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
The following house rules are modifications to the Palladium Fantasy Role-playing Game. (PFRPG), second edition, produced by Palladium games.
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
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
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. |
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 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.
Gain the skill listed in 1st edition (p.9), except for Knights and Paladins, who have a special table.
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% |
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. |
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.
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 (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.
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.
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.
(p.83) May shoot other missile weapons with half level proficiency, not half bonuses.
(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.
Assassins have the following options:
(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.
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.
Unhinged; -2 Save V Insanity, Possession and Mind Control at 6th level.
Select powers daily, as a priest.
Gain +2 Save V Insanity, Possession and Mind Control at 4th level.
(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 |
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 |
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.
Restrictions only apply to non-combat oriented priests.
(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.
May effect each person once per level per day.
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.
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.
(p.72) Parry arrows at no penalty.
(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.
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.
Psionic Healers may add their full ISP scores together for healing use only.
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.
Any skill may be developed over 98%, but any roll of 99-00 will still fail.
All characters may take prowl, even knights and gladiators (who may also have WP: Short bow and WP: Sling).
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.
(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 |
(p.50) Native tongue starts as speak other +20%, not 98%.
(p.52) Sneak attacks are critical strikes.
(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.
Heals 1D4 HP/SDC on others, 1D3 on self.
(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
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.
(p.56) Keep bonus separate to speed - add for sprinting only.
(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: 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.
Damage bonuses also effect bow attacks.
13th level = +5 damage.
May be taken by mercenaries for an additional 2 electives.
Level 1 - Critical strike from behind (x3)
Level 2 - +2 parry and dodge
Level 3 - 2 Attacks
Level 4 - Kick attack
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 |
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
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.
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.
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’.
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 (up to) |
Modifier |
1/10th |
+2 |
1/3rd |
0 |
2/3rd |
-2 |
Maximum |
-5 |
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.
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.
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.
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.
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.
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.
Double all S.D.C. values
Note that racial damage is reduced by one stage until skill in unarmed combat (or a kick attack, or WP: Fist) is gained.
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.
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
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.
(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.
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.
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.
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 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.
Spears and pole-arms may be set against a charge. A charger beings struck by a set weapon receives a critical hit.
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.
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.
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%.
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).
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.
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
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)
(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.
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...
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.
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 |
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.
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.
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.
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.
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 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 |
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.
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 |
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.
Chasm(5): Takes 2-5 rounds to open
Earthquake(6): Takes 2-5 rounds to open
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.
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.
Wards can be linked to activate simultaneously (one save), rapidly (multiple saves) or timed (one save per 10 seconds, minute, hour, etc)
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 |
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. |
Level 1 PPE Notes
Ritual
Level 2 PPE Notes
Level 3 PPE Notes
Level 4 PPE Notes
Level 5 PPE Notes
Level 6 PPE Notes
Level 7 PPE Note
Level 8 PPE Notes
Level 9 PPE Notes
Level 10 PPE Notes
Level 11 PPE Notes
Level 12 PPE Notes
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
Level 15 PPE Notes
Ritual
Legend
* 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
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.
Simple protection 20
Protection 30
Lesser Summoning 40
Greater Summoning 70
Power Circles 100
(p.288)
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.
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.
Dwarf, Gnome, Troglodyte, Kobold, Goblin and Hob-goblin Race skills may be purchased instead of background skills, or as elective or secondary skills.
All racial hand to hand damage is reduced by one category until an unarmed skill is taken.
Recognise smells 16% + 4% / level
Track by smell 20% + 4% / level
Add one Weapon skill.
Can not see in total darkness.
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.
Can see in total darkness.
+2% on thief skills.
Can see in total darkness.
+2% on thief skills.
+10% carpentry.
Can see in total darkness.
Can see in total darkness.
+2 save v. mind control and probes.
+20% on disguise.
Imitate voices gained free at +20%.
(p.304) Kick only 2D6 Damage.
Can see in total darkness.
Add one weapon skill
(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.
4' - 5' tall.
Can see in total darkness.
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