Game Rules and Change Log

Character creation rules, combat rules, PBP rules, GM feedback, and approved Rifter material will be kept here.

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Game Rules and Change Log

Postby Xy-Djehuti'Snafu » Fri Nov 20, 2015 12:45 pm

    Why So Serious?:

    If you find yourself getting upset about anything try to remember that it is a game of make-pretend.

    Conflicts can and will arise but we will work them out eventually. Always be ready to suggest or heed a call for the discussion to end.

    After cooling down and having some time to reflect the topic can be revisited, although often this is unnecessary as a resolution may already have quietly been found in the interim.

    Fun!:

    Have fun! We want to give you a fun gaming experience. Inform us of your preferences and assume we're doing our best to meet your expectations.

    While you're busy having fun remember to consider how other players might enjoy the game differently than you. Are they having fun?

    Are your actions diminishing their experience? Is your fun getting in the way of theirs? Probably not but it happens often enough that it's worth keeping in mind: consider your fellows.

    This a collaborative effort and all of us will be required to get the most out of it.

    Don't forget your GMs either, we need to be having fun too. :wink:

    Attitude and Participation:

    Although we generally strive to be impartial and objective, two things will always be true:
    1. Within the narrative, your character's actions must warrant a reward in order for one to be offered.
    2. There is no question that our previous OOC contact with you will have bearing on your character's material fortunes.
    3. The players who haven't been fun to play with or pleasant to communicate with will be the players surveyed for game expectations and GM satisfaction last and least. Their characters will be the last thought of when rewards are being handed out, the last characters to find themselves integral to the story, the last in our hearts and so on and so on...

    Group Composition and Numbers:
    In order to conform to site requirements the group composition and number will be listed as:
    Maniple Dextri: Erva
    Maniple Sinestri: Snafu
    However in the game we will use a variable deployment of a maximum sixteen characters.
    The group is divided into Maniple Dextri, Maniple Sinestri and if necessary an additional Ad Hoc Maniple.
    We want to give the GMs, the players, and therefor the characters, the most options when tackling in-game obstacles. Who goes where and to do what will be left in the hands of the players as much as possible.
    At any time GMs may shuffle personnel in response to player request, IRL variables and the demands of narrative. Players' preferences will be determined by the usual means.

    Gold:
    Actually, it's not gold. It's a fictional currency. Do not worry about it.
    Complaining about it will not increase your chances of receiving any.
    Money comes and money goes by the GM's whim and we hate complaints about inconsequential matters such as costs, taxes and pay.
    Roleplay well, work as a group and achieve your objectives. Make-believe coins will rain from the make-believe sky, trust us.

    Equipment:
    Refer to the above, it is not real.
    Please trust our judgement about when and how things are made available.
    We are attempting to give each individual the things they've shown interest in or mentioned in chat, while also keeping it reasonably fair and narratively plausible.

    Spoils of Adventure:
    • High Value/Unique Items-- Ownership in every case is retained by Guild.
      If the group decides they don't want the item then the Guild may sell it (or not) and divvy up the money as per the Guildlaw of Allotment.
      If a player leaves the game and wishes to take an item their claim will be measured in XP earned with the item in service of the Guild.
      (10,000xp is the measure of ownership)
    • Other Items--Ownership in every case is retained by Guild.
      If the group decides they don't want the item then the Guild may sell it (or not) and divvy up the money as per as per the Guildlaw of Allotment.
      If a player leaves the game and wishes to take an item their claim will be measured in XP earned with the item in service of the Guild.
      (5,000xp is the measure of ownership)

Rules and Amendments
Alright, this log will serve as a collection of any and all changes made to this world that either adapt or change source material from the book. The changes will be dated and signed off by the Dimension Master. Any changes you wish made must go through the Game Suggestion Thread, not here. I am the ultimate ruling decision, and only TGM can overturn any rulings I make.

!!!Take Note!!!

Palladium Fantasy is a fairly closed pocket dimension in the Rifts Universe. On Rifts Earth, it is an open door and anything can come and go as they please. This is not the case in Palladium Fantasy (which is an example as to why Ley Lines are very rare and not even drawn on maps like they are on Rifts Earth).

So when selecting Magic, Psionics or Skills please refer to the PFRPG Unified Material and assume the following.
    1. If it is not in the PFRPG books, do not count on it.
    2. If it is not on the Approved Material List, then don't count on it.
    3. It does not hurt to ask the DM if something newly published (as of June 1st, 2017) can be added.

Player submissions no longer accepted.

All known outside material has been researched and considered under the following provisions:


  • Allowing stuff from outside a certain dimension's canon is tricky and subjective. One has to look at how a given thing could be used/exploited in the short-term, how appropriate to the setting it is, and how this could affect game balance.
  • One has to consider how allowing such content sets a precedent for more of the same.
  • One also has to consider the dimension itself: Rifts is an open door; everything comes and goes. PFRPG is a fairly closed pocket dimension. The nature of the dimension and setting, as such, should be considered.
  • If one is going to start allowing in stuff from non-PFRPG sources (not including Rifter/PFRPG material), one going to need to track such with a dedicated thread as others have done, also, it will cause further issues down the road--one better take that as a given.

Content:
  1. Summoning in Llorn -- Rescinded
  2. Summoning Ammendments
  3. House S.D.C. Rule
  4. Familiar S.D.C. EP Boost
  5. Druid's Healing Touch Clarification
  6. Cloud of Slumber Ammendment
  7. Druids' Mend Wood Addition
  8. Carpet of Adhesion Site Rules
  9. Increase Weight Clarification
  10. BTS Psionics Exclusion
  11. Rare spells POTENTIALLY available for purchase either through gold or EP
  12. Metamorphosis Amendment
  13. Palladium Coin Weights
  14. SPELLS NOT ALLOWED IN GAME - PERIOD
  15. Underage Familiar Progression
  16. EU Dual Class Rules
  17. Perception Rules
  18. Psionic Body Field Clarification
  19. Monster Insect Revision
  20. Fleet Feet Does Not Stack With Automatic Dodge.
  21. Spells Exclusively Available Through Role-Play
  22. City Gates Of Llorn
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Re: Log of Changes

Postby Xy-Djehuti'Snafu » Fri Dec 04, 2015 9:40 pm

Change 3: House Rule for Palladium Fantasy

Upon advancement in level, the character will receive +1d6 to S.D.C. to be rolled during the level up process up until 5th level.
Note: This is to cushion the players as the first five levels are the roughest of a character (and many don't even get to five before leaving). There are no S.D.C. increases outside of skills/magic beyond level five.
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Re: Log of Changes

Postby Xy-Djehuti'Snafu » Thu Dec 31, 2015 8:07 pm

Change 5: EP Rule for Palladium Fantasy

Found under Explorer Points in Rules and Source Material, the following has been added to the Meta Category

Meta Rewards
(5 EP) Familiar H.P. Boost (+1D4x10)
(5 EP) Familiar I.S.P. Boost (+1D4x10)
(5 EP) Familiar P.P.E. Boost (+1D4x10)
(5 EP) Familiar S.D.C. Boost (+1D4x10)


Signed: Xy, Dimension Master | TGM acknowledges via PM
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Re: Log of Changes

Postby Xy-Djehuti'Snafu » Sun Jan 24, 2016 6:16 pm

Creation of a Palladium Fantasy House Rule
Change #6:

In regards to the question brought up by the player Zephyr found here, I am amending my decision and creating a House Rule to apply to it.

House Rule States the following;
When a Warlock or other Practitioner of Magic summons a creature via a spell (Be it Phantom for the Air Warlock or otherwise), the power will be subjected to a 50% increase with every creature summoned.

Example: Zephyr summons a Phantom for 30PPE, he wants to summon another one before dismissing his current one. He must now expend 45PPE to summon the next one. Zephyr then wishes to summon a third Phantom before dismissing either of the other two, he will need to expend 65 PPE.

If Zephyr were to dismiss Phantom #1, and then try summoning again the price would remain at 45PPE as the price will be judged on how many active phantoms exist. If Zephyr wants to summon a fifth phantom while already having four active, he would need to expend over 100PPE to complete the summon.

Note: This does not apply to summoning, then dismissing and resummoning again. This only applies to the quantity of summoned creatures alive versus the price of their existence.

If there are questions regarding this rule, please state so here.

Signed: Xy, Dimension Master
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Re: Log of Changes

Postby Netosa » Wed Feb 24, 2016 8:43 am

Change #7 (More of a clarification)

Pursuant to the FAQ on the Palladium site:

100. In the Main book for Palladium FRPG on page 76 under third level druidic magic powers it says A druid gets "Healing Touch", the same as the wizard spell. Since there is no healing touch spell, does it mean a druid gets "Heal Wounds" the wizard spell, or "Healing Touch" as the priest ability.
Answer: It is the Heal Wounds Spell.
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Re: Log of Changes

Postby Netosa » Wed Apr 13, 2016 9:33 am

Change #8

Pursuant to the FAQ on the Palladium site:

46. The Wizard (in Palladium 2nd) automatically starts with Cloud of Slumber. The only problem is that Cloud of Slumber is only an Air Warlock spell. What level should the wizard equivalent be, and how much P.P.E. should it cost.
Answer: For a wizard, a Cloud of Slumber spell is 1st level and costs 4 PPE to cast but the spell's duration is only half that of his warlock counterpart.


Change! Pursuant to Mysteries of Magic book, page 83, Cloud of Slumber is a second level Wizard spell that costs 6 ppe to activate. The rest of the spell is as the warlock spell on page 221 of the PFRPG book.
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Re: Log of Changes

Postby Netosa » Wed Apr 13, 2016 9:38 am

Change #9

Druids can add the Mend Wood spell (listed in Mysteries of Magic :Book One page 94) to their spell list at level 4.
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Re: Log of Changes

Postby Xy-Djehuti'Snafu » Sun Aug 21, 2016 2:10 pm

Change 10

The 4th level spell CoA has been and will be handled the same as in the Rifts dimension. See below:

Augur wrote:Carpet of Adhesion

Clarifications
1. CoA is not breakable through brute strength.
2. CoA creates an AoE spell effect.
3. CoA is visible and avoidable; if it's already in place, one can avoid it if one sees it.
4. CoA is indestructible, but permeable.
5. CoA is not divisible by the mage upon casting--it is always one contiguous thing. As it is not destructible, that to which it is affixed cannot be divided either; the CoA holds everything together.

House Rules
1. Means by which one transcends physicality will enable an automatic escape. Thus teleport, intangibility, and similar means are sufficient to this end.
2. Targets of a CoA spell may attempt to dodge the spell effect.
  • If the target of the CoA has a leap ability in excess of 15' across, or can move 50'+ per action, the Saving Throw is a Dodge of 14 or higher.
  • If the target of the CoA has neither of those two abilities, the Saving Throw is a Dodge of 18 or higher.
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Re: Log of Changes

Postby Xy-Djehuti'Snafu » Sun Aug 21, 2016 2:14 pm

Change 11

The 1st level Increase Weight spell will be handled as follows:

Items on or worn by a person or mount will get that beings save. Items that are not on a person or mount will be affected automatically as per the spell.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!YX SI UFANS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"That is not dead which can eternal lie, And with strange aeons even death may die."
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Re: Log of Changes

Postby Xy-Djehuti'Snafu » Sun Aug 21, 2016 2:16 pm

Change 12

As in the Rifts dimension, BTS Psionics are not appropriate or approved for use in the PFRPG dimension.
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Magic spells potentially available in PFRPG

Postby Xy-Djehuti'Snafu » Mon Oct 17, 2016 7:13 pm

Spells NOT available for purchase either through gold or EP
Though they might be available as a treasure!

Any spells found in Rifters or in LoB. (Obviously, any spells from a Rifter must receive approval for use from the DM)

Fulmination School of Magic

Lightning Arc (BoM Page 122)

- It is considered an 8th level Fulmination school of magic (See LoB pgs 82-85) As all Fulmination spells, it costs double PPE to cast for Wizards (Potentially other consequences as well).

____________________________________________________________________________________________________________________

Lunar School of Magic

Fist Full of Stars (Rifter 50 pg 96)

-Modified to 1d4 SD/level instead of 1d6 SD/level

Healing Moon Beam (Rifter 50 pg 97)

Blazing Star:(Rifter 50 pg 97)

____________________________________________________________________________________________________________________

War Magic School of Magic

1. Anyone casting a War Magic spell has to deal with the Effects of War magic pursuant to page 23-25 of Rifter 29.
2. Also, anyone casting War Magic spells suffers the side effects detailed on page 25 under learning War Magic. Therefore, you must keep track of all ppe used when casting War Magic spells on your character sheet.

Forsaken mages can spend 10% more ppe to cast the spell in order to avoid the effects of #1 (noted above). No one can avoid the effects of #2 (noted above).

Create Blade (Simple) (Rifter 29 pg 30)

_______________________________________________________________________________________________________________________

Blade Magic School of Magic

Viper's Kiss: (Rifter 23 pg 34)
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Re: Magic spells potentially available in PFRPG

Postby Xy-Djehuti'Snafu » Mon Oct 17, 2016 7:24 pm

Rare spells POTENTIALLY available for purchase either through gold or EP

Energize Spell (BoM pg 111)
________________________________________

Greater Healing (BoM pg 121)

It only Heals 1d6x10 SDC and 5d6 HPs
________________________________________

Tame Beast (BoM pg 131)
_______________________________________

Magic Warrior (BoM pg 135)

-SDC: 50 +6 sdc/lvl of the caster's experience
-Attributes: IQ 9, PS 30, PP 22, PE 30, SPD 20 (Attributes are not supernatural)
-Natural AR: 14
-Lifting weight is limited to the strength noted above.

Other than above it is the same as printed.
________________________________________

Lifeblast (BoM pg 108)
______________________________________________

Summon Grains
Level: One
Range: 10ft
Duration: Permanent
Saving Throw: None
PPE: Four (4)
This bizarre spell is commonly used on the plains to create the fresh nourishing grains that can keep a horse going strong for weeks. It provides enough grain to feed four horses for one day per casting (60 lbs). Spell Scrolls and magic rings of this invocation are commonly found around Ophid's Grasslands, but usually are rare elsewhere.
_____________________________________________________________________

Trough of Water
Level: One
Range: 10ft
Duration: Permanent
Saving Throw: None
PPE: Four (4)
This companion spell to Summon Grains creates a trough of water which appears up to ten feet away from the spell caster. It cannot be dropped on a person. It holds enough water for four horses to drink their fill. Humans can also drink from the trough, it holds enough for twenty (20) persons to drink. The trough itself is not permanent, or even real, and is just a construct of magic force simply to hold the water. When the water is gone, or thirty (30) hours have passed (whichever comes first), the trough will disappear, dropping any remaining water to the ground beneath it.
______________________________________________________________________________

Lantern Light (BoM Pg 92)
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Re: Log of Changes

Postby Xy-Djehuti'Snafu » Mon Oct 17, 2016 7:31 pm

Change 13

Change to the Metamorphosis: Animal Spell

- Transformation of Gear is limited to 2lb / caster level.

- No equipment worn actually functions while transformed, regardless of type of gear.

- Any magical equipment worn causes the subject to radiate magic (in addition to that of the spell) while the item is subsumed into their form.

-Total Encumbrance applies in full for all transformed equipment/gear in any form the caster takes. Note that smaller forms have lower PS scores and thus will be more encumbered by even the small amount of weight that is transformable by casters.
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Re: Log of Changes

Postby Xy-Djehuti'Snafu » Mon Nov 28, 2016 8:55 pm

Change 14

Eastern Denomination Coins
Gold
1 Gold Crown - Weight 200 coins = 1 pound
2 Gold Crown - Weight 150 coins = 1 pound
5 Gold Crown - Weight 100 coins = 1 pound
20 Gold Crown - Weight 50 coins = 1 pound
50 Gold Crown - Weight 25 Coins = 1 pound

Silver
1/2 Gold Crown - Weight 200 coins = 1 pound
1 Gold Crown - Weight 150 coins = 1 pound

Western Denomination Coins
Gold
5 Gold Imperial - Weight 150 coins = 1 pound
10 Gold Imperial - Weight 100 coins = 1 pound
25 Gold Imperial - Weight 50 coins = 1 pound
50 Gold Imperial - Weight 25 coins = 1 pound
100 Gold Imperial - Weight 10 Coins = 1 pound

Silver
1 Gold Imperial - Weight 200 coins = 1 pound
5 Gold Imperial - Weight 150 coins = 1 pound
10 Gold Imperial - Weight 100 coins = 1 pound
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Re: Magic spells potentially available in PFRPG

Postby Xy-Djehuti'Snafu » Sun Jan 15, 2017 1:59 pm

SPELLS NOT ALLOWED IN GAME - PERIOD

-Shadow Displacement: Rifter 28 Pg 92
-Any Life Force Wizard Spells - unless you are a Life Force Wizard: Mount Nimro pgs 42-47
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Re: Log of Changes

Postby Xy-Djehuti'Snafu » Thu Mar 16, 2017 5:36 pm

Progression Rules for Under-Aged Familiars, Pets and All Manner of Beasts

Research the animal! Create a timeline of it's development.

Determine the following:
  • Age of Maturity:
  • Current Age:
  • Percentage of Current Age as compared to Age of Maturity:

Use the percentage generated above to determine the current level of all abilities and stats.

Exception!: P.P.E., H.P. and S.D.C. are unaffected by the above rule, they stay static throughout the animal's life time.

Progression: Every 3 months in-game recalculate the percentage. Do this until the age of maturity.

Note: The player is responsible for keeping track of the animals progression and informing the GM of it's progress.
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Re: Rules and Amendments

Postby Xy-Djehuti'Snafu » Sat May 27, 2017 8:53 am

Dual-Class Rules

Palladium Fantasy follows the current House Rules shown here when it comes to Dual-Classing.

Note: If a character wants to dual into another OCC, and that OCC requires an unlock, the player will be required to purchase the unlock first.
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Re: Rules and Amendments

Postby Xy-Djehuti'Snafu » Sat May 27, 2017 10:04 am

PFRPG Rules

Rules Regarding Armor: See p.270 of the PFRPG core book.


All current character classes are listed and next to it is the Rifts class that was used to create the perception bonuses.

  • Warlocks - Warlock O.C.C. (Rifts Conversion Book One, p.59): +10%
  • Wizards/Half Wizards/Foraken Mage - Ley Line Walker O.C.C. (Rifts, p.83)
  • Mind Mage - Mind Melter R.C.C. (Rifts, p 112; Psyscape, p.55): +15%
  • Summoner - Summoner O.C.C. (Rifts Conversion Book One, p.50)
  • Thief - Professional Thief O.C.C. (Mercenaries, p.28): +15%
  • Barbarian - Trapper-Woodsman O.C.C. (Canada, p.88): +15% to any roll in wilderness environment
  • Soldier - Headhunter O.C.C. (Rifts, p.66): +10%
  • Undead Hunter - Battle Magus O.C.C. (Federation of Magic, p.71)
  • Longbowman - Wilderness Scout O.C.C. (Rifts, p.80): +15%
  • Assassin - Headhunter Assassin O.C.C. (Canada, p. 113)/Master Assassin O.C.C. (Mercenaries, p.23): +10%
  • Druid - Sea Druid O.C.C. (Underseas, p.61): +15% in Wilderness, -10% in villages, -20% in large towns, -30% in cities
  • Palladin/Knight - Cyber-Knight O.C.C. (Coalition Wars 4: Cyber-Knights, p.18): +15%
  • Noble No bonus.
  • Priest No bonus.
We will add new classes as the need arises.
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Re: Rules and Amendments

Postby Xy-Djehuti'Snafu » Sat May 27, 2017 10:04 am

Psionics

Super Psionics

Psychic Body Field
Duration: Two minutes per level of experience.
I.S.P.: 30
With a thought, the psychic instantly surrounds himself with a telekinetic force field that conforms to the shape of his body and enables him to physically move and fight. The field has and A.R. of 18 and 100 S.D.C. + 10 S.D.C. per level. The field takes the shape of a dim, white, transparent aura that completely surrounds and encloses the body of the psychic. Items held in his hands, hung from his back, or worn on top of his head are not protected.

On the downside, the field does not protect against disease, radiation, or toxic fumes, nor magic or psionic attacks other than physical ones (energy blasts, fire, etc.). Worse, the TK-force field means the psychic loses his sense of touch, because the field is between him and all objects/materials outside the force field. This lack of touch sensation means the character cannot feel much of anything he picks up or touches after the field has been erected. This makes the use of skills that require a sense of touch and manual dexterity -30%, and delicate items may be accidentally dropped or crushed.

Note: Updated version of existing power and the FAQ which states to treat as a psychic version of Armor of Ithan for protection amounts per Palladium FAQ #70
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Re: Rules and Amendments

Postby Erva » Sun Jun 04, 2017 6:54 am

See below. Approved by Xy-Snafu and Erva.

[Fourth Level Air Warlock Spell]
Fly Like an Eagle
Range: Self or two others by touch.
Duration: 20 minutes per level of the warlock.
Saving Throw: None
P.P.E.: Fifteen

The warlock or one or two persons are endowed with the ability to Fly like a eagle. This is a superior flying ability (98% perfect), enabling those enchanted to fly at a maximum speed of 50 mph (80 km), weather the wind currents with ease, gain a partial resistance to the cold air and are +5 to dodge in the air.

The above spell takes the format of the 4th Level Water Warlock Spell "Swim Like a Dolphin" and matches it to Air Warlock.
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Re: Game Rules and Amendments

Postby SNAFU » Wed Feb 14, 2018 8:12 pm

Revision of the Monster Insect wrote:Range: 3ft
Duration: 5 min/Lvl
Saving Throw: N/A
PPE: Variable

The spell caster can magically transform an ordinary insect into a monster the size of a dog or horse! The creature will obey simple commands from the mage who created it and is very aggressive; will fight to the death.

DOG SIZED Monster Insect (ant, beetle, etc.):
PPE: 50 for Dog Sized

HF: 13
AR: 16 if Ant or Beetle, 12 for all others
HP/SDC: 80+5/Lvl
APM: 4
Damage: 1d6 from Claws, 3d6 from Bite or Stinger
Bonuses: +2 Initiative, +3 Strike/Dodge, +1 Parry
Skills: Climb 90/85, Swim 80%, Land Navigation 80%, Track Humanoids & Animals 80%, Run or Fly w Speed 30 mph, Flying Bugs run @ 1/2 speed.

================

HORSE/BULL SIZED Monster Insect (ant, beetle, etc.):
PPE: 100 for Bull/Horse Sized

HF: 14
AR: 16 if Ant or Beetle, 12 for all others
HP/SDC: 120+10/Lvl
APM: 5
Damage: 3d6 from Claws, 4d6 from Bite or Stinger
Bonuses: +2 Initiative, +3 Strike/Dodge, +1 Parry
Skills: Climb 90/85, Swim 80%, Land Navigation 80%, Track Humanoids & Animals 80%, Run or Fly w Speed of 45 mph, Flying Bugs run @ 1/2 speed.
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Re: Game Rules and Amendments

Postby SNAFU » Sat May 26, 2018 2:41 pm

Fleet Feet Does Not Stack With Automatic Dodge.


In some rare cases Automatic Dodge may be made available to players. When a character is deft enough to perform this maneuver he must be fully focused on the task at hand. Because of this the disorienting effects of the Fleet Feet spell negate the Automatic Dodge ability. Simply put Fleet Feet and Automatic Dodge cannot be used together.
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Re: Game Rules and Amendments

Postby SNAFU » Mon May 28, 2018 2:10 pm

Spells Exclusively Available Through Role-Play

Arcane Grimoires - a special method of gaining spells that are otherwise unavailable in the Palladium Dimension!
THE ONLY WAY TO LEARN THESE SPELLS IS TO HAVE YOUR CHARACTER PICK UP THE BOOK AND BEGIN STUDYING.


• Arcane Grimoires

ARCANE TOME of CHI MAGIC (levels 1-8):
With this reference it's possible for the Western Mage to try converting most spells of Chi Magic into spoken invocations. However, this typically requires 1D4 months of study plus one month for every level of the spell itself. For example, a 5th level spell will take 1D4+5 months of study to translate into a spoken invocation. Note that geomantic spells and spells that create Living Chi can NOT be converted into spoken invocations.
Grimoire of Escape
Grimoire of Fireball
Ancient Tome of Spectral Sword (LoB pg 76-77)
Grimoire: Object Read the Dead (BOM)
Grimoire: Death Strike (BOM)
Grimoire: D-Phase (BOM)
Grimoire: Track Thy Enemy (BOM)
Grimoire: Time Warp: Slow Motion (BOM)
Grimoire: Divining Tombs & Graves (BOM)
Grimoire: Retro-Viewing (BOM)
Grimoire: Remote Viewing (BOM)
Grimoire: Farseeing (MA 9)
Grimoire: Nightvision (MA)
Grimoire: Infrared Vision(MA)
Grimoire: Eavesdrop (MA)
Grimoire: Quickstrike (MA)
Grimoire: Quickaction (MA)
Grimoire: Slam (MA)
Grimoire: Stun Baton (MA)
Grimoire: Erase Trail (MA)
Grimoire: Sense PPE (NBMB 128)
Grimoire: Cleanse (BOM)
Grimoire: Mystic Direction Sense (MA)
Grimoire: Mystic Marksmanship (MA)
Grimoire: Create Wood (BOM 96)
Grimoire: Mystic Fulcrum (BOM 96)
Grimoire: Mystic Pitching Throw (MA 11)
Grimoire: Chromatic Protection (BOM)
Grimoire: Deflect (BOM)
Grimoire: Fist of Fury (BOM)
Grimoire: Stealthwalk (MA)
Grimoire: Armor Bizarre (BOM)
Grimoire: Choking Blast & Dust Cloud (MA)
Grimoire: House of Glass (BOM)
Grimoire: Sustain (BOM)
Grimoire: Energize Spell (BOM)
Grimoire: Magelock (MA)
Grimoire: Power Bolt (BOM)
Grimoire: Firestorm (HUGM 188)
Grimoire: Magical-Adrenal Rush (BOM)
Grimoire: Vampire Dance (MA)
Grimoire: Winged Flight (BOM)
Grimoire: Aura of Doom (BOM)
Grimoire: D-Step (BOM)
Grimoire: Purge Self (BOM)
Grimoire: Block or Seal Against Teleportation & Mystic Portal (DB13 121)
Grimoire: Deathword (BOM)
Grimoire: Warped Space (BOM)
Grimoire: Firequake (BOM)
Grimoire: Magic Warrior (BOM)
Grimoire: Bottomless Pit (BOM)
Grimoire: Energy Sphere (BOM)
Grimoire: Soultwist (BOM)
Grimoire: Enscorcel (BOM)
Grimoire: Swap Places (BOM)
Grimoire: Speed Demon

(a.k.a. Run like a Demon)
Range: Self or another by touch but at double the P.P.E. cost (60 points).
Duration: One minute (four melee rounds) per level of experience.
Saving Throw: None.
P.P.E.: 30
An impressive spell that gives the character incredible running speed and lightning
reflexes: Can run at 200 mph (320 km) without damaging the footwear or feet, leap 20 feet (6 m) across, 10 feet (3 m) high, + 3 to dodge while running, + 1 to disarm, + 1 to pull punch, and gets one extra attack per melee round.
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Re: Game Rules and Amendments

Postby Augur » Fri Aug 24, 2018 9:36 am

ERRATA

Some Minor Corrections for the 2nd Edition Palladium RPG


Spells

Fleet Feet
Range: Self or other by spell or ritual up to 20ft away
Duration: Two melee rounds per level of experience.
Saving Throw: None
P.P.E.: 20
Level: 6th level Wizard spell

Fleet feet is an extremely popular and powerful magic spell. Its popularity and commonness that makes it a 6th level spell.

The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.

While the character is a veriable whirlwind of action, the enchantment does have some drawbacks. The character is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases, a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.


Mask of Deceit

Range: Self or other by touch
Duration: 10 minutes per level of experience
Saving Throw: Everybody who encounters the magically disguised character gets to save vs magic, but are -4 to succeed. A successful save means the true features are seen, not the mask.
P.P.E.: 15
Level: 6th Level Wizard spell.

The spell magically creates an illusionary mask over the person's own facial features. AGe, gender, skin color, hair, hair length, and specific features are composed by the thoughts of the spell caster. However, the magic is limited to facial features and does not apply to any other part of the body, nor does it add to one's height. The mage can attempt to imitate a specific person's face, but has a mere 20%+3% per level of experience success rate. The disguise skill adds a bonus of +10%.


Radiate Light

Range: Self or other by touch
Duration: One minute per level of experience.
Saving Throw: Not applicable.
P.P.E.: 8
Level: 3rd level Wizard spell and 2nd level Air Warlock magic.

The spell causes the character's entire body to glow with an illumination equal to 10 candles, but is gentle to the eyes. The light can be used to shed light on the area around the character like a lantern without the flickering. The light also has a calming effect and adds +1 to the charisma of the character who is aglow.



Characters
A Note About Nightowls ...

The Nightowls Natural Abilities list bio-regeneration at 4D6 M.D. per minute ... It should have been 4D6 S.D.C. Magic and MD fire ... should be Magic and SDC fire ...

Same goes for their combat damage the claw strike should be 2D6 SDC not MD.
A Note About Elves ...

One of the natural abilities of the Palladium Elf is to see in total darkness; nightvision 60 feet (18.3 m). Somehow, this was omitted.



Weapons and Armor

There were two missing W.P.s in the 2nd edition, they are as follows:

W.P. Battle Axe: +1D6 damage at level two, +1 to strike at levels, 1, 3, 5, 8, 12 and 15; +1 to strike when thrown or to parry at levels 2, 4, 8 and 12 (not designed for throwing).

W.P. Pole Arm: +2 damage at levels 2 & 8; +1 to strike and parry at levels 1, 3, 6, 9 and 12; +1 to strike when thrown at levels 3, 7 and 12 (not designed for throwing).

W.P. Lance for the Knight & Paladins can be found with their O.C.C.s. The Way of the Lance.

Palladium Armor Notes:
The SDC for Hard Leather armor (full suit) should be 30.

The SDC for a half suit of Soft Leather is 10; A.R. 6.

The SDC for a half suit of Hard Leather is 12; A.R. 8.

The SDC for a half suit of Studded Leather is 20; A.R. 9.

A half suit of padded, quilt or cloth isn't worth the while.
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Re: Game Rules and Change Log

Postby Augur » Fri Aug 24, 2018 1:45 pm

APPROVED MATERIAL FROM BOOK OF MAGIC
MAGIC AVAILABLE TO GM ONLY, for PC rewards/loot, ingame sale, NPC use and chargen or not; GM is always responsible for it's availability in each case.

APPROVED MATERIAL FROM THE MEGAVERSE
MAGIC AVAILABLE TO GM ONLY, for PC rewards/loot, ingame sale, NPC use and chargen or not; GM is always responsible for it's availability in each case.

APPROVED RIFTER MATERIAL WIP


SKILLS AVAILABLE WITH RESTRICTIONS
Rifter 12, Assassin Skills
Rifter 14, Skills (Beneath the Surface, allow as is), pg 59
Rifter 22, Fencing Skills


MAGIC
AVAILABLE TO GM ONLY, for PC rewards/loot, ingame sale, NPC use and chargen.
Rifter 07, Dragon Hunter Spells
Rifter 08, Earth Warlock Spell; Green Door, pg 37
Rifter 9.5, Trickster Mage/Magic
Rifter 13, The 13 Spells, pg 50 (Spells of Legend)
Rifter 15, Book of Blade Law
Rifter 17, Dweomer Mage/Magic
Rifter 18, Song Magic, pg 47
Rifter 19, Ophid’s Magic
Rifter 20, Shade Mage/Magic Pg 75
Rifter 23, Blade Mage/Magic
Rifter 24, Card Mage/Magic
Rifter 26, Construct Magic , pg 31
Rifter 28, Associated Spells (allowed as is in book) pg 38
Rifter 29, War Magic
Rifter 50, Zodiac Magic
Rifter 50, Star Magic

CLASSES
Rifter 07, Dragon Hunter Clans and O.C.C.s (7 EP)
Rifter 9.5, Trickster Mage (4EP)
Rifter 9.5, Ludicrious Mage (4EP)
Rifter 10, Tinkerer O.C.C. (6 EP)
Rifter 16, True Cobbler R.C.C. (6 EP)
Rifter 17, Dweomer Mage (6 EP)
Rifter 23, Blade Mage (10 EP)
Rifter 33, Paleolgist O.C.C.
Rifter 34, Troglodyte R.C.C.
Rifter 40, Savage Warrior O.C.C.
Rifter 40, Native Tribesman O.C.C.
Rifter 45, Archer,
Rifter 45, Psi-Archer,
Rifter 45, Demon-Archer,
Rifter 45, Circus Archer,
Rifter 48, Acolyte
Rifter 48, Warrior Monk

Rifter 07, Dragon Hunter Clans and O.C.C.s (Very close to a Dragonlord, a book I am very fond of and if I retired Z, this would be my next class), Dragon Hunter Spells (Recommended EP Purchase (6) )
Rifter 08, Earth Warlock Spell; Green Door, pg 37
Rifter 9.5, Trickster Mage/Magic (Would be funny but not necessary – think Gambler using card tricks and manipulating cards) Pg 66
Rifter9.5, Ludicrious Mage/Magic (Again, funny but unneeded - the laughing mage or Joker) Pg 75
Rifter 10, Tinkerer O.C.C. Pg 19
Tinkerer Addendum: This is not an industrial or modern O.C.C. This is the base beginning of chemistry and beginning to understand that could eventually lead to an industrial age. The Tinkerer would require a Journal to record all efforts made, and it would require an undeterminable amount of time (GM) to achieve basic fusion or proper manufacturing of new items/chemicals.
Rifter 10, Changling Metamorph, Pg 24 (At least a 6EP cost, this is slightly OP and should be handled on case-by-case or NPC/GM use only.)
Rifter 12, Assassin Skills (Allowed as is, certain restrictions apply), Pg 33
Rifter 13, The 13 Spells, pg 50 (Spells of Legend)
Rifter 14, Skills (Beneath the Surface, allow as is), pg 59
Rifter 15, Book of Blade Law (Recommendation: NPC/GM Only) Pg 27
Rifter 16, True Cobbler R.C.C. (Allow as is, EP Cost) Pg 24
Rifter 17, Dweomer Mage/Magic (Allow as is, EP Cost) Pg 56
Rifter 18, Song Magic, pg 47 (Allow as is)
Rifter 19, Ophid’s Magic (None is OP and should be allowed as stated). Pg 29
Rifter 20, Shade Mage/Magic Pg 75 (Optional O.C.C., EP Purchase. Similar to Necromancer/Witch - No alignment restriction but would lean towards selfish/evil. Case by case or NPC/GM only -- it is a cool class though, not really OP)
Rifter 22, Fencing Skills (Allowed as is) pg 62
Rifter 23, Blade Mage/Magic (Allowed as is, EP of 4-6) pg 29
Rifter 24, Card Mage/Magic (Allowed as is, Using cards as a source of magic, different than Trickster) pg 90
Optional O.C.C.s denied unless willing to do conversion – conversion is easily done but time consuming.) pg 39
Rifter 26, Animator O.C.C. / Construct Magic (Allowed as is, EP 4-6+), pg 31
Rifter 27, Oriental Samuri / Ninja / Monk O.C.C. (Allow as is, EP4-6 ea, Additional Optional O.C.C.s denied unless willing to do conversion – conversion is easily done but time consuming.) pg 39
Rifter 28, Associated Spells (allowed as is in book) pg 38
Rifter 29, Arken Warrior O.C.C. (Allow, case by case basis. EP6+), War Magic (Allow as is.)



Rifter 33, Paleolgist O.C.C. (Allowed as is), Apocalyptic Magic (Spells of Legend, Case by Case or not allowed, Major EP) pg 17
Rifter 34, Troglodyte R.C.C. (Allow as is.) Skills associated (Allow as is) pg 19
Rifter 38, Slaver O.C.C. (Allow as is or NPC/GM, Players must be Aberrant. Skills specific to Slavers, available as normally unavailable skills) – New Super Psionic power – Block Breaker (Allow as is) Other history/origins following allow as is (pg45)
Rifter 40, Berserker O.C.C. (Recommended NPC Only; as book says), Savage Warrior O.C.C. (Allow as is), Native Tribesman O.C.C. (Allow as is), Wild Man O.C.C. (NPC Only) – Skills allow as is, available per area. Shamanic chants allow as is, available only to Shaman O.C.C. (See Adventures at High Seas)
Rifter 45, Archer, Psi-Archer, Demon-Archer, Circus Archer (Allow as is – EP Cost for all but the Archer base, which should be standard). Pg 33
Rifter 48, Acolyte and Warrior Monk (Allow as is) pg 82
Rifter 50, Zodiac Mage and all content is Official and thus, canonical. (pg 86)
Rifter 52, Cannibal Mage (NPC Only), Living Rune Sword (Case by Case, Recommend NPC)
Rifter 55, Quorian Riftlord (Recommend NPC or considered High Powered)


Per page 248 of PFRPG. Spells in BoM (if authorized for PFRPG), but not in PFRPG are available at half the normal availability. All other spells are not available for purchase.

Healing, Negate Poison, Tongues, See the Invisible, Invisibility (lesser), Sense Magic and Fireball are almost always available. (Amount: 1d4)

Spell Levels 1-7: 01-40% chance of availability
Spell Levels 8-12: 01-25% chance of availability
Spell Levels 13 and higher: 01-12% chance of availability

Spells recently found unavailable. Can check again in a few months of playtime
-Dimensional Portal Scroll [Lvl 10, PFRPG Pg 209]
-Time Capsule Scroll [Lvl 8, PFRPG Pg 206]
-Energize Spell Scroll [Lvl 6, BoM pg 111]

Custom made Scrolls
Time required: 48 hours to a week.
Costs 100% above the normal top price for each spell on the scroll
Spells above 10th level are not available
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Re: Game Rules and Change Log

Postby Netosa » Thu Sep 20, 2018 6:07 pm

City Gates Of Llorn

Eastern Territories states the following about the inspections upon passing through the city gates of Llorn.

Each gatehouse has a contingent of soldiers never fewer than 15, that includes a pair of sorcerers (typically Wizards, Warlocks or Psi-Mystics) and a mid-level (4-7) Mind Mage. In addition, there are three scribes responsible for recording each traveler's name, and their business in Llom, as well as, the collecting the entrance tax, and issuing visitor passes.

Entrance Tax: 20 gold
Weapon License: 15 gold per weapon per day.
Magic Practitioner Registry: 250 gold (a pass is provided to gain
entry to the High District).
Psionics Registry: 150 gold (a pass is provided to gain entry to
the High District).

Residents of Llorn are not required to pay the entrance tax. When the scribes inquire about residency, some people will be known to them, while it is up to the Mind Mage to determine the rest, as well as the truthfulness to the answers of any questions. In the event that the Mind Mage can not make a determination, it is assumed that the individual in question is lying and will be charged the entry tax.
Merchants who are on the Merchants' Guild rolls are reimbursed this tax at the Guild House in the Market Quarter.


Change:

Palladium Fantasy as a setting is not supposed to have industrialized Magic or Psionics. Having enough of either Mages or Mind Mages to constantly have high caliber ones standing watch at the city gates is incongruous with the rest of the setting as intended. It implies a greater access to these resources than it seems should be feasible. No mages or psychics are standing constant watch at the city gates. There likely are however some available on call to respond to emergencies.
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