Category Archives: Resources

Homebrew Creations: Bear-Centaur R.C.C. (Rifts)

I was inspired by the fantastic work below, which is done by the professional, French artist Aube (also known as Dawn) and is used with full permissions. You can check out their works through Facebook, Tumblr, DeviantArt, or their main page on Blogspot (you may have to translate the pages from François.)

The layout is based on the race templates used in Rifts World Book 30: D-Bees of North America, so it should be easy to use, and is complete in that you could use this information to create your own Bear-Centaur player and nonplayer characters. This is a variation of the official Centaur R.C.C., though I’ve made great efforts to differentiate between the two. I tried to keep things balanced; Beartaurs are stronger but not as fast or enduring as Centaurs, and though they are magical, they cannot be psionics and do not interact with technology as often as Centaurs do (according to the text).

If you do decide to create a character using this template, please let me know! It’s what it was made for, and I’d love to hear about it!

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts: Book of Magic, and Rifts World Book 30: D-Bees of North America for reference.
Recommended Setting: They are generally well suited to outdoorsy, traveling campaigns; not suited for tropical or otherwise hot climates due to their thick fur, but that fur helps them traverse many of the harshest cold climates.


An arctic 'Bear Taur', half humanoid and half polar bear, stands proudly on the ice, likely watching over their Inuit friends. (Art by Aube.)

The elderly woman smiled at me as she handed over a smooth carving made out of some kind of tusk, perhaps walrus. She spoke lowly in her native Inuit dialect, describing the odd composition of the sculpture, “Like the arctic bear, white as snow and as large as a snow drift; almost as tall as a fully grown man before reaching their human waist. At first, we were all frightened, for they are big and frightening, but they are not so different and scary as we found out. They dress like we do in parkas and furs and blankets, trade with us, too – their magic impressed our Shaman and their goods impressed the rest of us. Their faces are different, hairy and with a nose like a bear, but not like their legs are. They travel, a whole tribe, and trade with other Inuit peoples, bringing goods we need for the harsh winter and using magic to help protect our people. We call them ‘Bear Friends’.”

Even as she related how peaceful the Bear-Centaurs supposedly are, I cut my mitten on the sharpened spear of the carving, which was held by strong human arms and almost as imposing as the reared up figure’s powerful ursine legs. The sculpted face was mostly featureless, but I had a hard time imagining anything but a snarl or an open mouthed roar upon it. If these creatures are so strong physically as well as magically, I am sure I would not want to come across one on the tundra – much less an entire pack. Regardless of the account of this tribe, and as uncivilized as they are, we seem to still have every right to fear these beings. – an excerpt from the personal journal of Robert Cote, Canadian cartographer and scholar.

Sharing the homeworld of Centaurs, Bear-Centaurs are just one of the subtypes of the race (the Equine family are most commonly recognized, but Ursine, Feline, and Canine types are also inhabitants). Where Centaurs are regularly regarded as creatures of myth, having visited Earth in its long past and since been written in to its legends, Bear-Centaurs have very rarely visited the planet until after the Cataclysmic Event; when they had, they’d either remained undiscovered, were seen as monstrous beasts, or thought to be hallucinations.

Since the coming of the Rifts, however, a number of them chose to emigrate to Earth with their other Centaurian brethren. Many to the North American continent, primarily Canada, though several families pursue a nomadic lifestyle and wander anywhere that they feel the greatest connection to the Spirits and elements. Often, this means that the Grizzly Men form deep bonds with indigenous peoples, such as the Inuit, various Native American tribes, and other spiritual families throughout the world.
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Open to Close Reviews: A Trip Through the Slipstream Adventure of Wayfarer

UPDATED 11/2014: See “Character Creation”, just after the old, striked text.


Product: Wayfarer: Things Beyond Wonder
Publisher and Author: Ill Gotten Games and Arian “Dutchmogul” Croft.
Availability: Paperback is available for purchase online for $25 through Lulu.

Physical/Digital Quality
Product Quality
As I received both the physical and digital copy of Wayfarer through the original, succesful Kickstarter project, I was delighted to hold it in my hands just a few months after I had previously featured it, safely delived to me via media mail in a bubble envelope. The physical book is roughly the same size as your average role playing text, it stacks nicely beside my numerous Rifts books, and is composed of high quality paper and a tough paperback cover. The cover itself is in nearly pristine condition, the only error being that the barcode is very blurred and probably unusable (a printing error, it seems), and is very stark and set apart with its mostly black background. The text is clean and not smudged, no errors which I have found, and with very clear images, even in its black and white print. Oftentimes when I buy a new book, especially an RPG, it smells a bit like a newspaper for the sheer amount of ink pressed within, however, Wayfarer delightfully has none of that almost plastic odor.


As for the digital copy, it is a straight forward .pdf file, easily and quickly downloaded, with the full contents of the book represented by clean, easy to read text and images, even on mobile. The only things which could have made the digital version better are if there were preset bookmarks for easy navigation, the ability to copy and paste text for even easier character creation, and a digitally fillable character sheet. As it is, I’m doing just fine without said amenities and the quality of both editions are very satisfying.
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Groups, Troupes, & Crews: Harpoon’s Folly, a River Pirate Crew (Rifts)

This is a full write up for the villianous pirating operations run by Captain Reed. Below you will find quick stats for key crew members, main race/class breakdowns, essential gear and spells, collected wealth and hoard, base of operations, a few adventure ideas, and some basic history for these ‘brown water brigands’.

This is my first crew write up, so let me know if you’ve got any advice. Trying to keep the information as comprehensive as possible without getting too far outside of the quick stat layout, which means no spell descriptions, but I am including more information than usually found in the text. Although, one of the high ranked crew members has psionic abilities, of which the ranges and damages are listed in parenthesis because they are an essential member; any lower ranked members with spells shall only include the cost. Also, please note that listed M.D.C. from armour is totaled between all parts (head, torso, both legs and arms).

This undertaking got a lot bigger than first anticipated, so it’s a bit late, but I think the sheer amount of content more than makes up for it. Enjoy!

Game: Palladium Books’ Rifts RPG
Books Needed for Further Information: Rifts Ultimate Edition, Rifts World Book 30: D-Bees of North America, Rifts Sourcebook 04: Coalition Navy, Rifts: Book of Magic, and also some items borrowed from Kitsune’s Palladium Web Page (fan made, Palladium Books O.C.C.s/items/spells/etc.)
Recommended Setting: This group is recommended either as a collection of villains set against a party of adventurers, or as potential contacts and point of interest, or even as a starting point for an evil-aligned party as crew members.

Harpoon’s Folly


Crew: Leader
Captain: Maryanne Reed, Bayou Ursine (Miscreant, 10th level River Pirate O.C.C.)
IQ: 17 ME: 14 MA: 16 (40% trust/intimidate) PS: 24 PP: 16 PE: 17 PB: 12 Spd: 15 (×2 swimming) HP: 87 SDC: 945 PPE: 56 Attacks: 6
Arms: Kisentite Sword: 2D6+3 MD +1D6 SD. Firebolt Musket: 6D6 MD, 1600ft. Gladiator Full Environmental Armour: 215 MDC.
Abilities: Underwater breathing, ultrasonic hearing, and night/infared/ultraviolet vision.
Spells/Psionics: None.

Crew: High Rank
Quartermaster: Charlie Wicked the Gracketooth (Abberant, 9th level Pirate O.C.C.)
IQ: 13 ME: 10 MA: 24 (80% trust/intimidate) PS: 35 PP: 14 PE: 24 PB: 10 Spd: 20 HP: 55 MDC: 156 PPE: 41 Attacks: 7
Arms: NG-P7 Particle Beam Rifle: 1D4×10 MD. C-18 LASER Pistol: 2D4 MD. Pirate’s Cutlass 3D6. Improved Huntsman Armour: 156 MDC.
Abilities: Horror Factor 12, prehensile tail, MDC recovery of 2D6 per 12 hours, impervious to heat and carcinogens.
Spells/Psionics: None.

First Mate: Rackham Reed, Bayou Ursine (Miscreant, 8th level River Pirate O.C.C.)
IQ: 11 ME: 13 MA: 15 PS: 28 PP: 19 PE: 20 PB: 10 Spd: 18 (×2 swimming) HP: 75 SDC: 912 PPE: 43 Attacks: 6
Arms: Firebolt Musket: 6D6 MD, 1600ft. Kisentite Sword: 2D6+3 MD. Pirate’s Cutlass 3D6. Gladiator Full Environmental Armour: 215 MDC.
Abilities: Underwater breathing, ultrasonic hearing, and night/infared/ultraviolet vision.
Spells/Psionics: None.

Second Mate: Abernathy Reed, Bayou Ursine (Miscreant, 8th level Burster O.C.C.)
IQ: 16 ME: 16 MA: 19 (55% trust/intimidate) PS: 19 PP: 14 PE: 14 PB: 10 Spd: 13 (×2 swimming) HP: 70 SDC: 893 PPE/ISP: 32/196 Attacks: 5
Arms: Firebolt Musket: 6D6 MD, 1600ft. Pirate’s Cutlass 3D6. Improved Huntsman Armour: 156 MDC.
Abilities: Underwater breathing, ultrasonic hearing, night/infared/ultraviolet vision, impervious to fire and heat (no damage, even from MDC/magic), resistant to electric attack (SDC has no effect, MDC damage is half), Sense Fire, can breathe in smoky conditions, and recovers ISP at a rate of 2 points per hour of activity or 12 per hour of rest/meditation.
Psionics: Extinguish Flame (4), Flame Burst (4/8, self, 6D6 SD/1D4 MD) and Flame Burst Body Protection (78 MDC), Fire Bolt (2/4, 360ft, 2D6/4D6/6D6 SD or 2D6 MD), Fire Eruption (10/20, 260ft, 1D4/4D6/1D4×10 SD or 2D6/4D6/6D6 MD), Super Fuel Flame (8, 800ft, 160ft area of effect), Bio-Regenerate (6, self), Suppress Fear (8), Deaden Pain (4), Deaden Senses (4), Mind Block (4).
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