed them as Super Powers using the Savage Worlds Super Powers Companion.
Archetypes
Imperial Arcanist
In the Dragonstar universe, Imperial Arcanists are members of the Imperial Society of the Arcane and further the traditions and research of magic throughout the dragon's empire. They are presented here as a Seasoned archetype using the Savage Worlds system.
Mechanics
Savage Nightbane
This translation of the Nightbane RPG setting (by Palladium Books) using the Savage Worlds system and Super Powers Companion will be the basis for an upcoming campaign.
Archetypes
Dragon Slayer
In the Dragonstar universe, Dragon Slayers are hardy (and likely unbalanced) warriors who commit the ultimate crime within the Empire of Qesemet. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Dark Zone Explorer
In the Dragonstar universe, Dark Zone Explorers are individuals that, for better or worse, brave the unknown dangers of the Dark Zone in search of artifacts and treasure. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Combat Ace
In the Dragonstar universe, Combat Aces are elite freelance or Imperial Navy pilots. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Celestial Guardsman
In the Dragonstar universe, Celestial Guardsmen are paladins of The Outlands, protecting the residents of these remote planets from evil forces. They are presented here as a Seasoned archetype using the Savage Worlds system.
Mechanics
Dragonstar for Savage Worlds
A brief description of my approach to running a TTRPG adventure using the Dragonstar setting as a backdrop for the adventure and mechanically with the Savage Worlds Adventure Edition.
Archetypes
Arcane Commando
In the Dragonstar universe, Arcane Commandos are magic-using soldiers in the Imperial Legon. They are presented here as a Seasoned archetype using the Savage Worlds system.
Mechanics
Savage Borderlands
This is an unofficial translation of Iron Kingdoms: Borderlands & Beyond to the Savage Worlds system.
Mechanics
Savage Requiem
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…
Mechanics
Star Wars: Adventure Edition
A minimalist ruleset for running Star Wars using the Savage Worlds core rules. This was designed to run during the age of the Old Republic, nearly 3,000 years before the events of the Skywalker Saga.
Savage Rifts
Horune Pirates
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. …
Mechanics
Palladium Fantasy AGE: Gnomes & Wolfen
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…
Mechanics
Iconic Framework: Duelist
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…
Mechanics
Player Race: Amaki
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…
Mechanics
Monkey Boys (CS Mutant Apes)
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. Common…
Mechanics
Savage Rifts: Temporal Wizard
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…
Mechanics
Savage Rifts: Temporal Warrior
Temporal Warriors, while taught the secrets of manipulating space and time, are also well-trained warriors who focus on combining their temporal magic with physical combat. They make excellent assassins, capable of infiltrating high-security areas by hiding their weapons in dimensional pockets and…
Mechanics
Savage Rifts: Temporal Magic
Some sorcerers master the primordial energy of space and time itself. These casters can manipulate dimensional energy and individuals' perception of the world around them, such as speeding up or slowing down time for a person or in a bubble. Power Edges Arcane Background (Temporal Magic) Arcane…
Mechanics
Savage Rifts: Atlantean Undead Slayer
Undead Slayers are an elite group of Atlantean warriors dedicated to destroying supernatural evil in all its forms. These knights-errant travel, often to other dimensions and worlds, protecting the innocent and freeing those enslaved by vampires and other powerful creatures of darkness. Vampires,…
Mechanics
New Trapping: Blood
Some settings, particularly those in the dark fantasy and horror genres, have depraved mages and ritualists who draw power from blood. The blood trapping is used only by evil necromancers and blood cultists who wish to invoke fear and panic in onlookers. The blood trapping is used only by evil…