PALLADIUM ROLE-PLAYING GAME

 

RULE CHANGES

 

 

 

 

Richard 1998

 

4.0

 

 

Introduction

Character Creation

Race, HP and SDC

ATTRIBUTE TABLE

STAT BONUSES

ADDITIONAL DICE

STAT CHECKS

Character Background (p.32)

Race Experience Penalty

OCCs

OCC Limitations.

MULTIPLE O.C.C.s

O.C.C. HIT POINTS

Knights & Paladin

Way of horse

Holy Strike (p.89)

Longbowmen

Penalties

Dodge & Parry Arrows

Assassin OCC

Wizard

Spell Books

Witch

Warlock

Diabolists

Summoner

Mind Mage (p. 124)

Psionics and Natural Affinity with Magic

Priest/Priestess

Armour & Combat

Spell Casting

Healing touch

Hand to Hand

Priests of darkness

Monk

Parry Arrows

Hand to Hand: Martial Arts

Different Martial Arts

Healers

Education & Skills

Skill Specialisation

Skill limits

Common Skills

Additional Skills

Secondary Skills

Skill Notes

Language

Sniper

Horsemanship

First Aid

Physical Skills

Boxing

Running

All Weapon Proficiencies

Missing 1st Edition Skills:

Elective

Secondary

TRAINING

Early Skills:

Advanced Training:

Humans:

Arms & Armaments

MISSILE WEAPONS (p. 25)

Range Modifiers

ARROW & BOLT VARIATIONS

SUPERIOR MISSILE WEAPONS (p. 47)

Arms & Armour

Weapons

ARMOUR RESTRICTIONS (p. 43)

Knights and Paladins

PP Penalties

Prowl penalties

Non-men at arms

Field & Full Plate

REPAIRING ARMOUR (p. 43)

ARMOUR (p. 44) and SUPERIOR ARMOUR (p. 47)

COMBAT

Unarmed Combat

Flow of Combat (Optional)

Direct HP Damage Attacks

Criticals and Fumbles

Parrying

Parrying Limitations

Parrying Missiles.

Shield Walls

Charging

Setting a weapon

Mounted Combat.

Dodging

Lances

Jack Be Nimble...

Stun

Unconsciousness, coma & death

Hand to Hand Skills

Backstab

Deathblow

Poison

Perception

MAGIC

Important Notes

CASTING TIMES

Racial P.P.E. (if non - spell user)

O.C.C. P.P.E.

RITUALS

CANTRIPS

Natural Affinity with Magic

Additional Magic

ADDITIONAL SOURCES OF PPE

Living Beings

PRIESTS

WARLOCKS

Spell Magic

Wizard Spells:

PPE Guidelines

Warlock Magic

Warlock spells - Air:

Warlock spells - Earth:

Warlock spells - Fire:

Ward Magic

Ward Activation

Ward Sequences

Ward Examples

Ward Notes

PPE COSTS

Spells

Wards

Circles

Races

Charmless Races

Vision:

Race Skills

Claws

Wolfen

Troglodytes

Kobolds

Goblins

Cobbler

Orcs

Changeling

Ogres

Troll

Dwarves

Elves

LEGAL STUFF

 

 

Introduction

The following house rules are modifications to the Palladium Fantasy Role-playing Game. (PFRPG), second edition, produced by Palladium games.

Character Creation

Race, HP and SDC

The following table represents the number of six sided die per statistic. Additional dice may be scored on the first set of exceptional rolls. (See below). HP bonuses are not gained from race. SDC bonuses, however, are.

Race SDC IQ ME MA PS PP PE PB Spd

Human 10 3 3 3 3 3 3 3 3

Elf 5 3+1 3 2 3 4 3 5 3

Dwarf 15 3 3 2 4+6 3 4 2+2 2

Goblin 5 2 3 3 2 3+6 3 2 3

Hob-Goblin 0 2 3+6 3 2 3 3 2 3

Kobold 5 3 3 2 3+3 3 4 1+6 3

Orc 15 3 2 2 3+8 3 3+2 2 3

Ogre 25 3 2 3 4+4 3 3+6 2 3+2

Troll 40 2 3 2 4+10 4 3+6 1+4 2

Troglodyte 10 2 2 3 4+4 3+6 3 2 6

Changeling 10 3 4+6 4 3 3 2 2 2

Gnome 0 3 1+6 3+4 1+4 4 3+6 4 2

Wolfen 20 3 3 2 4+1 3 3 3 4

Coyles 10 3 3 2 3+1 4+1 3 3 3

 

ATTRIBUTE TABLE

Statistic IQ ME MA PS PP PE PB

1 -8 / -4 -4 / -5 -4 -7 -4 -14 / -4 -5

2 -7 / -3 -3 / -4 -3 -6 -3 -12 / -3 -4

3 -6 / -3 -3 -3 -5 -3 -10 / -3 -3

4 -5 / -2 -2 -2 -4 -2 -8 / -2 -2

5 -4 / -2 -2 -2 -3 -2 -6 / -2 -2

6 -3 / -1 -1 -1 -2 -1 -5 / -1 -1

7 -2 / -1 -1 -1 -1 -1 -5 / -1 -1

8-15 0 0 0 0 0 0 0

16 +2 / +1 +1 +1 +1 +1 +4 / +1 +1

17 +3 / +1 +1 +1 +2 +1 +5 / +1 +1

18 +4 / +2 +2 +2 +3 +2 +6 / +2 +2

19 +5 / +2 +2 +2 +4 +2 +8 / +2 +2

20 +6 / +3 +3 +3 +5 +3 +10 / +3 +3

21 +7 / +3 +3 / +4 +3 +6 +3 +12 / +3 +4

22 +8 / +4 +4 / +5 +4 +7 +4 +14 / +4 +5

23 +9 / +4 +4 / +6 +4 +8 +4 +16 / +4 +6

24 +10 / +5 +5 / +7 +5 +9 +5 +18 / +5 +7

25 +11 / +5 +5 / +8 +5 +10 +5 +20 / +5 +8

26 +12 / +6 +6 / +9 +6 +11 +6 +22 / +6 +9

27 +13 / +6 +6 / +10 +6 +12 +6 +24 / +6 +10

28 +14 / +7 +7 / +11 +7 +13 +7 +26 / +7 +11

29 +15 / +7 +7 / +12 +7 +14 +7 +28 / +7 +12

30 +16 / +8 +8 / +13 +8 +15 +8 +30 / +8 +13

STAT BONUSES

IQ

Modifier to all skills %.

Modifier to perception checks.

ME

Modifier to saves vs. psionics and magic. Modifier vs. insanity.

MA

Modifier to making strangers feel trust or be intimidated.

PS

Modifier to hand to hand damage.

PP

Modifier to dodge, initiative, and bolt spells.

PE

Modifier against coma/death. Modifier vs. poison & disease.

PB

Modifier to charm or impress.

 

ADDITIONAL DICE

Roll

Bonus

2 die

An additional die on 12

3 die

An additional die on 16-18

4 die

An additional die on 23-24

5 die

An additional die on 30

With the +1, i.e., 3d6+1, I rule the +1 to be applied after the extra die.

 

STAT CHECKS

Stat checks are rolled on a d20. An easy check requires a 4, moderate 8, challenging 14 and difficult 17, modified by the appropriate penalty/bonus. All characters gain +1 at levels 3, 6, 9, 12 and 15.

 

Character Background (p.32)

Gain the skill listed in 1st edition (p.9), except for Knights and Paladins, who have a special table.

 

Race Experience Penalty

The following races require an extra amount of experience to gain levels.

Race

Experience

Human

+0%

Elf

+15%

Tribal Elf

+20%

High Elf

+40%

Dark Elf

+30%

Goblin

+0%

Dwarf

+20%

Clan Dwarf

+25%

Hob-Goblin

+10%

Cobler

+30%

Kobold

+10%

Orc

+10%

Ogre

+15%

Troll

+20%

Troglodyte

+20%

Changeling

+30%

Gnome

+25%

Wolfen

+15%

OCCs

OCC Limitations.

Note that these are starting OCC limits. Under exceptional circumstances, these restrictions can be broken.

Human

None.

Elf

None.

Dwarf.

No magic OCCs except Mind mage, Witch & Warlock. Dwarven wizards and summoners are possible, but this knowledge is completely forbidden to dwarves; they are hunted down by their race and slain.

Dwarves may not be druids, but may be priests and Rune Priests (see Race).

Dwarves are too short for longbowmen, but may be ‘Crossbowmen’

Goblin

Prohibited: All Magic OCCs except Witch. All Clergy except Shaman and Black Priest. Longbowman, Knight and Paladin.

Hob-Goblin

As goblin, but may also be wizards.

Kobold

Considered too treacherous for Knights or Paladins.

May be Crossbowmen, not Longbowmen. No Druids.

Orc

No magic except witch, wizard and warlock. No druids. May become Knights and Paladins, but only if the vassal of an evil power or lord.

Ogre

As Orc, plus no Psionics at all.

Troll

No magic except Witch and warlock.

Only clergy are Black Priest and Shaman.

May become Knights and Paladins under the same restrictions orcs.

Troglodyte

Limited to mercenary, assassin, shaman & healer.

Changeling.

None.

Gnome

No Knight, Paladin, Longbowman or Assassin.

Wolfen

None.

Coyles

None.

 

MULTIPLE O.C.C.s

Experience for each level is equal to the combined totals of each class. Hit Points and SDC are the average die of both classes. Full OCC skill are granted. OCC related and secondary skills may be purchased from both OCCs using only one OCC’s number of skills. Bonuses from both classes apply.

A second OCC may be developed, as per the original rules. Full OCC skills are gained, half OCC related, but no secondary. Hit Points are only gained when the original level has been exceeded.

 

O.C.C. HIT POINTS

Men of arms

 

Soldier

D10 + 3

Knight

D10 + 1

Paladin

D10 + 2

Ranger

D10 + 2

Gladiator

D10 + 1

Holy Crusader

D10 + 1

Undead Hunter

D8

Remainder

D10

   

All Men of Magic

D6

All Clergy

D8

   

Optional O.C.C.s

 

Peasant/Farm hand

D6

Squire

D10

Scholar

D6

Merchant

D8

Noble

D10

Nomad

D8

 

Knights & Paladin

Knights (p.85) & Paladins (p.88) are the most deadly fighters in the game. To become one there is a price to pay: The character must start as a squire, or possible Noble OCC. After they have proven themselves, they may be promoted to a knight, by a lord. This requires one month training. Any other OCC changing to Knight, such as Longbowmen or soldier, must pay an experience penalty. (2000xp + 10% of total). Mercenaries of up to 3rd level may change to knight at no penalty if trained. Transfer all xp to knight. Gain HP and skills. From 5th level, Knights may approach, or be approached by churches to train as paladins. Again, training takes a month.

New skills are trained up to current level. E.G. Karl, a squire (with 5 electives) becomes a knight at 3rd level. He upgrades his Hand to hand skill to that of Knight, and Small shield to large. The extra elective Knights gain over squires are gained, at full proficiency. He gains 3 1st level electives. IE The Karl is retrained so that he is a fully proficient Knight.

 

Way of horse

Only roll second % to stay seated after the rider has been struck by a strike rolled over 19/20. Automatically fails if a ‘Natural’ is rolled.

 

Holy Strike (p.89)

Was Demon Death blow, but that’s too crap. This is a divine gift is not the same for all churches. Some battle churches may require their Paladins to Berserk, evil churches may require a back stab. Being a divine gift, Paladins are more discernible by Supernatural creatures that may be targeted by this strike. Note some evil churches will teach Back-stab (x2) instead.

 

Longbowmen

Penalties

(p.83) May shoot other missile weapons with half level proficiency, not half bonuses.

 

Dodge & Parry Arrows

(p.84) Anybody can dodge arrows, or parry them with shields. Longbowmen may dodge at +4, or may parry open handed at the cost of one attack.

 

Assassin OCC

Assassins have the following options:

 

Wizard

(p. 58) To clarify:

Gain +2 Save V Insanity, Possession and Mind Control at 4th level.

Wizards gain Recognise Wards, Study symbols, Circles & Runes free.

For Scroll Conversion use 1st edition chances.

May choose a total of 10 points of spells from levels 1 and 2, with GM’s approval. Common knowledge or randomly selected 1st level spells cost 1 point, 2nd level cost 3. Choosing a spell (other than common knowledge spells) costs double.

Additional spells per level will only be gained by pure men of magic.

Spell Books

As a wizard researches various spells and increases his or her power, notes are made in the wizard’s spell book. If this book is lost, so is the benefit of any research currently undertaken.

If one mage captures an other’s book, they may attempt to learn each spell the original owner owned or was researching. This requires a Scroll Conversion roll, modified up or down by 5% per level under or over 10th level: 5th level = + 25%, 15th = -25%.

If a spell is higher level than the mage, it may be learnt later.

 

Witch

Unhinged; -2 Save V Insanity, Possession and Mind Control at 6th level.

 

Warlock

Select powers daily, as a priest.

Gain +2 Save V Insanity, Possession and Mind Control at 4th level.

 

Diabolists

(p.122) Wards are not limited in activation by Physical Endurance - they burn PPE, like any other magical effect. The diabolist must empower each ward component with the required PPE, the activate the ward as a whole.

If summoning circles are used, the diabolist has no level bonus in his control attempts, until the magic is mastered as a secondary magic form.

Gain study Runes/Symbols/Circles & Wards at +20 at no elective cost, for deciphering unknown wards.

Start with the following wards:

Alarms:

Sound

Colours:

All

Numbers:

All

Major Wards:

Inflict

 

Protection from

 

Area effect

Conditions:

Cold

 

Evil

 

Fear

 

Fire

 

Good

 

Light

 

Magic

 

Summoner

Control save: target number =

Summoner Level + ME - Creature Level

E.g. Summoner, 8th level, ME 16, summoning Greater Elemental(considered 10th) requires rolls of 14 (8 + 16 - 10).

Start with the following circles:

Protection circle:

Simple

Protection from:

Elementals or

 

Demons and Devils

 

Evil

 

Good

 

Magic(simple)

Summoning:

Animals

 

Elementals

 

Demons/Devils lsr.

 

Fairy Folk

 

Mind Mage (p. 124)

Gain +3 Save V Insanity, Possession and Mind Control at 4th level.

 

Psionics and Natural Affinity with Magic

01 - 05

Master Psionic

06 - 15

Major Psionic

16 - 30

Minor Psionic

31 - 70

None

71 - 85

Minor Affinity

86 - 95

Major Affinity

96 - 00

Master Affinity

Minor psionics may never develop master psi abilities, and start with only one randomly determined ability (Choose field). Major and Master psionics may choose only one ability to avoid the relative OCC penalties.

Non Mind Mages must purchase powers at 200xp per level, ranked by level (as 1st edition). Powers are limited by Ability and level (minor 1st, Major 3rd, Master None). Powers are graded by level, as in 1st edition. If chosen powers are not 1st level psionics, then the powers will manifest at the relevant level.

Teaching is required. Take one week per level of power to learn.

Characters may not have more powers of a level than a previous level's powers.

A character may learn up to ((IQ + ME)/8 + Level) powers per level.

A Minor Psychic may advance to a Major, and a Major may advance to a Master for 3000 xp.

A non-psychic may develop minor-psionic status for 3000xp, with GM’s approval, a 16 mental statistic and proper tuition.

 

Priest/Priestess

Armour & Combat

Restrictions only apply to non-combat oriented priests.

Spell Casting

(p.67) Priests are still powerful spell casters, and can cast spells from 1st level (as 1st edition). Select spell(s) for each level at the beginning of a day. Expel PPE to cast spells, up to PPE limit. Selection may change from day to day.

 

Healing touch

May effect each person once per level per day.

 

Hand to Hand

Non man at arms costs 1 elective

Mercenary cost 2 electives

Thief cost 2 electives

Soldier cost 3 electives

Assassin cost 3 electives

May use divine intervention twice per day at 5th level. Chance may be modified by +5% per level of appropriate sacrifice, +5% per 100gp of treasures sacrificed.

 

Priests of darkness

As priests of light except at 5th level, may either

Summon Greater Minion of darkness (Greater demon, devil or gargoyle). Requires a midnight sacrifice.

Summon Greater Undead (as spell, p. 66). Also requires a midnight sacrifice. Permanent duration.

Both have the same chance as Summon Minion chances, +5% per level of sacrifice, +5% per 100gp of treasures sacrificed.

 

Monk

Parry Arrows

(p.72) Parry arrows at no penalty.

 

Hand to Hand: Martial Arts

(p.73) Warrior monks are the only OCC that may select HtH: Martial Arts as printed, using all abilities such as entangle, hold and jump kick. Note that this hand to hand table is already at ‘basic’ level: do not add any bonuses for 1st level Basic, Expert, Master or 2nd level Assassin training.

 

Different Martial Arts

Warrior Monks may change their Martial Art form at the cost of other skills. The number of years training normally required (see N&SS) dictates the number of electives lost. If the form does not use weapons, the Warrior Monk OCC’s Stick Fighting skill may be traded in for 2 electives.

Years

Elective

2nd Form

Training

Cost

Elective Cost

1

-

2

2-3

-

4

4-6

2

5

7-10

3

6

11-15

4

7

A secondary form may be developed, with the GM’s permission. This form normally requires different techniques from the primary, so bonuses from both are not added together, but kept separate.

Boxing will not increase the number of Martial Arts attacks.

Option: Non monks may develop Martial Arts, paying the secondary form cost.

Healers

Psionic Healers may add their full ISP scores together for healing use only.

 

Education & Skills

Skill Specialisation

Any skill (bar Hand to Hand and Horsemanship) may be increased by one level of proficiency per extra skill spent. Once level of specialisation may be gained with each new set of skills.

 

Skill limits

Any skill may be developed over 98%, but any roll of 99-00 will still fail.

 

Common Skills

All characters may take prowl, even knights and gladiators (who may also have WP: Short bow and WP: Sling).

 

Additional Skills

As the number of skills has probably doubled since the publication of the original book, characters may be allowed 2 extra Elective and 5 secondary skills. Knights, Paladins, Rangers and True men of magic gain an additional elective, Thieves and Assassins, 2.

 

Secondary Skills

(p.49) All OCCs can gain a minimum of 1 secondary skill at levels 4, 7, 10 and 13, unless their OCC gives different figures.

Secondary Skills may only be made from a limited selection, but OCC bonuses do apply to them. If a skill is not available as an elective, it may be taken as a secondary with no OCC bonus.

Exception: The following skills may not be taken as secondary skills, along with any other skill that requires specialist training.

Communications:

None

   

Domestic:

None

   

Espionage:

Disguise

 

Escape Artist

 

Forgery

 

Intelligence

 

Pick Locks

 

Pick Pockets

 

Sniper

   

Horsemanship:

Basic Riding only

   

Medical:

Surgery

 

Holistic Medicine

 

First Aid

   

Military:

Camouflage

 

Field Armourer

 

Interrogation

 

Surveillance

   

Physical:

All Hand to Hand

 

Acrobatics

 

Body Building

 

Boxing

 

Climb Walls

 

Gymnastics

 

Prowl

 

Wrestling

   

Rogue:

Concealment

 

Locate Secret

 

Pick Locks

 

Pick Pockets

 

Prowl

 

Use Poison

   

Science:

None

   

Scholar:

None

   

WP Proficiencies:

All

   

Wilderness:

Track Animals

 

Wilderness Survival

 

Skill Notes

Language

(p.50) Native tongue starts as speak other +20%, not 98%.

 

Sniper

(p.52) Sneak attacks are critical strikes.

 

Horsemanship

(p.53) Charge Attacks - You do not need to roll to stay mounted unless riding bare back. Also note that Exotic is an extension to this skill - It allows normal riding chances or exotic beasts.

 

First Aid

Heals 1D4 HP/SDC on others, 1D3 on self.

 

Physical Skills

(p.55) Gain full bonuses for the greatest modifier to stats and SDC. Half their second bonus, third the third, quarter the forth, etc. If modifiers become less that 1, stay with the same division until next whole number is reached. Round the total to nearest number. e.g.

+4 +3 +2 +1 +1 +1 = +12

becomes

+4 +1.5 +2/3 +1/3 +1/4 +1/4 = +7

 

Boxing

Additional attack is an unarmed or pummelling attack. An Unskilled, a punch does D3, a kick D4. Boxing increases this to D6 and 2D4. Hand to Hand Kick attacks will increase the kick damage by one level. May be considered the first Unarmed Combat Manoeuvre, but not an additional level.

The bonus attack is lost if using paired weapons.

Running

(p.56) Keep bonus separate to speed - add for sprinting only.

 

All Weapon Proficiencies

(p.59) Complete PANTS. Use 1st edition skills and bonuses and restrictions. The exception is that anybody other than Longbowman, ranger or peasant OCCs may use a Longbow, but only getting their normal number of attacks, not the Longbow rate of fire. The maximum rate of fire is the Longbowman rate -2.

 

Hand to Hand - 1st edition

Hand to Hand: Assassin

Level 1 - Critical strike from behind (x2), +2 damage

Level 2 - 2 Attacks

Level 3 - Critical strike from behind

Level 4 - Kick attack

Stun attacks: Stun attack must be specified. See combat.

Kick attacks: Includes punches, kicks and grapples.

 

Hand to Hand: Longbowman

Damage bonuses also effect bow attacks.

13th level = +5 damage.

 

Hand to Hand: Soldier

May be taken by mercenaries for an additional 2 electives.

 

Hand to Hand: Thief

Level 1 - Critical strike from behind (x3)

Level 2 - +2 parry and dodge

Level 3 - 2 Attacks

Level 4 - Kick attack

 

Missing 1st Edition Skills:

Elective

Acting

 

Comm.

Y

Armour / Weapon Decoration

 

Mil.

Y

Gem Cutting

 

Scholar

Y

Hunting

 

Wild.

Y

Plant/Farm Lore

 

Scholar

1st

Recognise Runes

 

Magic

1st

Siege Engineer

 

Scholar

Y

Stalk & Capture

 

Wild.

Y

Study Circles

 

Magic

1st

Study Symbols

 

Magic

1st

Study Wards

 

Magic

1st

Undead Lore

 

Scholar

Y

Witch Lore

 

Scholar

Y

 

Secondary

Area Knowledge

 

Wild.

Y

Bartering

 

Comm.

Y

Black Smith

 

Scholar

Y

Fashion Tools

 

Scholar

Y

Leather Working

 

Scholar

Y

Legal Knowledge

 

Scholar

Y

Mining

 

Scholar

Y

Mountaineering

 

Wild.

Y

Poetry

 

Comm.

Y

Recognise Poison

 

Scholar

1st

Tailor

 

Dom.

1st

Y Yin Sloth Jungles

 

TRAINING

Early Skills:

Times of need, characters may attempt to learn skills before their next set of skills are gained.

This requires two months of training per normal elective skill, (one month per secondary) and a tutor of at least 4th level.

Obviously, the elective will be lost from the next set of skills, and some skills, such as smithing, require years to learn.

Tuition costs will vary, from 50gp per week and upwards.

 

Advanced Training:

If training, by a tutor exceeding the characters level by 3, then 400xp will be gained per month. This will typically cost at least 500gp.

'Just living' for a year in your normal environment will get you 1000xp per year if relevant to your career. Actively pursuing a career (getting out, seeing the world, learning new things) will get you 2000xp per year.

 

Humans:

Human adaptiveness means they may learn skills outside of their OCC, at the GMs discretion. Training times will double, and this training may not be taken ‘early’.

 

Arms & Armaments

MISSILE WEAPONS (p. 25)

 

Hand Bow

Cross Bow

Throwing

   

Rate

 

Rate

   

Lvl

Strike

Hand

Telek

Strike

Light

Medium

Heavy

Strike

Rate

1

0

1

2

0

1

1

1/2

+2

2

2

+1

2

3

+1

2

0

0

0

3

3

0

0

4

0

0

0

0

+3

0

4

+2

3

5

+2

3

2

1

0

4

5

0

4

6

0

0

0

0

+4

0

6

+3

0

7

+3

4

0

0

0

5

7

0

5

8

0

0

3

2

+5

0

8

+4

0

0

+4

0

0

0

0

6

9

0

6

9*

0

5

0

0

+6

0

10

+5

0

0

0

0

0

0

0

7

11

0

7

10

+5

0

4

3

+7

0

12

0

0

0

0

6

0

0

0

8

13

+6

8

11

0

0

0

0

+8

0

14

0

0

0

+6

0

0

0

0

9

15

+7

9

12

0

7

5

4

+9

0

* A rate of fire over 8 shots a round may be achieved by using two Teleks. If paired weapons is used, the maximum ROF is 8 per Telek.

Range Modifiers

Range (up to)

Modifier

1/10th

+2

1/3rd

0

2/3rd

-2

Maximum

-5

 

ARROW & BOLT VARIATIONS

Silver (x20 cost) To damage enchanted creatures.

Battle (x4 cost) +2 Dmg. Half range. Weight doubled. *

Armour Piercing(x5 cost) +2 strike. Reduce die by 1 category. Longer, thinner heads.

Leaf Head (x5 cost) -2 strike. Increase die by 1 category. Wider blade. *

Whistling (x2 cost) Reduce die by 1 category.

* Considered weapons of war and murder, much as Large Swords. Not Possible for Teleks. Cost multipliers accumulate, i.e. x80 cost for Silver Battle arrows. AP and LH combination not possible.

 

SUPERIOR MISSILE WEAPONS (p. 47)

Elven Manufactured Bows & Dwarven Manufactured Crossbows

+1 damage

add 300%

+2 damage

add 500%

+3 damage

add 700%

+4 damage

add 900%

PS damage bonus

add (PS bonus x 200)% Not combinable with other damage bonuses.

   

+1 strike

add 1000%

+2 strike

add 2000%

Superior balance and construction (reinforced). Double prices for Telek parts and no PS bonuses possible.

 

Arms & Armour

Weapons

Axe, Battle

3D6 (1)

Lance - charge

2D6

Lance - stab/butt

1D8

Poniard

1D4 (2)

Scimitar

2D4+1

Falchion

2D4+2

Bastard Sword

2D6+2 (1)

Mace & Chain

3D4

Morning Star

2D6+2

War Hammer

3D4+1

Light X Bow

2D4

Medium X Bow

2D6+2

Heavy X Bow

3D6+2

Telek

1D4+1

Short Bow`

1D8

Compound Bow

2D4

Long Bow

2D6

Dart

1D3

Meat Cleaver

1D4

Mattock

3D4 (2)

Frying Pan

1D3

Hand Pick

1D2

Shovel

1D4

Hammer (tool)

1D3

Punch

1D3

Gauntlet

+1

Plate Gauntlet

+2

(1) +2 dmg if 2 handed.

(2) +2 strike heavy ARs.

 

ARMOUR RESTRICTIONS (p. 43)

       

Penalties-----------------

Armour

A.R.

Wgt.

SDC

Spd.

PP.

Prowl

Chain - Full

13

40

88

1/3

1

30

Chain - Half

9

18

40

1/4

-

15

Dbl. Chain - Full

14

50

110

1/2

2

35

Dbl. Chain - Half

10

20

56

1/4

1

20

Scale - Full

15

45

150

1/3

2

40

Scale - Half

11

20

70

1/4

1

20

Splint - Full

16

50

164

1/2

3

45

Splint - Half

12

22

80

1/3

2

25

Plate & Chain - Full

15

52

200

1/2

3

50

Plate - Full

17

58

320

1/2

4

60

Plate - Half

13

20

120

1/3

2

30

Field Plate

18

75

400

2/3

4

30

Full Plate

19

100

500

3/4

5

40

Armour Penalties

Armour is heavy. It slows you down, restricts your agility and makes you noisy.

Master crafted armour with reduce penalties is available at a greatly increased cost.

When using Part Armours, use "Breast plate" movement values, modified by the limb’s armour types.

 

Physical Prowess

Armour restricts your movement and encumbers you, reducing effective Physical Prowess.

Use the reduced PP to calculate combat bonuses (Strike, dodge, initiative, etc.)

Archers vambraces can be worn to reduce a PP penalty by 3 points for missile only. However, this leaves an opening in the armour, reducing AR by 1.

Cost an additional 10% of the armour’s full value.

 

Prowl penalties

Penalties indicate the penalty for attempting to move quietly in the armour. There is no penalty to attempt to just hide. Penalties may be reduced by wearing padded jackets over the armour, (reduce prowl penalty by 10, Spd. by 1) or heavy robes (reduce prowl penalty by 15, Spd. by 2).

Warrior OCCs may have a reduced penalty equal to the difference between their OCC and Mercenary.

 

Knights and Paladins

Reduce Speed penalties by 1 category: 1/2 becomes 1/3, 1/3 becomes 1/4, ignore 1/4. PP penalties reduced by 2, prowl by 15.

 

Non-men at arms

Raise movement penalties by 1 category, (1/2 becomes 2/3), reduce PP by a further 2, (1 for half suits) and prowl (sneaking) is impossible.

 

Field & Full Plate

These armours are extremely expensive armour, made only to order. (2000gp & 5000gp). Field plate requires 15 minutes to don by a trained man at arms, full plate 60. A ‘squire’ will reduce this time by half

Option: Requires an separate skill to manoeuvre in these heavy armours.

 

Repairing Armour

Double S.D.C. restored.

 

Superior Armour

Double all S.D.C. values

 

COMBAT

Unarmed Combat

Note that racial damage is reduced by one stage until skill in unarmed combat (or a kick attack, or WP: Fist) is gained.

 

Flow of Combat (Optional)

After the first round, the person who successfully strikes more often is the winner. (Optionally: does the most damage.) The looser must retreat 5’ or the winner gains +2 strike the next round.

 

Direct HP Damage Attacks

The following attacks to damage directly to HP. SDC does not help.

Back-stabs

Missile Weapons (not thrown)

Direct Bolt Spells (Fire bolt, not Fire Ball)

Poison

Choking

 

Criticals and Fumbles

A roll of 20 will result in a critical strike, or increase the multiplier of an already critical strike (such as a thieves rear attack) by 1.

A roll of 1 looses the fumbler their next attack. A roll of 2 to 4 is a miss.

 

Parrying

(p.43) Auto parry is not gained unless an appropriate hand to hand skill is taken.

To parry a critical blow fully, a critical roll must be made to fully parry - a natural 20, or whatever is required by the defender to critically strike.

If a critical strike is parried without this roll, the critical strike will be reduced to a normal strike.

A person may fight defensively : for each attack they declare they will not use at the beginning of a round, a bonus of +1 to parry and dodge is gained. This only applies to hand to hand combat.

Missile and thrown weapons may not be parried without a shield or special training - only dodged.

 

Parrying Limitations

A warrior with a one handed weapon, surrounded by opponents is in trouble. He may auto parry to his front and right, (if right handed), pay one action to parry the left, and only dodge rear attacks.

A warrior with paired weapons, a buckler or small shield and weapon, or a two handed weapon may auto-parry left, right and ahead. Rear attacks must be dodged.

A large shield and weapon or wall shield may auto-parry left, right and ahead. Rear attacks may be parried for one action.

An organised group will attack simultaneously, so paired weapons is good for survival.

 

Parrying Missiles.

A trained warrior (see manoeuvres) may pay one action to parry a thrown weapon with a melee weapon. Missiles (bow launched) must be dodged.

A buckler may auto-parry thrown weapons, and pay one action to parry missiles.

A small or large shield may auto-parry thrown and missile weapons.

Wall shields get a bonus +2 to parry thrown and missile weapons.

 

Shield Walls

A group of 3 or more warriors wielding small or large shields may fight in close formation, forming a shield wall. This requires all those involved to have the Formation secondary skill, and for the leader of the warriors to make a successful roll. This may be attempted more than once. A failed roll means that not all the warriors were able to make or keep the formation.

One man is required to fill each three foot of a formation front. If a front line warrior is badly injured, a second line warrior may take their place in one melee action, if they win an initiative roll against the opponents. If the defenders loose, and an opponent moves into the breach, the defender leader must roll to keep the formation at the end of every round. If he/she fails, all bonuses are lost until the wall can be reformed.

Those within a shield wall gain the following bonuses.

However, due to the tight formation, the following restrictions apply

 

Charging

Charging a stationary opponent gives the charger a +4 initiative bonus. If the attack is mounted, only one attack may be made on each ‘line’ of opponents before they are passed, unless the mount is stopped. A number of ‘lines’ equal to the number of the rider’s hand to hand attacks may be attacked before a mount will be stopped. If this leaves a rider in the middle of a hostile force, the rider’s in trouble. Each line of a shield wall counts as two lines.

 

Setting a weapon

Spears and pole-arms may be set against a charge. A charger beings struck by a set weapon receives a critical hit.

 

Mounted Combat.

Dodging

A fumbled dodge will unsaddle the rider unless he makes a ride roll. Riders may tie themselves into the saddle, but dodge bonuses are halved. Note that dodge bonuses apply to the rider only, not the mount, unless otherwise noted.

 

Lances

Really high-velocity charging attempts have a good chance of destroying the rider's lance, or the loss of the weapon because it's sunken too deeply into the target. Make a skill roll to keep the lance intact at a penalty equal to damage dealt minus (doubled) the rider's level.

If you hit a target but fail to penetrate its armour rating, the lance must save vs. The target armour rating number or break. So, if your lance bounces off AR 14 armour, the lance must roll a 14 or higher to remain intact.

 

Jack Be Nimble...

Lightly armoured and unencumbered warriors can dance around opponents in heavier armours. To reflect this, a warrior with Man at Arms training gets +2 initiative and dodge. To qualify for this, the warrior must be carrying a weight equal or less than their PS scores in pounds.

A +5% prowl bonus is enjoyed by all. Completely unarmoured and encumbered characters (one small weapon) get +10%.

 

Stun

If a person takes damage equal to or greater that the HP they had at first level in one round, they must make a save against unconsciousness, (14 + PE modifier), or be stunned for 1 round per point of damage over their tolerance.

Hand to Hand skill that allows knock out attacks must specify when such a blow is attempted. If the modified roll is over the required number, and hits the opponent, the PE check must be made at a modifier equal to the difference between the targets PE and the damage caused. Full damage is still caused. This blow must be attempted with a blunt weapon or unarmed attacks, else the flat or pummel of a blade will have to be used (1D4 Short sword, 1D6 Large, 1D8 2H).

 

Unconsciousness, coma & death

When a person’s HP reach 0 or less, they will fall unconscious and into a coma.

If a persons HP are negative, they will bleed one HP per hour until death. Attention from a person with Medical skill will stop this.

If a person’s HP are raised above zero, they may attempt to come out of the coma. (2 out of 3 rolls, standard help target is 60%, magical 30%).

If a persons HP reach an amount equal to their negative PE, they are critical. Each round, they will loose 1 HP, and must make a roll (2 out of 3) against death of 50% - Racial HP modifier. If they survive, they must roll on the permanent injury table.

Death occurs at a minus (PE + 10) HP.

 

Hand to Hand Skills

Only OCC hand to hand skills may be developed in parallel, with the highest bonus used. E.g. A soldier/thief may have both hand to hand skills, but a wizard mercenary may not take HH: Non man at arms

 

Backstab

Backstabs require one handed stabbing weapons, such as daggers, short swords and long swords. Attacks with unsuitable weapons reduce the critical level by one, down to x2. One backstab may be made per 3 Hand to hand attacks, rounding up.

A backstab attack may be made when the opponent is totally unaware of the attack. If an attack is made ‘in sight’ of the victim, the aggressor must win initiative.

Backstabs can only be made with one handed stabbing or slashing, thrown or aimed missile weapons. Great-swords, axes, maces and slings are not suitable. Unsuitable weapons reduce the damage multiplier by 1 step, to a minimum of 2.

One backstab attack per 3 normal attacks (or part thereof) with each weapon before the victim may react.

Option: Backstab attacks have been made more dangerous, doing damage direct to Hit Points, and with increased efficiency for assassins and thieves. To make them less dangerous, apply strength modifiers after the multiplication. E.g. An assassin (X3 backstab, +2 HtH damage bonus, +6 PS bonus) with a short sword will hit for an average of 27 HP (5+2 = 7, x3 = 21, +6) rather than 39 (5+2+6 = 13 x 3)

 

Deathblow

(p.44) Required number for a death blow is modified by strike modifiers. Note that a 9th level assassin will kill a known enemy on a natural roll of 20.

Poison

A person with the Use Poison or Envenom Blade skill can automatically successfully apply one vial of poison to the following weapons:

A use poison roll needs to be made after each combat to avoid loosing the poison from the weapon, up to a maximum number of fights equal to the poisoner’s level. Arrows, bolts knives and darts are good for one shot only. A fumble (99-00) results in an accidental scratch to the wielder...

 

Perception

This is used to check if a character notices something or remembers something which the player forgot or missed.

Perception is rolled on a d20. An easy check requires a 4, moderate 8, challenging 14 and difficult 17. All characters gain +1 at levels 3, 6, 9, 12 and 15, as well as an IQ bonus. Rangers and thieves have a bonus of +2, assassins and mind-mages +1. ‘Multi-class’ characters gain their highest bonus only.

If using a skill such as prowl and the skill check is failed, roll a d20 with a bonus of skill % / 10 to avoid being seen, against a perception check. Highest roll wins.

 

MAGIC

Important Notes

At no time may any class gain more than 1 magic attack per round.

Magic attacks are almost instantaneous, but can not be cast in a round in which the caster was damaged, unless ME check is made at -1 per point of damage taken. A roll of 12 is required. Use ME Modifiers and Spell strength as bonus to the roll.

PPE are regained at 15% per hour or Sleep or meditation, 5% rest.

 

Casting Times

Most spells do not require all round to cast - the caster may move and dodge after the spell is cast, but complex actions, such as attacking, may not be made. Spells require a number of actions per round, up to a maximum of a full round to cast.

EG. A wizard with 3 actions per round may cast a 6th level spell, and have one dodge, or a 7th or 15th level spell, and no dodge.

Spell Level

Actions Required

Cantrip

1

1 - 6 / Ward

2

7 - 11

3

12-14

4

15

5

 

Racial P.P.E. (if non - spell user)

Humans and most races

3D6

Elves, Hob-Goblin, Changeling

4D6

Elven Wizard types

+1D6

Troll and Goblin

2D6

O.C.C. P.P.E.

Wizards

3D6 +M.E. +10 per level

Warlock

5D6 +M.E. +10 per level

Witch

ME +5 per level

Undead Hunter

3D6 + M.E. +5 per level.

Diabolist

1D4*10 +M.E. +10 per level

Summoner

1D4*10 +M.E. +10 per level

   

Priest

3D6 +I.Q. +5 per level

Evil priest

3D6 +I.Q. + 10 +5 per level

Shaman

3D6 +I.Q. +5 per level

Druid

IQ +5 per level

Devotees

3D6 +I.Q. +5 per level at 5th

Mystic

2D6 + ME + 7 per level

 

Rituals

Most spells exist in two forms: spell (standard) and rituals. Rituals take D6*10 + 15 minutes to complete, and have a base saving throw of 16. Spells noted as 'Ritual' under notes are only available as rituals.

 

Cantrips

Cantrips are minor magics castable by any magic user, including diabolists and clergy. Spell effects include sparks, candle flames, cleaning, corrosion, simple illusions, and very minor summonings, such as flowers, insects & mice.

Targets of cantrips that cause a target to sneeze or giggle, gain a +4 save modifier, as cantrip magic is weak.

Non spell casters of an appropriate race may learn to cast cantrips for 3 Electives or 6 Secondary, at the GMs discretion.

PPE cost: 1.

 

Natural Affinity with Magic

Much as Psychic abilities occur "naturally", in a high-magic environment, so can natural magicians. These characters have a natural facility with magic, and may learn and cast spells up to an equal to their level. Alternatively, this may represent basic training in wizardry, but without the subtlety.

The maximum spell level is limited by IQ (spells can not be cast of a higher level than the caster’s IQ) and ability:

01 - 05

Master Psionic

06 - 15

Major Psionic

16 - 30

Minor Psionic

31 - 70

None

71 - 85

Minor Affinity

86 - 95

Major Affinity

96 - 00

Master Affinity

Advancing from one category to the next requires the GM’s permission and 3000xp.

However, the training required to utilise this gift has a cost:

Option 1: Half the characters number of electives, and half OCC Skill bonuses.

Option 2: Cantrips are free. Each extra set of spells costs 200 xp per level. No levels may be skipped. Training requires 1 week.

Option 3: As option one or two, plus the caster is considered to be half their level for spell effects.

PPE: M.E. + 4D6 base. Add 1D6+1 per additional level.

Note that the character is an undisciplined magician. No magic combat skill is gained, and the increased PPE will draw attention from the supernatural.

 

Additional Magic

Single class true men of magic (or multi-class characters only with only true men of magic OCCs) may select an additional area of magic (spells, wards, circles, tattoos, etc.) upon gaining 5th level, and every 3 levels after. i.e. 5th, 8th, 11th and 14th.

Magic powers start at 1st level, but develop as would new skills. Requires six months of research, a teacher or an extensive laboratory, and a free elective slot.

 

ADDITIONAL SOURCES OF PPE

Living Beings

Even non spell caster have a small amount of PPE, typically 3D6. Seventy percent of PPE may be drawn from a willing subject, or group of subjects linked by holding hands in a ritual. Those donating PPE will not heal naturally until their PPE level is restored to full.

Incompatible magic systems (e.g. Clergy and wizards) loose 50% of PPE when sharing.

 

PRIESTS

A Priest’s, shaman’s or witch’s power comes from their belief in themselves and their gods, not from the magic of the land. As a result, they do not gain PPE bonuses from ley lines, but from ground sacred to them, and death rituals:

Location

Equivalent ley line

Hold ground

Within 2 miles

Church

On ley line

Inner sanctum

Within 200’ of nexus

The leader of worship will also gain a temporary PPE boost.

Worship

Equivalent

Daily service

Noon & Midnight

Monthly service

Spring Equinox

Quarterly service

Summer Solstice

Yearly service

Lunar Eclipse

The leader of worship in a yearly service at the centre of a religion for that world will receive the benefits of a solar eclipse!

 

WARLOCKS

Warlocks are able to draw on extra power reserves when surrounded by their natural elements. They also gain the benefits of ‘periods of increased energy’ at these locations at the appropriate times.

Earth - Location

Equivalent ley line

Surrounded by stone

Within 2 miles

Deep underground

On ley line

Unspoilt caverns

Within 200’ of nexus

   

Fire - Location

Equivalent ley line

Surrounded by fires

Within 2 miles

Within inferno

On ley line

Within/On volcano

Within 200’ of nexus

   

Water - Location

Equivalent ley line

River side

Within 2 miles

On a large lake

On ley line

At sea

Within 200’ of nexus

   

Air - Location

Equivalent ley line

High Winds

Within 2 miles

High Altitude

On ley line

Mountain peaks

Within 200’ of nexus

 

Spell Magic

Wizard Spells:

Increase Weight

1

Magic items get a saving throw

Magic Missile

1

Wizards only.

Immobilise

2

Spell negated by a save.

Invisibility

2

Negated by violence.

Fleet feet

3

Doubles number of attacks and speed only; No PP, dodge or parry bonuses. Causes extreme exhaustion after spell: Half movement and attacks for 2 rounds per 1 boosted. Wizards only.

Telekinesis

3

Effects 60 pounds, plus 10 pound per additional PPE point, up to level.

Shadow meld

4

Others are at -10 to fight shadowed figure, unless they are detected (then -5)

Shadow beast

5

Caster may control 1 beast for every three complete levels.

Strength of Utgard Loki

5

Wizard only.

Sun Burst

6

Wizards only.

Fire Blast

7

Wizards only.

Invisibility : Superior

7

Not negated by violence.

Lightning Blast

7

Wizards only.

Long Door

8

As Teleportation ability of 1st edition Mystic portal, 50 mile range per level.

Death

10

1D10 damage per level or death if saving-throw failed.

Dragon Strength

10

Wizards only.

Mystic Portal

10

As 2nd edition only

Lord Gate

12

As Dimensional Teleport ability of 1st edition Mystic Portal

Permanence

13

Wizards only.

Note - the Metamorphous self/other spells are no longer available, and have been replaced by more specific spells.

 

PPE Guidelines

The following are guidelines for determining the PPE cost of spells. For long durations or powerful effects, double the cost. Permanent durations multiply the cost by 10. For spells over 10th level, square the excess to determine the calculated level. E.g. a 13th level spell would be costed as a 19th level spell. (10 + 3 * 3)

Type

Cost/lvl

Example

Detection

2

Detect magic

   

Astral projection

Evocation

5

Fireball

   

Blinding flash

Summoning

10

Shadow beast

   

Phantom

Enchantment

4

Fleet feet

   

Fly

Control

10

Gease

   

Charm

Necromancy

4

Summon Undead

   

Curse

   

Paralysis

Healing

3

Cure wounds

   

Restoration

Illusion

3

Fog of fear

   

Multiple image

Warlock Magic

Warlock spells - Air:

Cloud of Slumber(1): The spell creates a cloud that dissipates quickly. Those falling unconscious will sleep for the duration of the spell, unless struck or otherwise mollested.

Call lightning(3): Warlocks call bolts from sky, or elementals. Can not be dodged. Wizards projects from hands, but a dodge of 18+ saves target.

Phantom footman(4): Almost invisible. Not impervious to normal weapons.

 

Warlock spells - Earth:

Chasm(5): Takes 2-5 rounds to open

Earthquake(6): Takes 2-5 rounds to open

 

Warlock spells - Fire:

Fireball(3): Large shield wielders may parry for half damage.

Mini-Fireballs(4): One missile may be fired per caster's attack, until all have been cast.

Ten foot wheel of fire(6): Wheel may not turn or reverse.

 

Ward Magic

Ward Activation

Wards are not limited in activation by Physical Endurance - they burn PPE, like any other magical effect. The diabolist must empower each ward component with the required PPE, the activate the ward as a whole.

Ward Sequences

Wards can be linked to activate simultaneously (one save), rapidly (multiple saves) or timed (one save per 10 seconds, minute, hour, etc)

Ward Examples

Inflict & Condition

Effects the touched, or object

Inflict & Condition & Area

Effects all within the area

Area & Alarm

Entering area activates alarm

Area & Trigger

Entering area activates linked ward

Ward Notes

Use 2nd edition definitions for wards, with the following exceptions:

Inflict

Will normally effect the activator, but can be targeted at the object.

Permanence

Note that this can permanently maintain a ward, spell or circle.

Alarms

May have activation conditions attached (such as "only by evil")

Area of effect

Area wards may be calved, carried and activated in the area required.

Burning Pain

Protection grants +3 to save against pain attacks and torture.

Cold

No save against the area effect.

Dark

No save against the area effect.

Death

Only effects living targets.

Evil

Protection gives a +2 saving throw bonus against "evil cast" magic.

Energy

Area effect gives a blast. Save (14) or dodge (18) for half damage.

Fire

Area effect gives a blast, not bolts. Save (14) or dodge (18) for half damage.

 

Protection grants immunity to normal fire and heat, ½ damage from intense or magical fire.

Good

Protection gives a +2 saving throw bonus against "good cast" magic.

Hate

Protection grants +3 to save against hate based attacks.

Knowledge

Inflicts grants +5% to one skill (whatever was being concentrated on at the time)

Light

Protection from does help protect undead.

Magic

Inflict will give an item a magical aura.

Mystic Energy Drain

Without a condition, this will drain all PPE from the area or item. Active magical effects are at half strength. New magic fails. (As 1st edition). When activated with a condition, use 2nd edition definition.

Undead

Inflict will give an item a Supernatural aura - stupid undead may ignore the inflicted.

PPE COSTS

Spells

Level 1 PPE Notes

  1. Blinding Flash 1
  2. Cloud of Smoke 2
  3. Cloud of Slumber 4 St. War
  4. Death Trance 1
  5. Decipher Magic 4 St.
  6. Dust Storm 2
  7. Globe of Daylight 2 St.
  8. Increase Weight 14*
  9. Magic Missile 5+ New. Wiz
  10. Paralysis Bolt 20*
  11. See Aura 6
  12. See the Invisible 4
  13. Sense Evil 2
  14. Sense Magic 4 St.
  15. Thunder Clap 4
  16. Ventriloquism 3
  17. Object Reading 3* As psi.
  18. Enchanted Cauldron 25 St.

Ritual

Level 2 PPE Notes

  1. Befuddle 6
  2. Chameleon 6
  3. Climb 3
  4. Concealment 6
  5. Darkness 8
  6. Detect Concealment 6
  7. Dowsing 2
  8. Extinguish Fires 4
  9. Fear 5
  10. Fog of Fear 7
  11. Heavy Breathing 3
  12. Identify Minerals 3
  13. Invisibility (Self) 6 Wiz.
  14. Levitation (Self) 5
  15. Mesmerism 7
  16. Mystic Alarms 5
  17. Resist Cold 6
  18. Rock to Mud 6
  19. Turn Dead 6
  20. Weightlessness 6

Level 3 PPE Notes

  1. Breathe Underwater 5
  2. Commune with Dead 25
  3. Energy Bolt 5
  4. Fairies Tongue 5
  5. Fingers of Wind 5
  6. Fleet Feet 10 Wiz.
  7. Float in Air 5
  8. Fuel Flane 5
  9. Grow Plants 8
  10. Ignite Fire 6
  11. Impervious to Fire 6
  12. Impervious to Poison 5
  13. Levitate (Others) 10
  14. Mask of Deceit 15
  15. Miasma 7
  16. Mystic Armour (of Ithan) 10
  17. Negate Poisons/Toxins 5
  18. Paralysis (Lesser) 5
  19. Reduce Object 15*
  20. Resist Fire 3
  21. See Wards 8
  22. Sense Traps 12*
  23. Sphere of Invisibility 30*
  24. Telekinesis 8
  25. Wall of Clay 8

Level 4 PPE Notes

  1. Astral Projection 10
  2. Blind 6
  3. Carpet of Adhesion 10
  4. Charismatic Aura 10
  5. Clay to Lead 20
  6. Cure Minor Disorders 10
  7. Diminish Others 20*
  8. Energy Field 10
  9. Fifteen Foot Air Bubble 10
  10. Fools Gold 10
  11. Fire Bolt 10
  12. Hail 20
  13. Ley Line Transmission 30
  14. Magic Net 7
  15. Multiple Image 7
  16. Mystic Illusion 15*
  17. Phantom 20 War.
  18. Repel Animals 7
  19. Spirit of the Wolf 20*
  20. Shadow Meld 10
  21. Sorcerers Seal 7
  22. Swim as a Fish 6
  23. Trance 10
  24. Turn Objects Invisible 15*
  25. Wall of Ice 20
  26. Wall of Thorns 15
  27. Wither Plants 10

Level 5 PPE Notes

  1. Animate Plants 10
  2. Calling 8
  3. Charm 12
  4. Circle of Flame 10
  5. Circle of Rain 20
  6. Domination 10
  7. Energy Disruption 12
  8. Escape 8
  9. Eyes of Thoth 8
  10. Fly 15
  11. Heal Burns 15
  12. Heal Wounds 10
  13. Horrific Illusion 10
  14. Induce Epilepsy 15*
  15. Melt Metal 50
  16. Mend Cloth 12
  17. Part Waters 50
  18. Size of Behemoth 10
  19. Sleep 10
  20. Strength of Utgard Loki 15* Wiz.
  21. Superhuman Speed 10
  22. Superhuman Strength 10
  23. Wall of Stone 15
  24. Water Seal 8
  25. Whirlwind 30
  26. Words of Truth 15

Level 6 PPE Notes

  1. Animate Object 12
  2. Apparition 20
  3. Call Lightning 15 War.
  4. Compulsion 20
  5. Control the Beasts 18
  6. Create Bread and Milk 15
  7. Cure Illness 15
  8. Detect Poison 10
  9. Encase Object in Stone 10
  10. Fire Ball 10 War.
  11. Fire Fist 15
  12. Impervious to Energy 20
  13. Magic Pigeon 20
  14. Memory Bank 12
  15. Mind Whip 30*
  16. Reduce Self (6 inches) 20
  17. Schizophrenia 20*
  18. Snow Storm 40
  19. Sunburst 15 New. Wiz
  20. Swim as a Fish: Superior 12
  21. Teleport (Self) 15
  22. Time Slip 20
  23. Tongues 12 St.
  24. Walk the Waves 10

Level 7 PPE Note

  1. Agony 20
  2. Animate/Control Dead 20
  3. Circle of Concealment 15/100
  4. Constrain Being 20
  5. Curse : Boils 35
  6. Dispel Magic Barrier 20
  7. Empathy 10*
  8. Eternal Flame 75
  9. Fire Blast 20 New. Wiz
  10. Fly as the Eagle 25
  11. Geas 90*
  12. Globe of Silence 20
  13. Heal Self 20
  14. Immobilise 25 Wiz.
  15. Invisibility (Superior) 20 Wiz.
  16. Invulnerability: Limited 25
  17. Life Drain 25
  18. Lightning Blast 20 New. Wiz
  19. Metamorphosis : Animal 25
  20. Purification:Food & Water 20
  21. Quicksand 15
  22. Second Sight 25
  23. Suspended Animation 80
  24. Ten Foot Wheel of Fire 4
  25. Wind Rush 20
  26. Wink Out 20
  27. Witch Bottle 28
  28. X-ray Vision 25

Level 8 PPE Notes

  1. Close Fissure 30
  2. Earthquake 50 War.
  3. Eyes of the Wolf 25
  4. Hallucination 30
  5. Locate 30
  6. Love Charm 40
  7. Commune with Spirits 25
  8. Curse : Fever 40
  9. Curse : Luck 45
  10. Exorcism 30
  11. Expel Demons 35
  12. Expel Devils 35
  13. Long Door 60
  14. Metamorphosis : Human 40
  15. Minor Curse 35
  16. Negate Magic 30
  17. Oracle 30
  18. River of Lava 50
  19. Sense Dimns. Anomaly 30
  20. Time Capsule 30
  21. Sickness 50
  22. Spoil : Food/Water 30
  23. Stone to Flesh 30
  24. Wisps of Confusion 40

Level 9 PPE Notes

  1. Age 50
  2. Curse : Phobia 40
  3. Fairies’ Dance 55
  4. Familiar Link 55
  5. Havoc 50
  6. Metamorphosis : Insect 60
  7. Monster Insect 50/100
  8. Mute 50
  9. Protection Circle: Simple 45
  10. Rainbow 60
  11. Speed of Snail 50
  12. Summon & Ctrl. Canines 50
  13. Swords to Snakes 50
  14. Tornado 60
  15. Transferral 50
  16. Water to Wine 40

Level 10 PPE Notes

  1. Banishment 65
  2. Control Enslave Entity 80
  3. Death 40* Wiz.
  4. Dimensional Pocket 30/140
  5. Dragon's Strength 100 New. Wiz
  6. Hurricane 60
  7. Magnetism 40
  8. Metamorphosis: Superior 100
  9. Mystic Portal 60
  10. Phantom Horse 60
  11. Shadow Beast 140 Wiz.
  12. Summon & ctrl. Rodents 70

Level 11 PPE Notes

  1. Anti Magic Cloud 140
  2. Create Mummy 160
  3. Petrifaction 40
  4. Remove Curse 140
  5. Scroll Creation 100
  6. Summon & ctrl. Animals 125
  7. Summon Fog 140
  8. The Finger of Lictalon 150

Level 12 PPE Notes

  1. Amulet 290
  2. Calm Storm 200
  3. Create Zombie 250 Ritual
  4. Lord Gate 300
  5. Metamorphose: Mist 250
  6. Summon & ctrl. Entity 250
  7. Summon Rain 200 Ritual
  8. Time Hole 210

Level 13 PPE Notes

1 Create Golem 500 (700) As Earth Warlock.

Iron = 700 (1000)

Ritual

2 Permanence 200 New.

Ritual.

Wiz.

3 Prot. Circle: Superior 250

4 Summon Storm 260

5 Sanctum 390

6 Talisman 500

Level 14 PPE Notes

  1. Close Rift 700 (800)
  2. Id Barrier 600
  3. Impenetrable wall 600
  4. Restoration 750

Level 15 PPE Notes

  1. Dimensional Teleport 800
  2. Resurrection 650
  3. Summon Grt. Familiar 80
  4. Teleport : Superior 90 (600)
  5. Transformation 1500 (2000)

Ritual

Legend

  1. Barrier of Thoth 3000
  2. Crimson Wall 6000
  3. Doppleganger 1000
  4. Metamorphous: Dragon 5000
  5. Sanctuary 3500

* Denotes a PPE cost not covered by any rules, based on my judgement.

(x) Denotes PPE cost in Rifts, reduced.

St. - "Standard" common knowledge spell.

Wiz - See wizard OCC

War - See warlock OCC

 

Wards

Inflict 1

Area Effect 5

Protection from 1

Protection by infliction 1

Power 30

Permanents 100

Alarms 3

Colours 2

Numbers 1

Conditions (Silver) 7

Cold, Dark, Evil, Good, Invisibility, Sleep.

Conditions (Gold) 10

Magic, Charm, Fire, Light, Knowledge, Drain, Energy.

Conditions (Quicksilver) 15

Agony, Blind, Burning Pain, Confusion, Despair, Death, Fear, Hate, Undead.

 

Circles

Simple protection 20

Protection 30

Lesser Summoning 40

Greater Summoning 70

Power Circles 100

 

 

Races

(p.288)

Charmless Races

Elves, dwarves and most of the goblinoid races appear to be completely uncharismatic, due to their poor Mental Affinity attribute. But this is only from the human perception - Elves are considered high-browed, dwarves surly, and the goblinoids are hated. To find out how well any of these races can influence their own kind however, roll an extra die, and record the extra stat in brackets. 16+ gets another die roll. Note that if any of these races has been totally accepted into a non-native settlement, then they may use their race MA within that settlement.

E.G. Karl the dwarf gets on averagely with people that he meets, with a MA of 10. When checking his ‘Dwarven’ MA, Karl lucked out with a 6 and a 4, for a total of 20.

 

Vision:

Night Vision range has human range. Requires a very dim light source.

Total Darkness vision is approximately half a mile, based mostly on acute heat perception.

 

Race Skills

Dwarf, Gnome, Troglodyte, Kobold, Goblin and Hob-goblin Race skills may be purchased instead of background skills, or as elective or secondary skills.

 

Claws

All racial hand to hand damage is reduced by one category until an unarmed skill is taken.

 

Wolfen

Recognise smells 16% + 4% / level

Track by smell 20% + 4% / level

Add one Weapon skill.

Can not see in total darkness.

 

Troglodytes

Can see in total darkness. Note that troglodytes are totally alien to the above ground world. They do not understand it. and suffer from agoraphobia. PC Troglodytes must have a good reason for leaving their caves.

 

Kobolds

Can see in total darkness.

 

Goblins

+2% on thief skills.

Can see in total darkness.

 

Cobbler

+2% on thief skills.

+10% carpentry.

Can see in total darkness.

 

Orcs

Can see in total darkness.

 

Changeling

+2 save v. mind control and probes.

+20% on disguise.

Imitate voices gained free at +20%.

 

Ogres

(p.304) Kick only 2D6 Damage.

Can see in total darkness.

Add one weapon skill

 

Troll

(p.306) Kick only 3D4 Damage.

Can see in total darkness.

Add one weapon skill

Climb at 70% + 4% / level.

Swim at 60% + 3% / level.

 

Dwarves

4' - 5' tall.

Can see in total darkness.

 

Elves

Night Vision

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Legal Stuff

This is a non-profit making set of house rules. No infringement of copyright is intended. Palladium, Rifts, Nightspawn, PPE and all The Palladium Game Mechanics are copyright by Kevin Siembieda and Palladium Books.

Lance notes by Bill Coffin (coffinw @ ambest.com) - Thanks.

All the rest is MINE! Mwhahaha!!!

 

Appendices

Armour.doc

Assassins.doc

Fencing.doc

Hand to Hand.doc

New Skills.doc

New Spells.doc

Races .doc

SCC.doc

Simplified Skill System.doc

Spell Paths.doc

Spell Research.doc

Skill Attributes.doc

Talents.doc

NEWSPELL.DOC