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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: RunningLaser on November 12, 2012, 10:57:28 AM

Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 12, 2012, 10:57:28 AM
Hi, the following was originally posted on another forum.  I was asked to re-post here.  I haven't finished this yet and haven't added much in a bit, but hopefully I will be able to continue time permitting.

I’ve been thinking of this for a while, and finally have decided to take the plunge and write a “Let’s read! The Palladium Role-Playing Game 1st Edition Revised”.

There was a “Let’s read!” here about Champions The Roleplaying Game (aka the BBB, and the thread is here if you’re interested) that had a very nice line at the beginning that I’d like to have my own version of-

“Palladium can be very polarizing. I cannot enforce anything, but I do hope that the posts are kept civil. It’s about The Palladium Role-Playing Game 1st Edition Revised and nothing more. If things start going south, I’ll bail. “

Throughout these posts, I will reference the pdf I bought online, which states that it was from the 12th printing of the game, and my book, an 10th printing (which is complete with house rules from the previous owner penciled in)

I’ve never played any of Palladium’s games, though I have many years experience drooling over them. TPRPG1ER (as it will be referred to from here on out) has been winning me over in a huge way. To players who have had experience with AD&D 1st and 2nd editions, the game may be very familiar to you. It’s been said that PRPG1ER can indeed be seen as the authors attempt to “improve” or heavily house rule AD&D. I can see that. There’s something about TPRPG1ER that makes me feel right at home. The game gives me the right amount of eagerness to play, a relatively easy rules set, and the feeling that “handwavium” is A-OK and encouraged. There are only two rules that I can think of in the book that the author is adamant that you adhere to- hopefully I will remember to bring those up at the appropriate time going through the book. Reading the book cover to cover for the first time (and this was very recently) it occurred to me that I found that fantasy rpg that I've been looking for the past 25 (and then some) years.


The book starts off with a blurb about rpg’s being fictional, and that the game is just there for fun make believe. The belief and practice in the occult is condemned. Guessing this was a general “cover thy ass” line for them.

There is no table of contents in the book, nor are there chapters. There are headers, but that’s about it.

The next page has a rather long poem about a group called the Defilers with a picture* showing the Defilers in all their glory. This was a group that KS GMed for. If you had any questions about what kind of games KS played, the pic would give you an excellent idea We have a giant, a wolfen, men in armor with guns, a robot, a man named Lt. Death, a little bunny rabbit and a bunch of others. A motley crew indeed. The picture is sweet, black and white, drawn and inked (I assume) by the author, Kevin Siembieda. KS’s art happens to feature prominently throughout the book and I figure now is as good a time as any to say that he’s a damn good artist. Most of his art here is pencil, and does a great job of conveying a fantasy feel. The other artists in the book are also very good.

*note- this picture and poem are not in the pdf of the game. I don’t know why it was left out, and think that if possible, should be put back in.

Next up is the official introduction for the game and a standard “what is a (fantasy) role playing game”, but with the assumption that you already know what such a game is and that the author will not plow over that same ground with you. I like that. Maybe it’s not “newbie-intro” friendly, but not every game has to hold your hand. Once past the intro, there is a small list of materials needed to play and then a glossary of terms which is about 3/4th’s of a page long.

We then get into character creation. Here we are introduced to the bare bones of making a character- attributes. There are eight attributes in TPRPG1ER- IQ, Mental Endurance, Mental Affinity, Physical Strength, Physical Prowess, Physical Endurance, Physical Beauty and Speed- with a description of what each attribute entails. Attributes are rolled via random generation, with your race determining how many dice you will roll for each attribute. Humans being the standard in the game, roll 3d6 for each attribute. Depending on what race you choose, you may roll more or less d6’s to determine those values. The author heartily recommends playing a character with lower than normal values.

One thing that should be noted is that there are no penalties for having low attribute scores- just bonuses for attributes with a score of 16 or higher. There is an odd rule for having naturally rolled attribute of 17-18 (but only if you used 3d6 to generate the number) or 12 (but only if you used 2d6 to generate the number). If the above circumstance happens, you roll an additional 1d6, add it to the number you rolled previously just for the purpose of consulting a chart to see what your bonus is. If I am reading correctly, you could have someone with an 18 PS(physical strength) with the same bonus as a creature with a PS of 24 if they rolled well on the bonus chart. They wouldn’t have the same stat, but the same bonus. If anyone out there can correct me on that, please do so. Anyway, there are different bonus’s that can be applied to skills (which are percentile based) or to other rolls (which are d20 based).***  I've since been corrected on this.  You just add the 1d6 to your total and go with that.

We’ll end this post with the next chart, the Racial Attribute Chart, which details the various races in the game- which there are many, and the amount of dice that each race gets to roll for each attribute. The chart also lists the average lifespan of each race and the percentage of cannabilism to be expected. There are thirteen races to choose from here- Human, Elf, Dwarf, Goblin, Hob-Goblin, Kobold, Orc, Ogre, Troll, Troglodyte, Changeling, Gnome and Wolfen. In my next post I’ll get into the different races and start touching on just what makes TPRPG1ER so damn special to me.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 12, 2012, 10:58:55 AM
(figured I'd put two of these up today)

Today is a good day, well aside from my jeep's water pump giving up the ghost and dumping life giving anti freeze on my driveway, I bring you another installment

Forgot to mention in the first post that TPRPG1ER is an all “all you need” book. As per the blurb on the cover it’s billed as “A 274 page fantasy extravaganza containing 20 character classes, 290 magic spells, 60 wards, 50 magic circles, character races, psionics, dragons and adventure”.

Again, there are 13 races that are available in the book (with a bunch more to potentially play in the monster and races section) to play along with a picture showing all thirteen standing in a group. There are a couple of paragraphs on the racial prejudices the races have towards one another, letting you know that while you want to play a member of that monster race who is in this for the greater good, other races will more than likely consider you evil and treat you as such. It then goes on to give a small historical overview of each race and here is where the game starts to shine for me.

The overview begins to give you an idea of what the race is, and how they stand in the world and how they tend to interact with other races. Humans appear to be the dominate race, but that’s being challenged. Elves were the big world power thousands of years ago, condescending and jerks to the other races, who got into a terrible war with the dwarves and both races are on the verge of extinction. Both races stand in the shadow of humanity and really don’t have a place to call their own. Goblins, Hob-goblins and Orcs are large in number (except for the hob-gobs) and a threat to humanity (as well as other races). Ogres are literally large Neanderthals. Kobolds are cruel mining people who get along with dwarves, eat gnomes and are exceptional craftsmen, surpassed only by the dwarves. Wolfen are your large anthro race of giant wolves, who once were scattered warring tribes but have since forged a very roman empire in the north. It’s the Wolfen who are humanity’s greatest threat at this point. They’re not evil, just another people trying to carve their own little place in the world. Troglodytes are a simple race of underground dwellers who just want to be left alone. Gnomes are nearly extinct as well, must be the kobolds and trolls eating them. Changelings are an asexual race that can assume any humanoid form within certain parameters. They have been hunted to extinction, though there are thought to be survivors still out there. Trolls are nasty giants who get along with dwarves and kobolds, but hate elves and humans. Then there are three other races listed, giants, faerie and dragons. Following this part is a list of the languages of the world and what races have a written language.

It may not mean much to most, but I like the fact that the game is starting to give you little tidbits of what kind of world you’ll be playing in. Right here is your first bit of flavor. The author does a good job with getting your imagination started up, of how things can generally interact. There's a lot of fantasy rpg's that feel bland and lifeless, TPRPG1ER is not one of those games.

Good thing we got a bit of flavor, because the next section deals with hit points. Your base hit points are determined by adding your starting PE (Physical Endurance) and adding the roll of 1d6 to it. Each time you go up a level, you roll and add another 1d6 to your hit points. Next are entries on recovering hit points through natural or magical means and going down in combat and death. Basically, if you are at zero hit points you are in a coma and near death. Once you are brought down to your PE value in negative numbers, you are dead with the only hope of changing that situation being resurrection. The rules also detail recovering from a coma and then lists optional recovery side effect charts for those looking for more detail.

Encumbrance is gone over in the next part. This being just being a few short paragraphs.

The next section has optional charts that you can roll on with percentile dice to determine things such as a character’s birth order, weight, age, social background (which can give bonuses to skills), disposition, racial and personal hostilities and land of origin. It’s worthy to note that we see our first picture of the world that is presented in the game.

The next few pages cover random tables of Insanity, to be rolled on if the character is subject to traumatic experiences. It details the different kinds of traumas and insanities that can manifest due to said traumas. It also goes over how the character can be affected by these insanities and what cures are possible (if any).

Now we go on to Alignments. There are three basic alignment types, Good, Selfish and Evil, with each having a further sub alignment type. All told, there are seven different alignments and here is where we encounter the first unyielding rule of the game. The author states that there are to be no true neutral aligned characters and then goes on to give his reasons for this.

He does a good job of giving you a nice range of alignments to utilize. I know that there are many people who do not like alignments or have any use for them, and I can understand where these people are coming from. However, I do like them and appreciate its’ inclusion. I always found that it was an extremely easy way to see what a character is about at a glance. Anyway, you are given a good breakdown of what a person of said alignment would or wouldn’t do. For the Good alignments we have Principled and Scrupulous. For the Selfish alignments (which is stated not necessarily evil) Unprincipled and Anarchist. Finally we have three Evil Alignments- Miscreant, Aberrant and Diabolic.

Lastly for this post, is the section on Experience Points. It is stressed that experience points shouldn’t just be awarded for killing things and taking their stuff, but for a whole list of things that enrich the role playing experience. The list seems useful and flexible enough for the GM to apply it to whatever situation they desire.

From here I’ll stop and continue on the next with O.C.C.s
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 12, 2012, 01:52:40 PM
Awesome! Thanks so much! :)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on November 12, 2012, 02:32:25 PM
Nice.

About rolling stats; an 18 and a 24 will have very different bonuses - not the same, no matter what dice you used to roll.

If you roll high on your attribute, you get a bonus dice to add to it. Then you consult the chart. but a 24 will always have a better bonus than an 18.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 13, 2012, 07:10:21 AM
What strikes me in that first part is that consideration is given to the typical "monster" races, giving them a bit more dimension, and some potential player hooks for playing. It's also cool that the various races all have differing attitudes towards one another--it's not just the usual Elf/Human/Dwarf Axis of Goodness.

I always liked kobolds. Cruel, sadistic even--but terribly clever, and pretty well-organized.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 13, 2012, 09:46:18 AM
Here's another entry-  Feel free to make any corrections:)

*As a little aside- the rules for the game are scattered throughout the book. In some cases I will reference a rule that appears later in the book, but for the most part I will try to only bring them up as they appear. If it is something that appears later and if I can remember to do so, I will inform you that it appears later.

TPRPG1ER is a class and level game. The game calls character classes Occupational Character Classes abbreviated to O.C.C.. All told, there are 24 OCCs in the book, roughly divided into four groups- Men At Arms, Men of Magic, Clergy (which are considered Major OCCs) and Optional OCCs (which I’m guessing would be classified as Minor OCCs). Each class has a list of minimum attribute requirements in order to qualify for that class. So unless you roll well, there may be some character classes that are unavailable to you. Here’s a list of the following OCCS-

Men of arms
Mercenary Fighter Soldier Knight Palladin Long Bowman Ranger Thief Assassin

Men of Magic
Wizard (spell magic) Witch (devil worshiper) Warlock (elemental magic) Diabolist (circles/symbols) Summoner (demonology) Mind Mage (psionics) Alchemist (Non-player class)

Clergy
Priest/Priestess Druid Shaman Healer

Optional O.C.c. 's
Peasant/Farm/Stable hand Squire Scholar Merchant Noble

*Some of the classes are race restricted and these restrictions are listed further along in the book, towards the monsters section.

Continuing to the next page are explanations of the three major OCCs types, a brief discussion on attribute requirements and a four paragraph discussion touching upon skills, which are more fully discussed later in the rules. Here the author states that certain skills are not included in the game- those where the character would be expected to role play. So if you are looking for skills such as haggling, diplomacy i.e.- skills of a social nature, you will not find it here. Again, this is something that I am fine with, but others may not be.

There is then a paragraph on OCCs not just being a class you choose, but viewed as a way of life for that character. I believe this is done in an effort to explain the next part- multiple OCCs.

Multiclassing, as in having two or more classes being developed simultaneously, is not allowed in the game. Having multiple OCCs is. In a nutshell, once you gain enough experience to level up, you can “freeze” your old class and begin a new one. It then continues on with a list of nine rules for changing OCCs. From what I’ve been able to gleen on the web, early editions of the game did not have rule number 9 listed. Rule 9 states that there is a period of time that the character must practice their new OCC before they get the benefit of that OCC’s first level. The amount of time is equal to experience levels with Men of Arms having to equal 2nd level of the OCC and Magic and Clergy having to equal 3rd level of the OCC. My understanding here is that having multiple OCCs in earlier printings was open to abuse since you would still get the d6 roll for hit points starting a new OCC at level one (an easy way to build hp).

The intro to OCCs is then ended with a brief list of starting gold and equipment that each OCC should get when first creating the character.

TPRPG1ER jumps around in content. As we continue reading, we hit a continuation of skills.

In the game, there are two general categories of skills- Elective Skills (those skills that apply directly to an OCC) and Secondary Skills (skills that may not apply directly to an OCC- like cooking, dancing and so forth). Then we have a section on skill bonuses, improving skills, gaining new skills and how to make skill rolls.

Skill rolls are made using percentile dice with rolls equal to or under being considered successful. Some skills will have two sets of percentiles separated by a “/”. The first number indicates the general use of the skill and the second number the use of an additional area of knowledge related to that skill. The skill section is further fleshed out with the each skill getting an overall description of what it can be used for. Note that combat is a skill- more on this as we continue.

As we read on, here comes something that should make old time d&d players either smile or cringe (I was smiling). Reminiscent of the D&D Thief class, skill improvement in PTRPG1ER is fixed by level, modified only by an attribute (if applicable). The next few pages have charts showing how each skill you choose improves with each level. This means that if you had four 4th level OCCs all with the same skill, and all four had Identify Plants/Fruits and all four didn’t have any OCC or attribute bonuses, all four would have the same percentage in the skill (32%/34% for the curious). In the previous paragraph I mentioned that combat is a skill- it is, and each Men At Arms OCC gets their own chart for combat progression. Non-Men At Arms use a single chart. Weapon Proficiencies are also listed in this section and again, they go by a level chart. Depending on your skill level, there are bonuses to striking, parrying or throwing. There is also a level list for shields and missile weapons and oddly, a small list of shields and missile with stat lines and cost. This is not done for the other weapons until later in the weapons and amour section.

Now, here’s one thing that makes the set ability by level flat across the board awesome- it makes it very easy to create NPC’s on the fly. You need to make a 5th level Knight villain right now? Just take a look at the chart for the Knight OCC hand to hand skill and you have what you need. You can do the same for the other skills as well.

I’m going to end it here for now and next post on this will deal with the actual OCC’s as well as this part went on a little longer than I thought it would
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 14, 2012, 09:23:46 AM
Much like the rules themselves, it looks like I will also jump around with information One thing that I should have mentioned right from the get go was the physical product itself.

TPRPG1ER is a 274 page soft bound book… that has a sewn binding. I’ve never encountered a sewn softbound book. I'm sure there are plenty out there, but this is my first experience with one. Mine was purchased used off of amazon a few weeks ago. The cover itself has begun to delaminate and my picking at it didn’t help, but with the wonders of clear packing tape it’s fine. My copy states that it is a 10th printing and it is heavily battered. It’s page edges are filthy- extremely noticeable when closed. House rules are penciled in (and if I can remember to do so, I will mention these house rules that the mystery gamer has entered in and additions they made as we read through) throughout the mighty tome. This book was rode hard and put away wet so to speak. Enough so that I bought another copy (also because I loved reading this book so much) that was in far better shape. My point is, this book might get the snot beat out of it, but it will hold up. My kids, 4 and 1 1/2 both like looking at the book and so far it's held up well to their use. If they tear it, well, I got that packing tape.

I completely forgot to talk about Weapon Proficiencies! Ugh… Briefly, they are skills and each weapon type- long sword, short sword, spears, long bow ect, has their own level list just like the rest of the skills. Very easy to navigate.

Now back to the read.

OCCs follow a similar pattern in how they are presented to you. First there is a flavor description of the OCC, followed then by types of armor allowed, what alignments are available, attribute requirements, elective and secondary skills (and any OCC bonuses that one receives for choosing that skill), and lastly an experience level chart which should be very familiar to anyone who has ever played D&D.

Generally armor allowed and alignments are quite unrestricted. So yes, you can have a wizard with a long sword and full armor, but they might get some penalties. Also, you could have a Miscreant Palladin roaming around performing nefarious deeds that fly in the face of their knighthood. There’s only a few OCCs that have definitive restrictions, with the rest having guidelines as to what is recommended, but not law. I’ll do my best to point these out as we get to them.

The first section of OCC’s deals with Men At Arms. The first OCC listed is the Mercenary. These are described as all-rounder fighters, those types who received no formal training, but through watching others and picking up what they could along the way, managed to gain some proficiency. Here is where we are also introduced to an aspect of TPRPG1ER- there are certain benefits and disadvantages that are given to the OCCS that have no mechanical boon or penalty. It’s up to GM/Player enforcement. As you read through the Mercenary and compare that OCC to the other Men At Arms(abbreviated to MAA from here on out), numerically the Merc falls a bit short. One advantage to the Merc is that they can come and go as they please and answer to no one. Other OCCs are more limiting in what they are able to do- i.e.- tied down with responsibilities.

The Merc is the easiest of the MAA OCCs to qualify for- a mere 7 in PS (physical strength) is all that is required. They are able to wear all armor types, get the least amount of starting elective skills for a MAA (but a good amount of secondary skills compared to others), but with the exception of the Thief, need the lowest amount of experience to level up. We get to the next form of balance that can be a hot topic for some- varied experience points required to advanced dependent upon OCC. To me it’s a feature, not a bug, but I’m just one drop in the mighty gaming sea so take it as you will.

Next in line is the Soldier. Soldiers are solid fighters with good training - a step above Merc’s in combat prowess. On the downside, they don’t have the come and go life that Merc’s enjoy, they are enlisted servicemen/women. Soldiers are generally told where to go, what to do and how to do it and how fast to do so. Failure to obey orders results in getting the boot or the gallows. The upside is training, a salary, a roof over one’s head, and equipment. There are no alignment restrictions, a table of salaries (pretty good size) different soldiers can earn, and a list of standard equipment a soldier can be expected to have.

Soldiers are not restricted in choosing alignments, can wear any armor, but wear what they are issued. Soldiers are also allowed to buy from sub-contracted armories where ever they are stationed. Further on is the both the elective and secondary skill lists. I do like how being a soldier implies that you are currently employed as one.

I like the flavor that is being presented in the OCC descriptions. It’s giving you ideas without burying you with them, just enough to get your brain in gear so you can do the rest.

I’m going to stop again here and when I resume again I’ll go over the Long Bowman and Knight.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 14, 2012, 11:09:17 AM
Quote from: Zachary The First;599662
It's also cool that the various races all have differing attitudes towards one another--it's not just the usual Elf/Human/Dwarf Axis of Goodness.


I agree.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 14, 2012, 11:55:58 AM
You might be getting into this in a minute, but I think it’s pretty cool how the Men-At-Arms OCCs have a pretty nice combat advantage. A lot of folks harp in various fantasy RPGs on how the fighter types are eclipsed by magic types, but by giving the fighters the free parry in PFRPG 1e, I think that’s a pretty nice inducement to play a fighter. Playing in active/reactive combat (hit/dodge/parry), that’s a big plus, without getting into anything too fancy.

Attribute requirements….there’s a lot of gamers who allow a preset array of stats so this isn’t as big of a deal, but if roll your dice straight, qualifying for some of these classes is a pretty big deal in and of itself. Not all classes are created equal; that’s a bug or a feature, depending on your POV. I always found characters across the board still had plenty to do, so I didn’t mind it.

Anyhow, thanks for keeping this going, RL! Great fun!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Bloody Stupid Johnson on November 15, 2012, 06:55:41 AM
Yeah I've never seen the interpretation of the bonus dice at 16-18 just adding to the bonus before - it should add to the base attribute (say you roll a 16, you pick up the d6 and roll say a 3, you now have a stat of 19). Yes its weird, but IMHO its still an improvement on having stats of 18/47.
 
Good thread and I hope it continues. Quite a few of Palladium's innovations have been caught up with by other games nowadays, like having skill systems and attack bonuses that add to rolls, but its still pretty fun, very gritty with all the armour degradation and parry rolls (and impairments if you lose too many HPs? Or is that not in the original?).
 
Love the multiple OCCs rules - I like multi-class characters and for me these find a sweet spot between old school D&Ds setup where dual-classing is difficult, and the madness of 3E where the 10th level dude can have 10 different classes and you need to add them in the right combinations and order. 2 or 3 classes is a good number and the system lets characters grow organically, so your noble who ends up in a sea campaign can take pirate levels or your assassin can have a religious conversion and become a priest.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: One Horse Town on November 15, 2012, 07:00:01 AM
I was always tempted by the adverts in White Dwarf, but i never took the plunge.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 15, 2012, 07:36:21 AM
Bear in mind there were two covers for first edition, I believe. The first one, the crimson-and-black cover, was the earliest. The second (and later), with a knight combating a dragon while riding a pegasus (which possibly sums up the mid-80s in gaming as well as anything ever) was used in subsequent "revised" editions, up until the 12th (and I believe final) printing, in 1994.  

(http://i.ebayimg.com/t/Palladium-Fantasy-Roleplay-1st-edition-/00/s/NzY4WDEwMjQ=/$(KGrHqF,!lsF!fon89IgBQSCNN6GUQ~~60_35.JPG)

(http://upload.wikimedia.org/wikipedia/en/thumb/f/f9/PalladiumRPG-1990.jpg/220px-PalladiumRPG-1990.jpg)

I love both, though I'm partial to the 2nd (knight-pegasus-dragon) cover. I don't believe there are a huge number of differences between the two, outside of the semi-infamous table that listed homosexuality as a mental disorder that disappeared from all subsequent editions.

The version available on DrivethruRPG and RPGNow is the Revised Edition.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 15, 2012, 10:26:15 AM
@ Zachary-  I have both covers as well, the red dragon and knight and the revised knight on pegasus fighting the dragon.  I like the revised better.  I think the sexual deviancy chart is stupid.

I’m going to try and explain something and hope that I get the right words to do it, so here it goes.  This is a game that will allow you to play a tank of a knight right beside a wide eyed stable hand and not apologize for the knight being a better fighter than said stable hand.  If you rolled good enough to become a knight, or even a Palladin, then you can bring a heavy hitter to the plate in mechanical terms.  Now nothing’s stopping that stable hand to pursue another OCC as soon as they are able to, and I’d recommend it, but it is what it is.  It’s not for everyone, but one of the beautiful things about the game is that it doesn’t try to be.  I’m glad it does what it does.


************  Long Bowman, Knight, Palladin- note on OOC skill charts

I wanted to mention something about the OCC skill list that each class has.   I think, but am not sure, that you can only choose from skills on that list.  If anyone knows different, please chime in.  Thanks!

The next OCC is the Long Bowman.  This OCC is a little bit harder to qualify for as one needs a PS of 10 and a PE of 12.  In this game, not just anyone can pick up a long bow- long bowmen/women have the training to use these powerful weapons.  No other OCCs can be proficient with the long bow, save for the Ranger.  I find that pretty cool.  Adds some mystique to a weapon that most people just look at as another bow.  We learn that LB’s are highly sought after in armed forces and often can dictate the terms of their enlistment.  They have no alignment restrictions and can use any armor, mostly preferring the lighter types.  According to the level charts, they look to be relatively close to the Merc in hand to hand combat effectiveness, although the Merc might have a slight edge.  Later in the book we learn that a long bow does 2-12points of damage while a regular bow is 1d6.  Naturally they also have a far greater range.

The LB has a decent selection of skills available and progresses in level at just a slightly more expensive xp rate than the Soldier.

The Knight OCC comes next.  While the text states that they are generally in the service of a liege, they are allowed to wander the land righting wrongs..  Knights are excellent fighters, definitely a cut above.  To become a Knight, you need to have IQ 7, PS 10, PE 10 PP 12., making them one of the toughest OCCs to qualify for.   They are privy to superior arms training and education.  Their experience level progression chart is the higher than the previous OCCs.  They can wear any armor and be of any alignment.

Knights have  a code and the code is provided for you.  Depending on your alignment would determine how closely one follows the code or disregards it.

Following the Knight we have the living embodiment of knighthood- the Palladin.  Palladins are the knights of myths- wandering the land righting wrongs (or if evil, wronging rights I suppose)  These men and women are the best of the best and the attribute rolls necessary to unlock this OCC back that up.  A IQ 10, PS 12, PP12 and PE10 are necessary to join the ranks of these mighty warriors.  They are the best hand to hand fighters here and have some  of the highest amount of skills available for selection available to them.  They also have the most expensive experience level cost of any Men At Arms OCC.  Like the knights, they share the same code, and like the knights, how they follow that code is dependent upon their alignment.  Palladins can wear any armor, but prefer the heavy types are most preferred.  

It’s interesting to note that the book states that Palladins follow the same code as Knights and are held to the same restrictions.  My guess is that this is inferring that while you can play a jerk Knight of Palladin who ignores the code, the rest of the world will take notice and it will affect you at some point.  

I’ll finish here and the next post we’ll get into reading about the final three Men At Arms OCCs, the Ranger, Thief and Assassin.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 16, 2012, 08:55:44 AM
Before we get started, I’d like to mention a few things- mostly stuff that I overlooked earlier.  All OCCs get class skills that they don’t have to purchase.  Also, I got in another main rule book and the binding isn’t as good.  It’s an 8th printing and separating from the spine a tad.  Also, there is a loose thread, or a double thread in the center of one of the pages.  This one is in far better shape than my 10th printing.  Can print run make a difference?  Just a one off error?   Who knows- too little info to go by, but just wanted to let people here know. (as an addendum - since this was written, the 8th printing hasn’t gotten any worse, so that’s fine by me.)

The Ranger presented here is your classic woodsman/tracker/scout and unlike the AD&D version, is not privy to spellcasting.  There is latitude here with the kind of Ranger you would like to play.  Armor and alignment are not restricted- though Rangers do prefer the lighter armor types.  As stated earlier, they are the only other OCC aside from the Long Bowman who are allowed to be proficient in the use of a long bow.

Compared to other OCCs, the Ranger takes up the least amount of real estate in the book- a mere half page.  It also comes across as one of the more straightforward classes.  Especially when compared to the next OCC.

Here we have the Thief and this OCC has some meat to it, with the information taking about two pages (although spread over several due to art and so forth).  The only attribute requirement to be a thief is to have a PP 9.  They are not restricted in armor worn, although it should be a no brainer that lighter armors are quieter.  Thieves are restricted from any alignment that is good- the act of stealing prevents it.  The next portion of the rules go on to describing some of the benefits to being a thief, namely, thieves’ guilds.

What’s nice is that the game not only describes what a thieves’ guild is, but what they do and how they treat non-guild members trying to operate on their turf.  It then goes on to describe possible ways of joining a guild, sponsorship and the privileges of membership once accepted.  We are then treated to a very nice section on fencing stolen goods with how percentages of value for either being bought or sold on the black market modified by the rarity of such items (rates for determining prices for magic items are also included).  Also included are two lists of rates for services performed- one theft and the other assaults and assassinations.  Thieves are also the least expensive experience point wise to level up- just a hair under the Merc.

The final MAA OCC we have is the Assassin.  These are not just thieves of a different stripe, but brutal combatants whose job is to kill.  While being able to wear any armor (often owning several types), and doing so depending on the job, Assassins are restricted in their alignment choices.  They can only choose from the evil alignments.  Applicants to this OCC must have an IQ9 and a PP14.  While they perform most of the same services as thieves, they charge more for certain services- assaults and assassinations- their bread and butter.  Assassin guilds are not as involved as thieves’ guilds are.

In terms of martial prowess, the assassin ranks right up there with the Knight and Palladin.  

 (continuing on....)


The next few OCCs wouldn’t be in your typical game if I were to hazard a guess. A single page lists five Optional OCCs for use- the Peasant/farm or stable hand, the Squire, the Scholar, the Merchant and the Noble. These five classes would be the weakest classes in the game. They have some of the lowest numbers of class skills and the least amount of elective and secondary skills. Their inclusion would be a sticking point for some. I have my own opinion on why these classes are present.

I get the impression that they are here for those games where the players are starting off as something other than a more “advanced” character. These five classes are meant to be a rough overview of the more “regular” types that inhabit the world. You’d start off as a young stable hand and through your adventures, become something else- namely one of the other classes listed throughout the book. These would be the starting points for such souls before they were swept up into adventure. I don’t believe that they are here just so you can be a 9th level Noble- although I suppose you could do that if you wanted. A GM could require that all players start with these optional OCCs before moving on.

I’ll stop here and when I continue next, we’ll get into the next section of the game- combat.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 16, 2012, 09:20:04 AM
Certainly I think it’s possible that you’re right, that the Peasant, Merchant, Noble, etc. OCCs are included as “starter” classes. Certainly they don’t normally seem as inherently powerful on the surface. But I will say I have played games where a Merchant or Noble played right alongside an Assassin, Ranger, and Wizard, and had no issues whatsoever. That’s because I generally saw the Merchant as having his own niche in terms of haggling and having a support network through his guild that proved invaluable. No, he couldn’t sling spells like the Wizard or handle a bow as well as the Ranger, but he was the only one who could get them a boat out of the Western Empire on any sort of short notice. With the Noble, he was able to get into social situations and events that the others simply couldn’t.

I think even back then (though not to the degree we’d see with Rifts much later on), Palladium was admitting, “Yep, not all classes are created equal”. They essentially admit this when you think about the prerequisites for the various Man-At-Arms OCCs. I think there’s an inherent expectation in their products that the GM, not the product, is responsible for niche protection. That might not sit well with all gamers, but there’s something cool about starting as a Peasant that can eventually class to become a Mercenary Warrior. It builds nicely, especially if you’re playing a game featuring conscripts or the like.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 16, 2012, 12:11:47 PM
Quote from: Zachary The First;600340
I think there’s an inherent expectation in their products that the GM, not the product, is responsible for niche protection. That might not sit well with all gamers, but there’s something cool about starting as a Peasant that can eventually class to become a Mercenary Warrior. It builds nicely, especially if you’re playing a game featuring conscripts or the like.


I heartily agree:)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 17, 2012, 06:45:33 AM
For those following along, I've also created a basic Palladium Fantasy 1e character sheet. Spell users will likely need another sheet for spells, but this is a one-page, basic design:

Link (http://www.mediafire.com/file/kke1ut2w2m4fgcc/PFRPG1e_CS.pdf)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on November 17, 2012, 07:42:59 AM
Just wanted to take a second to say that I'm happy your back online, Zach. Your blog was the first gaming blog I followed.

This sort of goes with the topic, since you are one of the few in the gaming blog  community (I can only think of Pundit being the other) that likes Palladium. And you interviewed Kevin, didn't you?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on November 17, 2012, 07:47:38 AM
Quote from: Zachary The First;600529
For those following along, I've also created a basic Palladium Fantasy 1e character sheet. Spell users will likely need another sheet for spells, but this is a one-page, basic design:

Link (http://www.mediafire.com/file/kke1ut2w2m4fgcc/PFRPG1e_CS.pdf)


For a one-page character sheet, that's pretty good. Although with an Inventory section that small, it might be better just to write all that on the back of the sheet and use that space for something else. Or is that just for equipment that is kept on the person at all times?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 17, 2012, 09:40:39 AM
Quote from: everloss;600536
Just wanted to take a second to say that I'm happy your back online, Zach. Your blog was the first gaming blog I followed.

This sort of goes with the topic, since you are one of the few in the gaming blog  community (I can only think of Pundit being the other) that likes Palladium. And you interviewed Kevin, didn't you?


Thank you! I have some new articles coming soon. It just gets tough, between 1.5 jobs, work, and family. :)

I did interview Kev! You can find the link here (http://www.rpgblog2.com/2009/07/mega-interview-with-kevin-siembieda.html).

Quote from: everloss;600538
For a one-page character sheet, that's pretty good. Although with an Inventory section that small, it might be better just to write all that on the back of the sheet and use that space for something else. Or is that just for equipment that is kept on the person at all times?


Yeah, that was the idea. That's the trick with one-pagers--you're probably only going to get the essentials, depending on the game. I might do a second page when I get some time.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: mhensley on November 17, 2012, 10:02:56 AM
well, due to this thread and the other one, I went ahead and got the rulebook and monster book from amazon.  Both were very cheap, so why not?  I just got the monster and after a quick scan thru, this looks pretty dumb.  Stats for normal, non-dangerous animals?  Thank god I can finally have packs of chipmunks attack a party.  Pages of info on normal birds? Seriously?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: sirlarkins on November 17, 2012, 04:40:13 PM
My take on the "Minor OCCs" is that, in addition to providing an interesting option for campaign/PC frameworks*, they're meant to be used for NPCs. The idea that NPCs should be statted out the same as PCs, and to do that you need "mundane" classes for those NPCs to fill out.

* I once played a Squire to another PC's Knight, for example.

It's the same philosophy that gives us a book filled with pages of bird stats--the idea that everything needs to be statted out. It's kind of a fun philosophy, really.

Oh, speaking of supplements, my all-time favorite PFRPG supplement was the Compendium of Weapons, Armor, and Castles. Now THERE'S a book with stats for everything that everyone can get behind. ;)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 17, 2012, 05:08:36 PM
Quote from: mhensley;600551
well, due to this thread and the other one, I went ahead and got the rulebook and monster book from amazon.  Both were very cheap, so why not?  I just got the monster and after a quick scan thru, this looks pretty dumb.  Stats for normal, non-dangerous animals?  Thank god I can finally have packs of chipmunks attack a party.  Pages of info on normal birds? Seriously?


The monsters & animals book was a bit of a let down for me as well.  The main rulebook has 71 pages of demons, devils, humanoids, monsters and animals.  More than enough to work with.  I don't think that stats for herons and sparrows need to be included.  So far it's the only first edition supplement ( I ended up getting all of the 1st ed books) that hasn't impressed me, although all I've done is scanned it.  Maybe that impression will change after fully reading through.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 17, 2012, 05:35:15 PM
Quote from: RunningLaser;600603
The monsters & animals book was a bit of a let down for me as well.  The main rulebook has 71 pages of demons, devils, humanoids, monsters and animals.  More than enough to work with.  I don't think that stats for herons and sparrows need to be included.  So far it's the only first edition supplement ( I ended up getting all of the 1st ed books) that hasn't impressed me, although all I've done is scanned it.  Maybe that impression will change after fully reading through.


Yeah, I'd say PFRPG Main Book is far better than Monsters & Animals.

Quote from: sirlarkins;600598
My take on the "Minor OCCs" is that, in addition to providing an interesting option for campaign/PC frameworks*, they're meant to be used for NPCs. The idea that NPCs should be statted out the same as PCs, and to do that you need "mundane" classes for those NPCs to fill out.

* I once played a Squire to another PC's Knight, for example.

It's the same philosophy that gives us a book filled with pages of bird stats--the idea that everything needs to be statted out. It's kind of a fun philosophy, really.

Oh, speaking of supplements, my all-time favorite PFRPG supplement was the Compendium of Weapons, Armor, and Castles. Now THERE'S a book with stats for everything that everyone can get behind. ;)


I can understand that viewpoint--and I've also been in a campaign that did the Knight/Squire thing. Lots of fun! I think it's important to note that even the text calls them "Optional" OCCs. Their relative power level deficiency in terms of arcane or martial prowess isn't due to some misdesign, it's expected that the classes will either provide a challenge in roleplaying or fill another niche (such as a social or economic one) within the party.

And definitely a big thumbs up for the Compendium weapon books.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on November 17, 2012, 07:44:16 PM
Quote from: Zachary The First;600547
Thank you! I have some new articles coming soon. It just gets tough, between 1.5 jobs, work, and family. :)

I did interview Kev! You can find the link here (http://www.rpgblog2.com/2009/07/mega-interview-with-kevin-siembieda.html).



Yeah, that was the idea. That's the trick with one-pagers--you're probably only going to get the essentials, depending on the game. I might do a second page when I get some time.


Nah, I like the one page. 2 page sheets cause too much page flipping for me! haha
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Dirk Remmecke on November 18, 2012, 11:50:10 AM
Quote from: sirlarkins;600598
It's the same philosophy that gives us a book filled with pages of bird stats--the idea that everything needs to be statted out. It's kind of a fun philosophy, really.


I can live with a monster book that shows me what regular animals (or minor npcs like stable hands) look like, stat-wise.

But the philosophy that everything needs to be statted out is what killed my enthusiasm for BESM. I don't need to know with how many character points a monster is built:

   Fish, swimming [2pts], diving [4 pts], life support [2 pts], cannot talk [+1 pt], not so strong [+1 pt]
(I'm exaggerating, of course, but you get my drift)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 19, 2012, 12:57:24 PM
The section on Combat isn’t long, it’s only two and two third pages in length.  The game uses 1 minute rounds that are called melees or melee rounds.   Once combatants square off, initiative is rolled via a d20, highest roll going first.   All hand to hand combat rolls are made using a d20, applying any bonuses or penalties, with all rolls 5 or higher landing and doing damage unless parried, dodged or absorbed by armor.  Now armor, depending on the type of armor worn (or in some cases creatures or beings who are naturally tough or “armored”) has a number that is called an Armor Rating.  The rating listed is the number that the attacker needs to roll over in order to apply the damage directly to the opponents hit points.  If the roll is equal to or lower than the AR, but 5 or higher, then it’s the armor itself that takes damage.  The damage that non living things take is called Structural Damage Capacity or SDC.  As the SDC of armor gets reduced, it’s AR drops.  After enough damage, the armor might lose all of it’s protectiveness- just falls apart.   This seems like a really nice and easy way to introduce a bit of grit to the game without making things overly complicated.  

I’m guessing that if you really wanted, you could drop SDC and use the AR as a form of armor class vis a vis D&D.  You’d probably have to modify as needed.

Successful strikes can be parried or dodged.  Here is where the Men At Arms are going to do well.  All Men At Arms enjoy automatic parries to all attacks that they would reasonably be aware of.  Non men at arms OCCs cannot parry or dodge at all, unless they take the Non MAA Hand to Hand skill, and only then can they parry at the cost of using their attacks per melee.  According to the rules as written, only MAA can perform dodges.  There are not an unlimited amount of dodges as you are actually creating distance between you and what you are fighting.

There is also a rule for combatants forfeiting dodging or parrying and instead opting for a simultaneous attack, which means that both combatants could be hit.

Further along the rules go over multiple attackers, bonuses that can be applied (or penalties) and….   Saving Throws.

The author describes Saving Throws as a type of spiritual or endurance dodge or parry.  There are eight categories of Saving Throws-  Spell Magic, Wards, Circles, Poison/Drugs/Toxin, Coma/Death, Insanity, Psionics, and Fumes.  Next to each Saving Throw there is a number that you must roll equal to or greater than.  Success means that you either completely avoid the damage or effects, or that the damage or effects are lessened.  It is interesting to note that Saving Throws are static- they do not improve with level.  Everyone has the same scores here, with the exception of certain classes of psionisist who may have lower Saving Throws for Psionics (with non-psychics having the highest save).   In addition, it is stated that higher level Men Of Magic can increase the potency of their magic, resulting in higher than normal saves needed, determined by the strength of the spell they cast (I’ll get into this more in the Men Of Magic section).

The section on Combat is then rounded out with a couple of charts concerning damaged armor and repairing damaged armor.  Lastly, there is a small paragraph detailing creatures and beings that do not wear armor, but due to their natural (or unnatural) toughness, are given an AR.

Moving along we get to an armory and equipment section.  Here we are shown the different armor/weapon types available, their cost in gold pieces and statistics.  A detailed picture of a knight type in a full suit of armor naming the various parts of the armor is a nice touch.  Also appreciated is that nearly each weapon has a small, but useful picture next to it showing what it looks like.  

Reading further we learn that there are superior crafted weapons and armor- items made so well that they infer bonuses.  Dwarven made arms and armor is the best to be had, with the arms and armor crafted by the kobolds close on their heels.  Magic weapons and armor are detailed later in the book.

Lastly this portion ends with a generic equipment with lists for clothing, containers, field equipment, lighting, field equipment, food, drink, and a bit of miscellaneous items.

Next post will begin a section that I really enjoyed reading, Magic.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: mhensley on November 20, 2012, 09:11:32 PM
I just got the rulebook.  This looks really pretty good.  I wish I would have picked this up back when it was new, but for some reason I've always ignored Paladium stuff.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 20, 2012, 09:14:44 PM
Quote from: mhensley;601317
I just got the rulebook.  This looks really pretty good.  I wish I would have picked this up back when it was new, but for some reason I've always ignored Paladium stuff.


Well, a lot of folks think Rifts or Heroes Unlimited when they think of Palladium Fantasy (and to a large extent PFRPG 2e is in line with that), but PFRPG 1e remains well thought of as a different sort of animal. It's really a very good, very fun, classic fantasy type of RPG with some different twists in terms of characters and setting.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Bloody Stupid Johnson on November 21, 2012, 03:23:55 AM
Quote from: RunningLaser;600906
The game uses 1 minute rounds that are called melees or melee rounds.

:eek:I was going to denounce you as a heathen, but I checked and this is right; its still a minute long in 1E, they  haven't gone to 15-second rounds in 1E, like all the other Palladium games (not that this makes any real difference).
 
Quote

 Non men at arms OCCs cannot parry or dodge at all, unless they take the Non MAA Hand to Hand skill, and only then can they parry at the cost of using their attacks per melee. According to the rules as written, only MAA can perform dodges. There are not an unlimited amount of dodges as you are actually creating distance between you and what you are fighting.

I think I see what you're referring to (where in the Dodge section it says "
 a man at ams may opt to dodge a strike by moving out of the way") but further down the page (42) in Non-Men of Arms, Parry and Dodge, it mentions that "a wizard who attempts to parry or dodge forfeits his next strike" so its clear that they can do it, the first bit is just written a little oddly.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 21, 2012, 06:41:56 AM
I don’t have my book in front of me, but another aspect of combat here is that Men At Arms OCCs can make a parry attempt without losing an action. This is a big bonus for them, and a pretty darn good inducement for playing the class, even in the face of some of the powers of the magic classes. PFRPG 1e is more lethal than its successor, so even a chance to parry is a big deal. It’s a nice fighter ability that doesn’t break the game or add any sort of powers list you’ve got to run through. I appreciate that.

(And yes, 1 minute melee round times! We’ve always had those be pretty subjective in nature).
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 21, 2012, 08:52:15 AM
Quote from: Bloody Stupid Johnson;601368

I think I see what you're referring to (where in the Dodge section it says "
 a man at ams may opt to dodge a strike by moving out of the way") but further down the page (42) in Non-Men of Arms, Parry and Dodge, it mentions that "a wizard who attempts to parry or dodge forfeits his next strike" so its clear that they can do it, the first bit is just written a little oddly.



Good catch:)

@Zach-  I downloaded the character sheet you did, nice job and thanks for posting that.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 21, 2012, 08:55:47 AM
Here was the last post that I did.  I'll do my best to keep updating.


This next section will probably take me several posts to get through as it is one of the more lengthy sections in the book.  I apologize in advance for any errors that are made.

As stated earlier, there are six OCCs available to play (the seventh, the Alchemist, being only available as an NPC).  After a brief overview of magic, we get to the first magic OCC, the wizard.  

Wizardry is described here as the science and study of spell magic.  Wizards invoke their spells by voicing ancient magic words of power, so Wizards must be able to speak to cast.  Each spell has a level and levels range from 1st to 11th, with spells becoming more powerful as one goes up in level.  Wizards can learn and cast spells higher than their effective level, although higher level spells may not be as effective for them.  Depending on the Wizard’s level, there are only a certain amount of spells per day that they may cast.  As they progress in level, they are able to cast more spells per day.

As we read on there is a paragraph explaining the difference between the elemental spells a Wizard may cast and the elemental magic a Warlock possesses.  Chief difference is there are ranges, durations and saving throws- with the Warlock’s magic being more powerful.  I imagine this distinction is made as a space saving feature since the author did not want to list the same spells twice.

I enjoyed the next section, which deals with the six common spells that all Wizard’s learn upon completing their apprenticeship.  The spells are decipher magic, sense magic, cloud of slumber, globe of daylight, tongues and my favorite- the enchanted cauldron.

The enchanted cauldron is where this game really pulled me in.  This is a spell where the character attempts to gain more spells through a ritual involving the cauldron, human blood, an owl feather, a butterfly  and then stirs the whole thing with a sword (must be iron or steel) while bringing it to a slow boil two hours before the moon hits it’s highest point in the sky.  This is done in an effort to draw a spirit of magic into the cauldron.  Thereafter the Wizard must drink a cup of the blood and hope that this whole thing works.  If they fail, they have to pour out everything in a graveyard and start the whole ordeal over on another night.  If successful, the spirit will enter the Wizard and teach them some new spells.  To add a little excitement to the whole ordeal, there’s a chance that the process might make you a bit crazy.  There is also a chance when all is said and done that the spirit never leaves the cauldron, which leaves you effectively with a crystal ball.  

Now while there are rolls to be made to determine if the ritual is successful, whether you become insane and roll on the insanity chart, rolls to see how many spells are obtained and what those spells are- the process just became so much more metal.  In a little side note- I feel that far too many games these days suffer from trying to cast the widest net possible, and in doing so make their rules boring and unexciting.  I know there’s a lot of people who just want to the rules to teach the game, but I feel they should inspire you and promote creativity.  These rules fulfill that need for me and I commend the author for doing a great job on the inspirational front.
I’m going to stop here for now, and when I pick up next post, deal with purchasing spells.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on November 21, 2012, 11:16:47 AM
Yeah, the magic cauldron is bad ass. First PFantasy character I ever made was a Wizard JUST BECAUSE of the magic cauldron.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RPGPundit on November 22, 2012, 03:14:42 PM
Quote from: everloss;601416
Yeah, the magic cauldron is bad ass. First PFantasy character I ever made was a Wizard JUST BECAUSE of the magic cauldron.


That's freaking awesome.

RPGPundit
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Bloody Stupid Johnson on November 25, 2012, 04:36:44 AM
Hmm poseidon-anubis seems to have evaporated. All his posts seem to be gone.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Psychman on November 26, 2012, 05:30:22 AM
Quote from: Zachary The First;601378
I don’t have my book in front of me, but another aspect of combat here is that Men At Arms OCCs can make a parry attempt without losing an action. This is a big bonus for them, and a pretty darn good inducement for playing the class, even in the face of some of the powers of the magic classes. PFRPG 1e is more lethal than its successor, so even a chance to parry is a big deal. It’s a nice fighter ability that doesn’t break the game or add any sort of powers list you’ve got to run through. I appreciate that.

(And yes, 1 minute melee round times! We’ve always had those be pretty subjective in nature).


Just a clarification, the section here on the free parry and non men-of-arms at the bottom of the page talks about them being limited to only the skills with specific weapons that they have learned.  As most of the men of magic and clergy have a Hand-to-hand skill available, usually Hand-to-hand: Non men or arms, would they get the free parry if they took that elective?  Also, the Priest gets HtH: Mercenary or HtH: Soldier, surely he also would get the free parry?

So is it being a Man of Arms that nets the extra defences, or, as implied by the phrasing  of the section on non men of arms at the bottom of page 42, the knowledge/training in a Hand-to-Hand skill?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: mhensley on November 26, 2012, 06:21:09 PM
It surprises me in how similar this game looks like the new Hackmaster game.  I think someone at kenzerco was a big fan.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 26, 2012, 06:56:51 PM
Quote from: Psychman;602342
Just a clarification, the section here on the free parry and non men-of-arms at the bottom of the page talks about them being limited to only the skills with specific weapons that they have learned.  As most of the men of magic and clergy have a Hand-to-hand skill available, usually Hand-to-hand: Non men or arms, would they get the free parry if they took that elective?  Also, the Priest gets HtH: Mercenary or HtH: Soldier, surely he also would get the free parry?

So is it being a Man of Arms that nets the extra defences, or, as implied by the phrasing  of the section on non men of arms at the bottom of page 42, the knowledge/training in a Hand-to-Hand skill?


I'm probably going to go on too long, so apologies if I get carried away:

I have always gone by under the "Parry" section on page 42 (bold print from the book):

"PARRY
A parry is the blocking of an attack. As a result of their training all men of arms get an automatic parry (unless forfeited in favor of another action)".

It states in the next paragraph that a men of arms still loses his attack if he dodges, so there's that distinction.

If you read further on the page, it says a non men-at-arms forfeits his next action when he tries a parry or dodge. For that reason, I've never tied it to any sort of elective hand to hand skill, but rather the men-at-arms OCC itself, with only a couple of exceptions specific to certain campaigns and characterds.

Now, if you look back on pg. 19, it states the following:

"Each of the eight men of arms OCC has a specific combat training and orientation affecting their speed, number of attacks, damage, and so forth. In addition to the eight combat tables, there is a ninth for Non-men of arms OCCs [italics KS's, not mine]. This is applicable to men of magic and most clergy, however some clergy may be trained in combat skills (usually as mercenary fighter, soldier, thief, or assassin".

Now, of the non-men of arms OCCs, there are a few that can actually pick or have a martial hand-to-hand skill:

Squire (Mercenary Fighter, OCC Skill)
Noble (Soldier, elective)
Priest/Priestess (as described in text above)
Shaman (Mercenary, elective)

So for the other classes, (Peasant, Healer, all your magic classes, etc., it's not an issue).

For the Squire and Noble, they could almost be considered auxiliary men of arms classes, although that might be up to their background (in the table of contents, "Optional OCCs" are listed under the "Men of Arms" section. However, I would suggest that the difference between a Noble with combat training and a Soldier or Mercenary could be played as the difference between a flashy sort of blade who campaigns for two weeks a year and practices dueling versus the fellow who has been a part of extended campaigns and sieges for 10 years and has to live by his swordwork. So I would personally not extend that parry bonus to the Squire or Noble, as it suggests a sort of day-in-and-out competency in their field, but wouldn't object if there was a game where the ruling went the other way.

Hope that helps. You could certainly play it differently at your table, but that's always been my understanding.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Psychman on November 27, 2012, 01:35:36 AM
Quote from: Zachary The First;602525
I'm probably going to go on too long, so apologies if I get carried away:

I have always gone by under the "Parry" section on page 42 (bold print from the book):

"PARRY
A parry is the blocking of an attack. As a result of their training all men of arms get an automatic parry (unless forfeited in favor of another action)".

It states in the next paragraph that a men of arms still loses his attack if he dodges, so there's that distinction.

If you read further on the page, it says a non men-at-arms forfeits his next action when he tries a parry or dodge. For that reason, I've never tied it to any sort of elective hand to hand skill, but rather the men-at-arms OCC itself, with only a couple of exceptions specific to certain campaigns and characterds.

Now, if you look back on pg. 19, it states the following:

"Each of the eight men of arms OCC has a specific combat training and orientation affecting their speed, number of attacks, damage, and so forth. In addition to the eight combat tables, there is a ninth for Non-men of arms OCCs [italics KS's, not mine]. This is applicable to men of magic and most clergy, however some clergy may be trained in combat skills (usually as mercenary fighter, soldier, thief, or assassin".

Now, of the non-men of arms OCCs, there are a few that can actually pick or have a martial hand-to-hand skill:

Squire (Mercenary Fighter, OCC Skill)
Noble (Soldier, elective)
Priest/Priestess (as described in text above)
Shaman (Mercenary, elective)

So for the other classes, (Peasant, Healer, all your magic classes, etc., it's not an issue).

For the Squire and Noble, they could almost be considered auxiliary men of arms classes, although that might be up to their background (in the table of contents, "Optional OCCs" are listed under the "Men of Arms" section. However, I would suggest that the difference between a Noble with combat training and a Soldier or Mercenary could be played as the difference between a flashy sort of blade who campaigns for two weeks a year and practices dueling versus the fellow who has been a part of extended campaigns and sieges for 10 years and has to live by his swordwork. So I would personally not extend that parry bonus to the Squire or Noble, as it suggests a sort of day-in-and-out competency in their field, but wouldn't object if there was a game where the ruling went the other way.

Hope that helps. You could certainly play it differently at your table, but that's always been my understanding.


I follow your reasoning, but I keep wondering about this section on page 42, under "Non-men of arms, parry and dodge":

"Characters with no combat training do not get an automatic parry.  The player must announce whether the character is attempting to parry or dodge; no announcement means no parry or dodge.Any bonuses to parry are from what little weapon skills (W.P.) that the character may have with a practiced weapon.  Lacking a skill at arms, any such maneuver counts as an attack."

This suggests strongly to me that formal/general combat training is the key to having the automatic parry, WPs do not provide it.  The Hand-to-hand electives that may be available to non-men of arms are surely actual general combat training of the type referred to, and indeed provide parry bonuses in addition to what weapon proficencies provide.  Since they do provide additional bonuses, and additional attacks, it would appear they are kind of combat training, the absence of which is discussed in the above section.

This is why I read that if the Hand-to-hand elective is taken, it would allow the automatic parry, as long as a weapon is drawn to make the parry attempt.  Now, that may lead to difficulties in using other abilities, gestures etc, but they have chosen that as an elective, reducing what other skills they might have chosen.  It also makes determining the situation with non-men of arms with higher level hand-to-hand skills easier: they all get the auto parry if they take a hand-to-hand, and don't if they don't.  I found your response regarding the priest, noble etc unclear regarding if you thought they should get the parry but you seemed to say no.  As the example in the priest section does say that militant religions provide soldier training it seems strange to preclude from them the free parry such professional general training would provide.

Well that's my reasoning on the subject anyway.  I suppose you could rule that Hand-to-hand: non-men of arms doesn't provide the free parry, but the rest do, but that feels to me quite harsh for a skill the character had to choose as one of their limited electives, to acquire.  I do feel that the mercenary, soldier, and other higher hand-to-hands should include the free parry as their usefulness is significantly diminished otherwise.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 27, 2012, 08:04:49 AM
I definitely understand where you're coming from. I apologize if my example was unclear. Basically, I guess it's in how you read it. To me, the item under "Parry" suggests men of arms get the training, seeming to imply by exclusion others do not. While I would not have an issue granting it to a Squire or Militant Priest with a proper background and a HtH: Men of Arms combat skill, I would not give it to a Wizard simply because he has Hand to Hand: Non-Man of Arms.  I think your Priest example is a very good instance in which I would be fine giving that parry.

To me, the text is saying the following:

-Men of Arms get a free parry.
-By exclusion, others outside the Men of Arms classification do not.
-To clarify, characters with no Hand to Hand skill also do not receive the free parry.

Honestly, you can play it either way. I like reserving it for martial characters, as it really helps represent their battle prowess over someone who had basic conscript training or perhaps just learned fisticuffs behind the barn with his village's version of Fight Club. No harm either way, of course! :)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Psychman on November 27, 2012, 10:11:59 AM
Quote from: Zachary The First;602654
I definitely understand where you're coming from. I apologize if my example was unclear. Basically, I guess it's in how you read it. To me, the item under "Parry" suggests men of arms get the training, seeming to imply by exclusion others do not. While I would not have an issue granting it to a Squire or Militant Priest with a proper background and a HtH: Men of Arms combat skill, I would not give it to a Wizard simply because he has Hand to Hand: Non-Man of Arms.  I think your Priest example is a very good instance in which I would be fine giving that parry.

To me, the text is saying the following:

-Men of Arms get a free parry.
-By exclusion, others outside the Men of Arms classification do not.
-To clarify, characters with no Hand to Hand skill also do not receive the free parry.

Honestly, you can play it either way. I like reserving it for martial characters, as it really helps represent their battle prowess over someone who had basic conscript training or perhaps just learned fisticuffs behind the barn with his village's version of Fight Club. No harm either way, of course! :)

Sounds like a reasonable position would therefore be:
-Men of Arms get a free parry,
-Those who have a Hand-to-Hand skill associated with a Men of Arms O.C.C. have received comparable training to full Men of Arms so also receive the free parry
-The Hand-to-Hand: Non-Men of Arms is basic self defence training instead of  professional combat training so does not include the free parry

This would include in the free parry: Squire, Merchant (with elective), Noble (with elective), Witch, Priest (with elective), Shaman (with elective).

Those who do not have a free parry are: Peasant, Merchant, Noble, Scholar, Wizard, Warlock, Diabolist, Summoner, Mind Mage, Priest, Druid, Shaman, Healer.

I would be happy with that compromise, what do you think?

Edit: In going through the book to do that list, I begin to be more inclined towards your thinking.  The HtH skills grant additional attacks, which can be used for Parries anyway, so the training without free parry would mean the non-men of arms could parry every attack coming their way vs a man of arms with the same skill, just not get a chance to hit back.

The Squire should get the extra parry, he is after all, a Knight-in-training.  A formally combat trained Priest should do also, and receives HtH:Soldier, as does a combat trained Noble. What about HtH:Thief or HtH:Assassin for Priests of Darkness, or the HtH:Thief for Witches?

I can see the argument for none of the others getting the extra parry, as they are all HtH:Mercenary so self-taught but without the same rigours of an actual working Mercenary.

If only Kevin had spelled this out more clearly!  Does anyone know how he handled it in the 2nd edition?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 27, 2012, 10:24:22 AM
Quote from: Psychman;602702
Sounds like a reasonable position would therefore be:
-Men of Arms get a free parry,
-Those who have a Hand-to-Hand skill associated with a Men of Arms O.C.C. have received comparable training to full Men of Arms so also receive the free parry
-The Hand-to-Hand: Non-Men of Arms is basic self defence training instead of  professional combat training so does not include the free parry

This would include in the free parry: Squire, Merchant (with elective), Noble (with elective), Witch, Priest (with elective), Shaman (with elective).

Those who do not have a free parry are: Peasant, Merchant, Noble, Scholar, Wizard, Warlock, Diabolist, Summoner, Mind Mage, Priest, Druid, Shaman, Healer.

I would be happy with that compromise, what do you think?


I think that's excellent! :hatsoff:
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 27, 2012, 10:25:42 AM
The magic section has a lot of information, so I’m going to go slowly through it.  

The book states that spell casters never sell their magic- the power that they wield is jealously guarded.  However, there are two ways that characters can purchase magic- through the clergy and through alchemists.

With clergy, the priest will only sell spells to those characters who they deem to be worthy- those of conflicting alignments/motives may be denied or charged higher fees- this being determined through an interview with the character.  The page continues with things such as gratuity, consultation fees, and spell costs.  It is interesting to note that the priests themselves do not have knowledge of the spells, but pray to their god(s) for temporary knowledge of the spell (using the actual prayers of intervention spell for success chances) to teach the character privately.   If the clergy fails to obtain the incantation from their deity, there is no refund to the character for fees spent.  Characters can go through the process again, but are still required to pay all fees except for the gratuity.  

Alchemists are the magic peddlers of the Palldaium world.  Though they function similar to clergy, they are more expensive than clergy for their services.  There is one big difference- their spells are guaranteed to be taught to the character or your money back.

What’s important to keep in mind is that purchasing spells is allowed up to a certain level, and from there on out, you’ll have to find other means to learn magic.

There are three other ways listed for gaining new spells- trade, boon/grant and scroll conversion.  

Trade and boon/grant are pretty much what you think they are.  Perhaps you find a wizard who is willing to trade the knowledge one of their spells for one of yours.  Boons/grants can serve as rewards from powerful wizards or dragons for services rendered to them.  It is noted that dragons are very cautious of what magics they will teach as wizards are often the mortal foes of dragons.

Lastly get to scroll conversion.  This is the procedure for converting a spell scroll into a magic incantation that can then be learned by the wizard and become part of their magical arsenal.  The task of converting scrolls is extremely difficult and dangerous.  Failures can result in explosions, blindness, physical alterations and demonic summoning (roll on the random failure chart).  Even if the conversion is successful, the spell might not be as desired- being either a weakened version, just as desired, or an unstable spell.  Each time an unstable spell is cast, you must roll on a chart to determine the effect.

The page ends with what happens to scrolls after conversion (destroyed) and how Alchemists will offer their services for converting scrolls- and how their greed for more magic can lead them to screw over a client.

I’ll end things here and hopefully get onto scrolls themselves, circle, symbols and magic guilds.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on November 27, 2012, 02:18:31 PM
Quote from: Psychman;602702


If only Kevin had spelled this out more clearly!  Does anyone know how he handled it in the 2nd edition?


In 2nd edition, you have to purchase a HtH skill, and if you do so, you receive a free parry - regardless of OCC.

The HtH skills are condensed into Basic, Expert, Martial Arts (Paladin), and Assassin. All of which provide a free parry.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on November 27, 2012, 02:27:09 PM
Quote from: RunningLaser;602705
The magic section has a lot of information, so I’m going to go slowly through it.  

The book states that spell casters never sell their magic- the power that they wield is jealously guarded.  However, there are two ways that characters can purchase magic- through the clergy and through alchemists.


I've always liked this. When I played ADnD, everyone multiclassed, and shared their spells and spellbooks like a bunch of happy hippies. I guess for teamwork purposes that might have been okay.

But the Palladium spell caster has always made so much more sense. He's not going to give away his spells - that's his livelihood!

Who in their right mind would go through the ritual to make a magic cauldron and then just hand their hard-earned spells to another magic-user/competitor?

I think this is also why Kevin included all of the different magical types - to limit sharing. Wizards, Summoners, Diabolists, Warlocks, Witches, and Mind Mages are all unique and except for very particular cases cannot share their magical knowledge with each other.

That actually helps towards the "balance" that so many people seem to care about nowadays and knock Palladium for lacking.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 27, 2012, 02:43:39 PM
I think to a larger point, it helps keep the mystic mystical. You’re right—you gained a phobia of spiders in order to grab Armor of Ithan, you’re not going to be real thrilled to share it to someone. Magic is dearly bought, and should be dearly guarded.

I do like the distinction in the magic classes as well. We’ve had some hilarious groups where a Diabolist and Wizard continually engage in this game of one-upmanship, or where the various approaches of magic are criticized by the various groups (“Blood in a cauldron to gain arcane power? Hah! True power is obtained in commune and dark pacts with spirits not of the this world, the mere likes of which YOU CANNOT FATHOM”).
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Spinachcat on November 27, 2012, 05:35:45 PM
I had PF 1e, but not 1e revised. What was changed between 1e and 1e revised?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 27, 2012, 05:58:26 PM
Quote from: Spinachcat;602889
I had PF 1e, but not 1e revised. What was changed between 1e and 1e revised?


As far as I can tell, PF1e had a sexual deviancy table under the insanity section and Revised does not.  I like Revised better- not a fan of the table.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Bloody Stupid Johnson on November 27, 2012, 06:04:08 PM
Quote from: RunningLaser;602894
As far as I can tell, PF1e had a sexual deviancy table under the insanity section and Revised does not.  I like Revised better- not a fan of the table.

ooh vague memories surfacing...I remember someone telling me that for fetishes you rolled on the same table as phobias, so you could get a sexual attraction to mold.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Spinachcat on November 27, 2012, 07:43:52 PM
Quote from: RunningLaser;602894
As far as I can tell, PF1e had a sexual deviancy table under the insanity section and Revised does not.  I like Revised better- not a fan of the table.


Cutting out one table = Revised Rules?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on November 27, 2012, 07:50:54 PM
It's been awhile since I looked at the non-revised rules, but it's basically some very minor cleanup work, such as the aforementioned charts. That's really about it--sort of like Heroes Unlimited 1st and then Revised. It's just how Palladium did their updates at that time.

So whether you have the crimson-and-black cover, or Knight/Pegasus/Dragon, the content is 99.8% the same.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on November 28, 2012, 01:35:50 AM
I've never seen the really 1st edition - only the revised.
I've heard of the table in question, and I don't care about it at all. Especially since it was an optional table, and it was what? 1983? Yawn.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on November 29, 2012, 04:43:46 PM
I'll keep this one brief for today.


Scrolls are described as enchanted items that allow the reader to cast a one-time spell whether or not they are trained in the arts of magic.  According to the text, scrolls can be created by either men of magic, clergy, or dragons.  The chief differences between them is that scrolls written by the clergy are easier for the commoner to understand while mystical scrolls are more difficult to read and understand unless familiar with it.

The next few paragraphs give information on what defines a scroll, how to acquire them (prices/trade/boon), and the ways they are created by either clergy, wizards, alchemists and diabolists (under certain conditions).  

Next up are brief entries on circle magic and symbol magic.  Both types of magic are detailed later in the book under the classes that use them most.  While wizards can use neither circle magic nor symbol magic to start with, they can eventually learn the art- their knowledge is limited compared to the dedicated diabolist and summoner.

Much like the Thief, Wizards have guilds that they can belong to.  Things such as headquarters, room and board, guild library, guild magic shop, fees and information are listed as possible services available to members.   Further information details the guild council- getting on and maintaining a position of the council, member dues, and expulsion.

I’ll end it here and get into combat for wizards and the wizard occ next.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Psychman on December 06, 2012, 09:54:30 AM
It's been a week since the last update. Laser, is everything ok?  Are you going to continue this?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on December 06, 2012, 04:15:16 PM
Quote from: Psychman;606065
It's been a week since the last update. Laser, is everything ok?  Are you going to continue this?


Hopefully I'll return to it soon.  Just have been busy and the magic section of the game has a lot to go over.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Psychman on December 22, 2012, 04:19:45 PM
Quote from: RunningLaser;606214
Hopefully I'll return to it soon.  Just have been busy and the magic section of the game has a lot to go over.


Dude,  any chance of picking this up again?  There is so much flavour in this game and I was enjoying going over it again.

Cut over an item-by-item look at the spells and either pick the more unusual/stand out or just finish the occ and go on to the next.

Please?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RPGPundit on December 24, 2012, 10:00:00 AM
Yeah this has been admirable!

RPGPundit
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on December 27, 2012, 11:39:09 AM
I apologize for the delays here- I’ve just been very busy.  

Wizard’s and combat.  There are two types of combat listed for wizards- Hand to Hand and Magic.  

Most wizards in Palladium find hand to hand combat distasteful, therefore, they have a smaller list of weapon proficiencies to choose from.  Other weapons not on the list can be used by wizards, although they do not receive any bonuses for doing so .  They are allowed to take the Hand to Hand non- Men at Arms skill and are only allowed one hand to hand attack per round.

Wizards are allowed to wear any armor they choose, although there are some hefty penalties to speed, Prowl (skill), dodges, parries and strikes for armor heavier than leather.   A life of study does not lend itself to clanking around in plate.  So you would be able to have a great sword wielding plate wearing wizard if you didn’t mind the penalties.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 02, 2013, 09:42:37 PM
All Men Of Magic can use magic combat.  What follows here are description of terms used in magic-  level (of which there are eleven levels), caster level (with higher level casters being able to cast more powerful version of a spell), range, duration ect.    As casters gain levels, not only does the strength and duration of their magic increase, but also the amount of magical attacks that they can make per melee.    

All saving throws versus magic are made at a base of 12 (save number can be increased by more powerful Men Of Magic) rolling equal to of higher than on a 20 sided dice.  All races and OCCs get a saving throw against magic each time a magical attack is made against them.  There are bonuses to save that can be applied to a roll.  It is stated that bonuses of a certain type only apply to that specific type of magic being saved against- i.e.-  a bonus to save vs. wards only applies to saving throws against wards and not spell magic.  

The different types of saves and additional abilities are listed here:
Save vs spell magic, save vs circles/wards, decipher circles, save vs psionics, how attribute bonuses can apply to saves- then the following which I am guessing only apply to MoM- elemental magic/spells, cancelling magic/negating magic, recognizing enchantments/ recognizing magic items and sensing evil.

Next up, the actual Wizard OCC.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on January 02, 2013, 10:09:47 PM
Hooray! Happy to see this back up and going!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 03, 2013, 09:28:30 AM
The Wizard OCC is the first Men Of Magic OCC listed.  To become a wizard, you are required to have a minimum IQ of 10 and I can see no alignment requirements.  There is a small list of OCC skills and then we get to something interesting- power words.  All wizards start off with four power words- Acha, Keron, Pein, and Yin.  The full explanation for these is in the Diabolist section, but in a nutshell power words are the source of all magic created by the old ones, kept secret by those who learn them.  Merely speaking power words aloud allows one to tap into the mystical energy.  There are nineteen power words in the book, of which the only the Diabolist and Summoner can know all.  Wizards are limited to only the simplest ones, the four listed above.

After the power words, there is a list of common knowledge spells for starting wizards.  These are decipher magic, sense magic, cloud of slumber, sphere of light, tongues and the enchanted cauldron.  Moving along, wizards get to learn two additional languages, and can read/write.

There are two charts listed next, one detailing Magic Combat level progression and the next showing how many spells may be cast per day per level and the percentage chance for Scroll Conversion.  The page is then rounded out with elective skills (6 to start with) and secondary skills (8 to start with).

Going forward, we have a list of elective (4 magic electives explained below) and secondary skills available to the wizard and to the right, a chart detailing the experience point/level progression.  What is interesting here is that the wizard is the second least expensive ( to in terms of experience points needed to level up, only 1,870xp to hit 2nd level) OOC I’ve come across so far, the cheapest being the thief at 1,850xp.

Lastly, there are four magic electives presented for the wizard, each given a brief synopsis and fully explained later in the Diabolist section.  These electives are recognize runes (recognizes, but cannot read them), study circles (recognizing circles, but not their operation.  Can learn 5 simple circles.  Needs to take study symbols),  study symbols (limited knowledge of symbols- 12 basic symbols from the grey zone and four elements and colors.) and study wards (recognizing real wards from fakes, but not use , creation or function of the wards.)

Next up, we’ll begin to go over the Wizard’s spell list.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 04, 2013, 08:35:27 AM
A brief note on how spells are presented before we begin.   Spells are presented by showing the name of the spell, followed by the level, range, duration, saving throw and then finally a description of what the spell does.

The first spell listed is Charm.  It has a range of 15 feet, a duration of five melees per caster level and a standard 12+ saving throw.  For a first level spell, this one is pretty powerful.  A failed saving throw means that the target of the spell is under the complete control of the caster.  There is a “suicide clause” given where if the caster commands the charmed target to do something that would certainly kill them, they are allowed another save with a +2 bonus.  To reiterate- if you get charmed, you are at the complete whim of the caster.  Keep in mind that the standard saving throw versus magic is a 12 or higher on a d20.  With the suicide clause, you get an additional +2, for a 10 or higher.  A higher level wizard with a good spell bonus can eliminate that save add or even increase the base save.  Charm doesn’t play around here and for a first level spell and the first one listed, I find it horrifying.

As a final note, it is stated that while charmed, the target is fully aware of everything that is being done to them and have full memories of what happened.  

Charismatic Aura has a range of a sixty feet radius, lasts 6 melees per level of the cast and has a standard 12+ saving throw.  It is similar to Charm, with the exception that the Charismatic Aura affects all within the radius of the spell.  Failing a save means that in the eyes of the target, the caster’s Physical Beauty instantly jumps +8.  The caster can choose one of three effects to utilize on targets that fail their saving throw- friendship/trust, power/fear and successful deception.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RPGPundit on January 05, 2013, 11:11:33 AM
Jesus, you're actually gonna go spell-by-spell?!

RPGPundit
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 05, 2013, 12:06:09 PM
Quote from: RPGPundit;614839
Jesus, you're actually gonna go spell-by-spell?!

RPGPundit


I was...  I've never done one of these "Let's Read..." ones before:o

If folks here rather I didn't, just let me know!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on January 05, 2013, 08:38:53 PM
Quote from: RunningLaser;614854
I was...  I've never done one of these "Let's Read..." ones before:o

If folks here rather I didn't, just let me know!


I think it's a great idea!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Psychman on January 06, 2013, 10:34:12 AM
Quote from: RunningLaser;614854
I was...  I've never done one of these "Let's Read..." ones before:o

If folks here rather I didn't, just let me know!


Just to make your own task easier, you could list the spells per level, but expand on them if there is something you think noteworthy, such as the sheer power of the Charm 1st level spell.  Otherwise, this will be a serious amount of writing!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RPGPundit on January 06, 2013, 06:04:04 PM
Quote from: RunningLaser;614854
I was...  I've never done one of these "Let's Read..." ones before:o

If folks here rather I didn't, just let me know!


No, quite the contrary, I admire your determination to be thorough!

RPGPundit
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 06, 2013, 09:07:51 PM
Spell by spell it is:)

Certain spells in the book overlap.  In the book, spells that overlap, such as elemental spells, are detailed later in the book.  I’ll mention the spell when it is listed during the read through, but won’t detail it until I actually get there.

Decipher Magic allows the caster to read any magical language.  It has a range of self lasts 10 melees per caster level and there’s no save.  It allows the caster to read any magical language.

Globe of Silence has a range of 90 feet, lasts 6 melees per caster level and there is no saving throw against it.  The spell creates a 10 foot globe that completely negates all sound within and allows no sound to enter.  This would be particularly useful against other wizards as they need to speak their spells aloud for the magic to work.

Increase Weight allows the caster to increase the weight of one living being by 30 pounds per caster level.  It has a range of 60 feet, duration of 8 melees per caster level and has a standard saving throw.

Paralysis Bolt shoots a bolt of energy that automatically hits its target.  A failed saving throw (standard) renders the target completely paralyzed, lasting 6 melees per level of the caster.  While the Bolt automatically hits, the target is allowed to Dodge the attack- needing a 19 or 20 to be successful.

Reduce Self allows the caster to shrink themselves to six inches tall.  None of the caster’s items or clothing shrink with them.  Spell lasts 10 melees per caster level and there is no save applicable.

Sense Evil when cast, alerts the caster to any evil within 30 feet.  There’s no saving throw and the spell lasts 1 melee per caster level.

Sense Magic is similar to Sense Evil listed above, but in this case it lets the caster sense any magic within 30 feet.  There’s no saving throw and the spell lasts 2 melees per caster level.

Ventriloquism has a range of self or others, a duration of 8 melees per caster level and no saving throw.  This is the classic “throwing one’s voice” up to 15 feet away.

Weightlessness once cast, reduces the weight of any object or creature by 30 pounds per caster level.  The spell lasts 6 melees per caster level, has a 60 foot range and uses a standard saving throw.

The following spells are from the elemental magic list and will be further detailed there.  These spells are Blinding Flash, Cloud of Slumber, Cloud of Smoke, Dust Storm and Water to Wine.

This ends all of the first levels spells for a wizard.  Next post we’ll get into 2nd level spells.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Tahmoh on January 06, 2013, 10:19:58 PM
Cheers for this thread RunningLaser it's made me consider picking copies of the 1st edition books up via ebay and other means(not sure if every 1st edition book is on drivethru) just so i can follow along with this htread and perhaps steal some of the cooler stuff for my next fantasy game.

Kind of strange how Uncle Kev managed to mess such a cool game up so badly when he switched to second edition(i like how he seems to have only kept the worldbooks beyond the 4th in print for second edition though as those are the mostly good ones)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Benoist on January 06, 2013, 11:32:22 PM
I'm waiting to receive the 1st edition Palladium rules myself, and am NOT reading this thread for fear it will taint my appraisal and original sense of wonder reading them. But I nonetheless want to acknowledge the sheer passion, grit, and determination that goes into this thread. This is awesome. I'll check out this thread and read through it once I'll have had my initial read as well.

:)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 07, 2013, 11:16:54 AM
Quote from: Broken-Serenity;615367
Cheers for this thread RunningLaser it's made me consider picking copies of the 1st edition books up via ebay and other means(not sure if every 1st edition book is on drivethru) just so i can follow along with this htread and perhaps steal some of the cooler stuff for my next fantasy game.

Kind of strange how Uncle Kev managed to mess such a cool game up so badly when he switched to second edition(i like how he seems to have only kept the worldbooks beyond the 4th in print for second edition though as those are the mostly good ones)



Thanks!  As far as I can tell, all of the first edition products are available on Drivethru, including the GM shield.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 07, 2013, 11:23:00 AM
Quote from: Benoist;615388
I'm waiting to receive the 1st edition Palladium rules myself, and am NOT reading this thread for fear it will taint my appraisal and original sense of wonder reading them. But I nonetheless want to acknowledge the sheer passion, grit, and determination that goes into this thread. This is awesome. I'll check out this thread and read through it once I'll have had my initial read as well.

:)



Looking forward to you joining us:)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 07, 2013, 11:29:29 AM
Level 2 Spells

Carpet of Adhesion allows the caster to create a super sticky “fly paper” carpet up to 10’X20’.  It has a range of 90 feet and lasts 10 melees per caster level.  It can be cast on any surface, including people.  Here’s a spell that looks like it can be particularly nasty.  A successful save versus magic allows you to roll 2d6 with the sum total being the amount of melees you are stuck for.  A failed save means that you are stuck for the duration of the spell.  So even if you make your saving throw, you’ll be stuck for at least 2 melees.

Immobilize – This spell creates a glittering cone, 20 feet in diameter and 40 feet long that freezes everything (in the rules this is emphasized) that enters it in time for 2 melees per caster level.  The spell has a range of 60 feet, and like the Carpet of Adhesion mentioned above, uses a special saving throw versus magic.  If successful, the target then rolls 1d6 with the sum obtained being how many melees they are immobilized for.

Invisibility has a range of self, lasts 15 melees per caster level and has no save.  This is your standard “turns invisible” spell and is noted that not even abilities such as night vision can detect.  It is noted that if cut, the blood will be visible.  

Levitate has a range of self, lasts 10 melees per caster level and has no save.  This spell allows the caster to levitate themselves and up to 300 pounds straight up (no horizontal movement)- 20 feet per caster level.

Love Charm- This one is a real doozy.  This spell has a range of 30 feet, a duration of 20 melees per caster level and uses a standard saving throw.  This is the Charm spell taken to a new level.  Intelligent targets who fail their saving throw fall madly and deeply in love with the caster.  This is the love you see on Investigation Discovery murder shows (if you get that channel).  The target will do anything their beloved/caster says, including murder or suicide.  

To further increase the danger of the spell, there’s a chance for side effects to occur.  There’s a percentage chart to roll on with a 50% chance of no effect.  Miss that mark and the target will either become a victim of insane jealousy (betrayal, murder caster, murder caster’s friends, murder potential suitors of caster….) or the spell becomes permanent.   The game makes no bones about it, stating that the target becomes a love slave of the caster.  If the caster flees, the target follows.  If the caster dies, there’s a chance the target may want to join them.  Creepy stuff.

Mesmerism has a range of 6 feet, lasts 5 melees per caster level and all saving throws are standard.  The spell according to the text, allows the caster to make “simple hypnotic suggestions” to the target.  This is stated to be more a spell to be used subtly.  This spell reminds me of the Jedi minds tricks- “these are not the droids you’re looking for….”

See the Invisible has a range of self or others, lasts 10 melees per caster level and has no save.  The spell allows one to see anything that’s invisible, including gods, elementals and the like.

Sense Traps allows the caster to magically sense traps within 5 feet.   The spell lasts 8 melees per caster level and there is no save.

Swim as Fish lets the caster and up to two others breathe and swim freely underwater.  The spell lasts 40 melees per caster level and there is no save.

Tongues lets the caster speak and understand all languages when cast. It can be cast on self or others and has a duration of 10 melees per caster level and no save.

Wisps of Confusion causes up to 8 targets to become disorientated imparting a -5 penalty to strike, dodge, and parry.  It also halves a targets attacks per melee.  The spell has a range of 90 feet, lasts 5 melees per caster level and uses a standard save versus magic.

The following are the 2nd level Elemental Spells available.
Chameleon, Darkness, Dowsing, Fog of Fear, Identify Minerals, Resist Cold, Rock to Mud, Globe of Daylight and Wind Rush.

Next are the 3rd level spells.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on January 07, 2013, 11:54:44 AM
Man, Invisibility as a 2nd level spell? Totes cray.

I think in 2nd Edition, Tongues is like a 6th level spell.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Psychman on January 07, 2013, 12:16:04 PM
Quote from: everloss;615547
Man, Invisibility as a 2nd level spell? Totes cray.

I think in 2nd Edition, Tongues is like a 6th level spell.


Don't forget also, that the spell levels are for the benefit of classes that get access to the Wizard spell list through their own means (Witch, Priest, still to come).  Wizards can cast any spell they can learn, the level only impacts the likely cost to learn and possible difficulty of scroll conversion.  I don't recall that bit precisely and am away from my books.

Just wait till you consider the possibility of a 1st level Wizard knowing the Resurrection spell!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 08, 2013, 11:45:52 AM
3rd level spells

Commune with Dead has a range of self, duration of 8 melees per caster level and there is no save.   This spell allows the caster to speak with the dead.  It is noted that the deceased can only answer simply and that they do not have to tell the truth.

Fleet Feet doubles the physical prowess, speed and mobility of the target it’s cast upon.  It has a range of 60 feet, can affect 1-6 targets, and lasts for 2 melees per caster level.    With willing subjects there is no save, unwilling targets use a standard save versus magic.

Fly as the Eagle has a range of self or 60 feet, lasts 20 melees per caster level and has no saving throw.  The spell allows the caster or target to fly.  Certain combat bonuses can be applied during diving attacks.

Levitate Others has a 60 foot range, a duration of 8 melees per caster level and no saving throw.  The spell allows the caster to levitate other peoples than themselves up to 20 feet per caster level.

Mask of Deceit allows the caster to create a magical mask on their face or another’s face that can be made to resemble any facial features, colors, ect the caster desires.  Others viewing the Mask of Deceit get a saving throw versus magic with a -5 penalty to see through the illusion.

Multiple Images has a range of self or 30 feet and lasts 5 melees per caster level.  It creates 1-6 mirror images of the caster or target that mimics their every move.  Touching or striking the image causes it to disappear.  Those viewing the Multiple Images are allowed a saving throw versus magic at -6 to see through the illusion.

Reduce Objects has a range of 30 feet, lasts 10 melees per caster level and has no save.  When cast, this spell will reduce the size and weight of objects under 1000 pounds by half.

Sphere of Invisibility creates a sphere of invisibility with a 15 foot radius.  It has a range of 15 feet, lasts 15 melees per caster level and there is no save.  Otherwise, it functions the same as the Invisibility spell mentioned earlier.  The caster can move the sphere if they wish to, but cannot cast any other spells.

Speed of the Snail reduces physical prowess, speed, attacks ect by one third on target who fail a standard save versus magic.  The spell has a range of 60 feet and lasts 2 melees per caster level and can be cast on 1-6 targets.

The Armor of Ithan creates a magical suit of armor that is weightless, noiseless and invisible.  Named after the mighty ancient dwarven king Ithan, this armor spell is pretty potent.  It has an Armor Rating (AR) of 18 and 200 SDC.  It also halves all damage done by fire, cold and lightning.  The spell has a range of self or other, lasts 4 melees per caster level and has no save.

The Faeries Tongue has a range of self or others, lasts 10 melees per caster level and has no save.  It allows one to understand and speak of the faerie languages.

Turn Self Into Mist allows the caster to transform themselves into mist, allowing the caster to move through places they otherwise couldn’t.  In mist form, the caster is immune to all physical attacks, but does take half damage from fire.  It is stated that lightning and cold spells does slow the caster while in mist form.  The spell has a range of self, lasts 5 melees per caster level, and no save.

Words of Truth has a range of 5 feet and lasts 5 melees per caster level.  Once cast, the target must answer truthfully to each question they are asked.  The target must make a saving throw versus magic on each question asked.  Successfully making a save means that the target does not have to answer the question.

These are the following 3rd level elemental spells- Breathe Underwater, Call Lightning, Circle of Flame, Fire ball, Grow Plants, Miasma, Resist Fire, and Wall of Clay.

We'll get to 4th level spells next.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 09, 2013, 09:28:24 AM
4th level spells

Animate/Control Undead lets the caster to animate and control (through simple commands) any dead person/creature within 60 feet of the caster, no save.  The undead  have 4 hit points per caster level, one attack per round and their attack damage varies according to their size, 1d4 up to 2d6 and they are given rudimentary statistics.  A caster can control 1-6 undead per level of experience.

Commune with Spirits allows spirits from the other side to temporarily posses the caster and use them as a medium to communicate with.  The spirits are under no obligations to answer the questions truthfully.  Depending on how long the spirit’s earthly form has been deceased for determined the chance on percentile dice to commune with them.  There is also a chance that instead of contacting the spirit you intended, that you may contact a random spirit that could be either benevolent or malevolent.  The spell has a range of self, lasts 10 melees per caster level and has no save.

Control the Beasts allows the caster to control any animal (1-6 per level) within 60 feet and issue them basic commands.  The spell lasts 5 melees per level and have no save.

Death Trance slows the casters metabolism to the point where to all outside appearances, they are dead.  The range is self, lasts 10 melees per caster level and there is no save.

Diminish Others affects all living creatures (except for dragons, gods, devils ect, although vampires and werewolves can be affected!) and reduces them to six inches in height.  This one makes me smile.  It has a range of 90 feet, lasts 10 melees per caster level and all targets make a standard saving throw versus magic.

Familiar Link once cast, causes the caster’s mind to become permanently bonded to a small animal’s, in effect, the two become one.  The caster is able to sense all of the Link’s senses and vice versa with a telepathic/empathic link up to 600 feet.  The spell grants both the caster and the familiar an additional six hit points.  If the familiar is killed, in addition to the caster losing those extra hit points, there is also a chance that they go into a coma for up to six hours.  In this case the spell cannot be attempted again for at least one year.  There’s a small list that further details the types of animal familiars allowed.

Magic Net creates a 10 foot sized net that can ensnare 1-6 human sized things within.  The magic net is immune to attacks from normal weapons and can only be damaged by high quality weapons  or magical weapons.  The spell has a range of 60 feet and lasts 2 melees per caster level.  While there is no saving throw versus magic, targets are allowed  a chance to dodge the attack, needing a 16 or higher to succeed.

Magic Pigeon creates a magical pigeon look alike to deliver missives, 30 words or less, on behalf of the caster.  Since the pigeon is magical, it can fly without the need of rest, food or water, cutting down greatly on travel time.  The pigeons range is the immediate area and lasts 2 months per caster level.  

Mystical Illusion  creates any illusion the caster can think of up to a 20x20x20 area.  The effect is strictly visual.  Failure to make a standard save versus illusion (14 or greater) results in those viewing to believe the illusion as real.

Negate Magic only works against spell magic, against other types it has no effect.  The spell allows the caster to negate the spell magic being used in a fashion similar to hand to hand combat.  In this case, the caster using the spell rolls a d20 and the target who’s spell is defending the negation rolls a d20, trying to equal or exceed the attacking casters roll.  A successful save results in the defending caster/spell to have rebuffed the negate magic attempt.  Failure and the spell has been successfully negated.  It’s stated in the rules that all spell magic gets a save roll/parry attempt plus any spell strength bonuses.

Right after, there is a brief explanation of spell strength bonuses, which are used as a parry bonus for Negate Magic defense.  Listed after are the bonuses used for gods, devils and dragons for defending against Negate Magic.

Spirit of the Wolf greatly increases all five of the caster or another’s (up to one person per caster level) senses.  Each sense has its own entry as to what bonuses apply and how the sense now works.  The spell has a duration of 10 melees per caster level and there is no save.

Size of the Behemoth has a range of self or other, lasts 5 melees per caster level and has no save.  This spell once cast, increases the height and weight of the caster or another within 30 feet to 15 feet in height and 800 pounds with the added benefit of strength increasing to 30 for a strength bonus of +15 for damage.  The downside is that one’s speed is decreased to 6.

Turn Objects Invisible allows the caster to turn a single object weighing no more than 60 pounds invisible.  Invisible items will still radiate magic.  The spell has a range of 60 feet, lasts 8 melees per caster level and has no save.

The following are the 4th level elemental spells available to wizards- Clay to Lead, Extinguish Fires, Fifteen Foot Air Bubble, Hail, Phantom, Wall of Ice, Wall of Thorns, and Wither Plants.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 11, 2013, 08:30:48 AM
On to 5th level spells.

Blind has a range of 50 feet, a duration of 5 melees per level and uses a standard save versus magic.  A target that is blinded is at a -5 penalty to strike and -10 to hit.  This spell can affect those spells that require line of sight.

Create Bread and Milk creates 1-6 gallons of milk and 2-12 loaves of bread.  Range of 30 feet and a duration is described as permanent.  There is no save.

Detect Poison has a range of 15 feet, duration is instant and there’s no save.  The spell allows the caster to detect all poisons.

Eyes of the Wolf is akin to Spirit of the Wolf, with this spell just benefitting sight.  There’s a list of ways sight is improved or additional abilities.  The spell has a range of self and other, lasts for 20 melees per caster level and there’s no save.

Heal Self has a range of self, duration permanent and there’s no save.  This healing magic restores 2d6 hit points.

Induce Epilepsy has a range of 60 feet, has a random duration of 4d6 melees and uses a standard save versus magic.  Failure to save induces the target into a seizure during which they can take no action.  It also incurs 1d6 worth of damage.

Mute prevents a target from talking, useful against any wizards or magic that needs vocal commands.  Range of 30 feet, a duration of 20 melees per caster level and uses a standard save versus magic.

Metamorphosis allows the caster to change his shape into that of any living creature, although they do not gain the benefits of said creature.  The spell’s range is self, the duration is 50 melees per caster level and there is no saving throw.

Shadow Beast summons a large shadowy creature some 10 feet tall from another dimension that does the bidding of the caster.  These creatures are able to hide within the smallest shadows and are given two sets of stats- those within shadows and those within light.  The shadow beasts are able to follow simple commands of the caster and will stay as long as it takes to complete their command.  There is a small  chance (percentile) that the shadow beast does not return to where it came from, instead staying in this dimension and causing a lot of grief.

Shadow Walk/Meld once cast, lets the caster meld into shadows regardless of the shadows size.  While in a shadow, the caster is immune to most forms of attack (psionic attacks still apply).  The spell has a range of self or other, lasts 2 melees per caster level and has no saving throw.

Teleport Self  can teleport the caster and up to 100 pounds per caster level up to 5 miles.  Another person can be teleported, but there is a chance of it knocking both parties out.  There is also a chart for determining both successful and unsuccessful.  The range is self, duration instant and there is no save.

Strength of Utgard Loki hints at the origins of this giant.  The spell grants the caster or another increased physical prowess, physical endurance and speed.  There are also nice bonuses to dodge, damage and all saving throws.  The duration is 2 melees per caster level and there is no save.

Turn the Dead has a range of 60 feet , instant duration and all saving throws are standard versus magic with each undead being turned allowed to make a save.   The spell can turn 1d6 undead per caster level, although certain undead types are not affected- vampires and zombies.

X-ray Vision lets the caster see through solid materials.  There is a list given of how long it takes to view through different material types.  The spell lasts for 2 melees per caster level and no save.

The following is a list of those 5th level elemental spells –Animate Plants, Circle of Rain, Heal Burns, Melt Metal, Part Waters, Wall of Stone, Water Seal, and Whirlwind.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on January 11, 2013, 12:10:04 PM
"Induce Epilepsy has a range of 60 feet, has a random duration of 4d6 melees and uses a standard save versus magic. Failure to save induces the target into a seizure during which they can take no action. It also incurs 1d6 worth of damage."

I'm pretty sure that was taken out of 2nd edition. Too bad! I like the sound of this spell.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Novastar on January 11, 2013, 02:44:45 PM
Ah...Armor of Ithan.
Game breaking in 2nd edition, since it's so damn cheap (6 PPE, IIRC), and creates a better set of armor than you can buy from the local armorsmith.

Yes, there's workarounds, but it gets contrived fairly quickly if you keep using them.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on January 11, 2013, 11:21:09 PM
I don't remember seeing it, but does the Wizard gain new spells automatically each level? Or does he just gain extra spell slots and must learn actual spells on his own (scroll conversion, sturdying, purchasing, etc)?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 12, 2013, 10:14:36 AM
Quote from: everloss;617169
I don't remember seeing it, but does the Wizard gain new spells automatically each level? Or does he just gain extra spell slots and must learn actual spells on his own (scroll conversion, sturdying, purchasing, etc)?


No, they don't gain them per level.  After the initial spells received at first level, a wizard is on their own.  All of the wizard's spells are gained either through the magic cauldron, purchase through clergy or alchemist, trade, boon/grant or scroll conversion.

A wizard's level indicates how many spells they can cast per day.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Bloody Stupid Johnson on January 12, 2013, 07:21:10 PM
Why aren't zombies affected by Turn the Dead? Weird.
 
Seems you can see a lot of That Other Fantasy Game in the spell lists, under the renaming (e.g. Carpet of Adhesion = Web, Speed of the Snail = Slow, etc. etc.)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 12, 2013, 07:48:07 PM
Quote from: Bloody Stupid Johnson;617381
Why aren't zombies affected by Turn the Dead? Weird.
 
Seems you can see a lot of That Other Fantasy Game in the spell lists, under the renaming (e.g. Carpet of Adhesion = Web, Speed of the Snail = Slow, etc. etc.)


To turn a zombie, Exorcism must be cast.  

In the game, zombies aren't considered simple undead.  They are the damned who are sentenced to undead slavery.

There is a lot of "that other game" here.  It's where the game injects it's own thing is where it truly shines.  There's some spells and OCCs coming up where hopefully that will become more apparent.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Planet Algol on January 12, 2013, 07:49:04 PM
I've got to get the blood cauldron going in my d&d game!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on January 12, 2013, 10:22:47 PM
Quote from: RunningLaser;617391

There is a lot of "that other game" here.  It's where the game injects it's own thing is where it truly shines.  There's some spells and OCCs coming up where hopefully that will become more apparent.


I can't wait for the psionics. That's always been one of my favorite things in Palladium.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 13, 2013, 05:36:59 PM
Quote from: everloss;617422
I can't wait for the psionics. That's always been one of my favorite things in Palladium.


Psionics are pretty nasty.  Mind mage....  whoo!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 13, 2013, 05:39:26 PM
These are the 6th level spells.

Age has a range of 90 feet, can affect on target per caster level, lasts 3 melees per caster level, and uses a standard save versus magic.  The target of this spell magically ages to the limit of that races natural age, accruing penalties to strike, damage, dodge and parry with all attacks and speed being reduced by half.  Creatures with greater than human aging are less affected by this spell, while certain creatures- gods, dragons, ect, are not affected.

Animate Object allows the caster to animate and control any object up to 50 pounds (or objects that do not total more than 50 pounds).  The spell has a range of 60 feet, a duration of 2 melees per caster level and no save.

Dispel Magic Barriers negates magic barriers and has a list of magical barriers that it’s effective against.  It has a range of 60 feet, duration is instant and all magic barriers are allowed a standard save versus magic to resist being negated.

Exorcism when cast, gives the caster a 60% chance of exorcising supernatural creatures and features a small list of such creatures- vampires, zombies, minor devils and demons, ect.  It has a 60 foot radius, instant duration and there is no saving throw (the percentile dice are use as mentioned above).  It can affect up to 2d6 creatures per caster level, which comes across as some potent supernatural medicine.

Metamorphosis (Others) allows the caster to alter the form of another.  The spell has a range of 15 feet, lasts 30 melees per caster level and uses a standard save versus magic.

Mind Wipe erases a targets memory.  If a target fails their save (standard), you make a percentile roll and the results ranging from forgetting 1d6 days to permanently forgetting.

Mystic Alarm is a spell that can be placed on any object and alerts the caster to any disturbance to it, regardless of how far away the caster is (even trans-dimensional).  The spell has range of 30 feet(to cast upon), lasts one week per caster level and have no save.

Mystic Portal opens a 6 foot wide, 15 foot tall dimensional gateway that allows the caster (one way trip only) to either pass through walls, teleport up to 300 miles or travel to another dimension.  It lasts 4 melees per caster level and has no save.

Schizophrenia is a spell that causes one of two effects to occur to the target if the target fails a standard save versus magic.  The first possible effect is passiveness which leads to penalties to strike, parry and dodge.  The second effect is disorganized which is a gives worse penalties to strike, parry, dodge and halves all attacks.  The spell has a range of 30 feet and lasts 6 melees per caster level.

Telekinetics has a range of 40 feet, lasts 6 rounds per caster level and has no save.  The spell lets the caster move objects no more than 50 pounds per level and attack with small objects that weigh no more than 3 pounds.

The Faerie’s Dance can be cast up to 60 feet away, creating a 20 foot radius where any entering and failing a standard save versus magic roll will begin to dance wildly until dropping from exhaustion (roll against PE, failure indicates you pass out for 3d6 melees).  While dancing, the targets have extremely stiff penalties to strike, dodge and parry.  The dance lasts 20 melees per caster level.

The Sorcerer’s Seal is to me is a neat spell.  It allows the caster to magically lock any door or opening that can be covered.  Once sealed, nothing, and I mean nothing can open it- not even a god.  The only thing that can open it is the Dispel Magic Barrier spell.  There’s a little fluff where it says wax must be used.  The spell has a 10 foot range, conditional duration (only if it’s dispelled) and there’s no save.  

Witch’s Bottles allows the caster to create a ward against witches.  I like the flavor of this spell a lot.  So far, aside from the Magic Cauldron, a lot of the spell descriptions have been normal I suppose.  To cast this spell, the caster needs the necessary components and it can only be cast in a secluded environment.  Here’s an excerpt from the book:
“A sturdy pint bottle, a cork to cap the bottle, lead to seal the bottle, one-half pint of ram’s blood, 3 small iron nails, 7 thorns, a pinch of salt, and some hair and nail clippings from the person who seeks protection.  All these ingredients are placed into the bottle, corked, sealed and boiled on a fire at midnight while the incantation is invoked.”

That’s incredible, that’s awesome and I love that sort of thing.  I wish more of the spells had that kind of description.  Hell, I wish more games in general did that.  
 
There is a list of bonuses that apply against witches while wearing the charm, including their familiars.  It is stressed that the charm only works against spell magic from witches, and that it is ineffective versus all other magics.

The bottle is made for a specific person- others cannot use it and lasts one year per level of the caster.


Next we have the list of 6th level elemental spells-  Calm Storm, Encase Object in Stone, Snow Storm and Walk the Waves.

I’ll note here that the spell list is set up in a pyramid type fashion.  There are more spells at the bottom than there are at the top.    

Next we’ll cover 7th level spells.  I’ll combine 8th through 11th since they are much shorter.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 14, 2013, 09:57:32 AM
7th Level Spells


Astral Projection has a range of self, lasts 4 melees per caster level and has no saving throw.  The spell allows the caster to have their spirit travel through the astral world, traveling far and wide in very little time.  The spell is a considered a great tool for spying.  The drawback however is getting one’s soul stuck in the astral plane while the spiritless body withers away on the physical plane.  There is a percentile chart of traveling back to the body where failure means eventual death of the body, but the spirit wandering the void for eternity.


Curse/Boils is an awful thing to curse someone with.  The spell has a range of 30 feet, lasts 1d6 weeks per caster level and all saves are standard versus magic.  Failure to save and the target is covered with large painful boils within 20 minutes.  The boils are prone to bursting if hit and thus restricts what can be worn.  Each time a boil bursts, the target takes 1 point of damage and there are penalties to strike, parry and dodge.  Only a remove curse can cure this affliction.


Empathy is described as less effective than the psionic ability of the same name.  It allows the caster to transfer an emotional sensation to another and causing the appropriate response depending on the emotion.   The spell has a 60 foot range, lasts 4 melees per caster level and uses a standard save versus magic.

Impenetrable Wall of Force has a range of 90 feet, lasts 5 melees per caster level and has no save.  This spell creates a shimmering 20’ by 20’ wall of light that nothing can penetrate.  The only way to get through the wall is by casting Dispel Magic Barrier or Negate Magic.


Geas implants a quest into the mind of the target it is cast upon, causing the target to complete that quest to the exclusion of anything else.  The quest cannot be in opposition to the targets beliefs.  The spell has a range of 90 feet and uses a standard save versus magic.  The duration is listed as conditional which I take to mean that until the geas is completed, the target is still under the effects.


Remove Curse has a range of 30 feet, duration is permanent and there is no save.  Once cast it removes all curses 55% of the time.  


See Wards lets the caster see the magical energies that all magical wards radiate.  It has a range of 90 feet, lasts 4 melees per caster level and there is no save.


The following are the 7th level elemental spells available to a wizard-  Eternal Flame, Quicksand, Suspend Animation, and 10 Foot Wheel of Fire.

Next we will tackle all of the remaining spells –levels 8 through 11, finishing off with Spells of Legend.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 14, 2013, 04:04:19 PM
8th level spells


Create Zombies has a range of 6 feet, permanent duration and there’s no save.  This necromantic spell transforms recently deceased (very recently) into mindless zombie slaves.  Like Witch’s Bottle, there’s some nice fluff about how to complete the spell.  It involves white linen, drawing a circle, candles, and being performed in a graveyard at midnight by the light of a full moon.  Next step is to draw a symbol of power on the still warm throat of the deceased as the caster completes the ritual.  

The following paragraph outlines the stats for a zombie with the final sentence letting us know that unless a zombies head is removed from its body and buried separately or an exorcism is performed, then the zombie will rise once more.


Curse/Fever induces a severe fever on the target that halves all skill rolls and attacks.  There are also penalties to strike, dodge and parry.  The spell lasts 1d6 days per caster level and can only be removed by a Remove Curse spell.  The spell has a target of 30 feet and uses a standard save versus magic.


Doppelganger creates a magical clone of the caster.  This clone is at half power of the caster, but can create another clone of themselves.  The spell has a range of self, duration of 24 hours per caster level and there is no save.


Expel Demons lets a caster repel demons who fail a special saving throw- 18 or higher for lesser demons while greater demons must roll 12 or higher.  Demons who fail their save are repelled for at least one hour.  The spell has a 15 foot radius and lasts 15 melees per caster level.


Expel Devils functions exactly like Expel Demons.


Restoration has a range of 6 feet, a duration of 1 melee/permanent and has no save.  It’s described as an awesome spell that can either fully restore health or completely restore missing limbs.  The downside is that each time the spell is cast, it drains the caster of one PE point.


Swords to Snakes made me smile.  It turns all swords and dagger into snake- angry snakes that bite the wielder for 1d4 points of damage per bite.  One sword can be transformed per caster level.  The range is 60 feet, duration of 6 melees per caster level and there is no save.


These are the 8th level elemental spells- Close Fissure, Earthquake, River of Lava, and Stone To Flesh.


Onto 9th level wizard spells.


Teleport (superior) can transport the caster and up to 1000 pounds per level.  Otherwise, it functions like Teleport mentioned earlier.


Summon Greater Familiar allows the caster to summon a lesser devil or demon by either signing a pact or through a battle of wills.  The battle of wills roll entails the caster rolling a d20 five times and getting at least three rolls under his MA stat.   Failure means the demon/devil attacks.  Success and the demon/devil serves the caster, although they will try to challenge the caster at least once a month.


The following are the 9th level elemental spells available to a wizard – Rainbow and Tornado.

Level 10 spells


Death causes an automatic 1d6 points of damage per caster level on the targets up to 60 feet away.  All saves are standard versus magic and the duration is one melee.


Havoc is effective up to 90 feet, affecting everyone in a 20 foot radius.  All targets within the effect who fail a standard save versus magic suffer 1d8 points of damage and suffer penalties to strike, parry and dodge.


Scroll Creation provides the caster with the temporary knowledge to create a scroll.  Scrolls can only be created from those spells that the caster knows.  There is no save needed.


These are the 10th level elemental spells available – Hurricane and Magnetism.



11th level spells


Dimensional Teleport allows the caster to have a 6% chance per level to teleport across dimensions.  The spell has a dimensional range, an instant duration and there is no save.


Resurrection allows the caster to bring someone back to life.  It has a 6 foot range, is instant/permanent, and there is no save.  The chance of success is 45% and can be attempted no more than three times on a corpse.  Missing limbs are not restored.


There is one 11th level elemental spell- Petrification.


Spells of Legend.

Now that we have finished will all 11 levels of wizard’s spells, we move on to the Spells of Legend.  The four spells that are listed are said to be the only spells of legend that have survived the “great confrontation with the old ones”.


Anti Magic Cloud is a spell that is prefaced by saying there is doubt as to the actual existence of this spell.  The spell creates a magical cloud (100 foot radius per caster level) that negates all magic within it.  To save, targets must roll an 18-20.  The spell lasts 20 melees per caster level.

The Barrier of Thoth creates an AR 18 400 SDC, with dimensions of 75’x75’ x25 per caster level than prevents damn near anything from passing through, including spells.  It lasts 30 melees per caster level and there is no save.


The Crimson Wall of Lictalon creates a nightmare wall of lost souls that causes all (70% roll) but the most brave to flee in terror.  Merely touching the wall causes 6d6 points of damage unless a standard save versus magic is made.  Staying too long in the wall can cause a character to gain insanities or even becoming part of the wall itself.  The dimensions of the wall are 50’x50’x25’ and lasts 20 melees per caster level.


Sanctuary is the last spell of legend.  This spell creates an area (50 foot radius per caster level) that “prevents all acts of aggression or hostility”.  There is no save and the spell lasts 1d6 hours per caster level.  Any attempt to harm another while under the area of influence results in the aggressor becoming paralyzed.  


This ends all of the wizard spells.  We’ll get to the next OCC- The Warlock.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 15, 2013, 11:01:40 AM
Warlocks are casters who derive their magical abilities from the elemental forces of the universe- earth, air, fire and water.  They are a bit of a mash-up between cleric and wizard.  You must choose an elemental lord to align yourself to and once you do it becomes your life sign and source of magical power.  You are not limited to choosing a single element- you can select two if you like as long as you have an IQ of 12 or higher.  However, having more than one elemental force limits how far you can progress into an elemental spell list as you are equally distributing your allowed spells between two lists instead of one.

Depending on what elemental force you choose, determines what kind of elemental magic is available to you.   The magic of a warlock is given to him by the elemental force in a similar fashion to how a cleric receives spells from their god.    As a warlock progresses in level, they are able to select spells from their elemental spell list and only their list.  It is stated that while warlocks are allowed multiple OCCs, due to the nature of their devotion to an elemental lord, they tend not to choose another magic OCC.  Warlocks are allowed to be of any alignment, although most perceive them to be evil due to the powers they represent.

There are four abilities that all warlocks receive- these are - speak elemental, sense elementals, non-aggression and summon elementals.  

Speak elemental allows the warlock to speak with all elementals.   It stressed that elementals are frightening destructive forces that have no regard for life- not due to them being evil, just that they are so alien.  The book describes elementals paying no more heed to us than most would an ant.  Most interactions between man and elemental would result in the man being torn limb from limb- save the warlock who is considered a type of kin.  The rules state that this kinship only extends to the warlock and not to any of the warlock’s friends or family.

Sense elementals describes what the ability is.  The warlocks are so in tune with the elemental forces that they can sense have a 15% chance of sensing them per level out to a 60 foot range.

All warlocks enjoy non aggression from elementals.  This means that an elemental will not harm or kill a warlock unless forced to do so or in self defense.  Even then, an elemental will warn the warlock of its intent before it attacks.

Lastly, warlocks can summon elementals, but only the elemental type that matches their life sign (and while you can have two elemental forces, you can only have one life sign).  This is not an instantaneous summoning, but rather an involved ritual that can take a couple of hours.  Elementals do not like being away from their plane for long periods of time.  If a warlock keeps them too long, they will become agitated and demand their release.  If the warlock continues to deny the elemental a return to their plane, there becomes an increasing risk (percentile roll) of the elemental attacking the warlock.

Reading on we discover a few more tidbits of the OCC.  Warlocks have an intuitive understanding of elementals that is right up there with the most learned academics.  Their hand to hand and armor choices are the same as a wizard.   While they are akin to priests & clerics, they do not have their weapon restrictions.  And because they are warlocks, we find that all warlocks wear colored clothing dictating which elemental force they are aligned to.

Next we have the actual OCC entry.  To become a warlock you must have an IQ of 6 and an ME of 10 (to align to one elemental force) or an IQ of 12 and an ME of 14 ( to align to two elemental forces).  There are entries for power words (four elemental power words), symbols, languages and skills.  The entry ends with the warlock’s spell/ magic combat chart and level progression chart.

The next entry we will begin to cover the elemental spell lists.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on January 15, 2013, 11:27:12 AM
Man, Warlocks are the best. They aren't even the most powerful of the caster classes, but with their mix of spells, they're awfully fun to play.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 16, 2013, 01:47:30 PM
There are four elemental spell lists for the warlock – fire, air, water and earth.  Each list has between 7-8 levels of spells and in some cases, spells can overlap.

The first set of elemental spells begins with Air.

1st level Air elemental magic spells

Breathe Without Air has a range of self or others by touch, lasts 10 melees per warlock level, and has no saving throw.  It allows one to breathe without air in any environment including a vacuum.

Clap of Thunder creates a very loud sound of thunder, a quarter mile in radius per warlock level, that makes those with a low ME (8) nervous.  There’s no penalties listed here.  The duration is half a melee.

Cloud of Slumber has a range of 90 feet, a duration of 4 melees per warlock level and uses a standard save versus magic.  This spell creates a 20’x20’x20’ cloud that causes all who fail their save to fall asleep until the spell ends.

Cloud of Steam creates a 30’x30’x30’ steam cloud that causes 1d8 points of damage and can blind targets for 1d6 melees.   Targets that make their standard save halve the amount of time they are blinded.  It can be cast up to 90 feet away.

Create Mild Wind creates wind (2 mph per warlock level) up to a 320 foot radius and lasts 4 melees per warlock level.  No save.

Howling Wind creates haunting sounds akin to those made by restless spirits/ghost.  Those who fail their save (standard) receive penalties to strike, parry, dodge and also have a 40% chance of running away.    The spell has a 100’ radius and lasts 4 melees per warlock level.

Stop Wind allows a warlock to stop all wind in a 100’ radius.  The spell lasts 3 melees per warlock level and there is no save.

Next up will be the 2nd level spells.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 16, 2013, 01:55:47 PM
Quote from: Zachary The First;618303
Man, Warlocks are the best. They aren't even the most powerful of the caster classes, but with their mix of spells, they're awfully fun to play.



Warlocks are a very cool class even though their spells tend to be "softer" for lack of a better term.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 17, 2013, 09:43:50 AM
2nd level Air Elemental Magic

Change Wind Direction allows the warlock to change the direction of the wind.  It has a 320’ radius, lasts 4 melees per caster level and no save.

Create Air makes a bubble of breathable air (5’ radius).  Lasts 5 melees per caster level and no save.

Heavy Breathing….  Scary sound of heavy breathing near you.  Can be cast up to 60 feet and lasts 5 melees per caster level.  Failed saves versus magic induces penalties to strike, parry and dodge.  Also 60% chance targets will flee.

Levitate allows the warlock to lift objects up to 150 pounds per warlock level up to 30 feet high.  Range of 30 feet, no save.

Mesmerism has a 5 foot range, lasts 4 melees per warlock level and all saves are standard.  Creates a mesmerizing translucent mist that allows the warlock to plant suggestions into the target’s mind.

Miasma has a range of 60 feet, a duration o f4 melees per warlock level and uses standard saves.  This spell creates a poisonous mini cloud (10 foot radius) that causes 1d4 points of damage and applies penalties to strike, parry and dodge.

Northwind creates a cold wind that chills people to the bone (no damage or penalties).  It has a 200 foot radius and lasts 6 melees per warlock level.  No save.

Silence allows the warlock to silence all sounds within a 15 foot radius, lasting 5 melees per caster level.  No save.

Wind Rush has a range of 120 feet and lasts but one melee.  This spell creates a magical gust of wind that targets must roll an 18-20 to avoid losing balance.


that ends the 2nd level air spells. Next up, 3rd level.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 17, 2013, 02:56:27 PM
Here's the 3rd and 4th level air magic spells

3rd level Air Elemental Spells.

Call Lightning allows the warlock to create and deliver a shock of lightning to any one target within 120 feet.  The lightning does 1d6 of damage per warlock level.  There is no save.

Float in Air allows the warlock to hover in the air or slow a fall.   Awkward movement imparts penalties to strike, parry and dodge.  Range of 30 feet (self or others), lasts 10 melees per warlock level and no save.

Darkness creates an area of darkness (5 foot radius per warlock level) that gives bonuses to all Prowl rolls made within.  Normal light does not affect the darkness.  The spell lasts for 10 melees per caster level and there’s no save.

Fingers of the Wind.  Use wind to manipulate small objects within 90 feet.  Spell lasts 3 melees per warlock level.  No save.

Fifteen Foot Air Bubble allows the warlock to create a durable (can be popped) bubble of air- can be used underwater.    Lasts 15 melees per warlock level and no save.

Northern Lights creates a 30 foot radius of swirling lights to distract those who fail their save (standard), imparting penalties to strike, parry and dodge for the duration of the spell (4 melees per warlock level).  It can be cast up to 60 feet from the warlock.

Resist Cold lasts 30 melees per warlock level, no save and reduces the effects of cold.

Walk the Wind has a range of self and others, lasts 20 melees per warlock level and no save.  This spell lets the warlock “walk” on air up to 20 feet high.  Rules state that warlocks like showing off with this spell.

4th level Air Elemental Spells

Ball Lightning allows the warlock to create three basketball size balls of lightning and launch them at any targets within 90 feet (1d6 damage per warlock level).  The lightning does not auto hit- the warlock needs to roll for strike, but gets a +5 bonus.  The ball lightning can also be used to create an electrical field (AR 5 SDC 20) that causes 2d6 to anyone passing through it with those folks wearing lots of metal taking additional damage.  The spell lasts 3 melees per warlock level and there’s no save.

Calm storm has a 90’ radius per warlock level, lasts 30 melees per warlock level.  The warlock can use his will over the elements and lessen the storm’s fury by half.  Automatic success versus natural storms, must use the magic duel from the Negate Magic spell for magical storms.

Dissipate Gasses removes all gasses including magical.  30 foot radius, lasts 4 melees per warlock level, and no save.

Freeze water lets a warlock freeze up to 20 gallons of water per level up to 30 feet away.  No save.

Invisibility makes the warlock and everyone within a 6 foot radius invisible.  Lasts for 10 melees per warlock level and no save.

Leaf Rustler summons an a small air elemental that follows simple commands.  Stats are given for the air elemental.  It can carry up to 3 pounds and lasts up to 30 melees per warlock level.

Phantom footman is a more powerful version of Leaf Rustler.  Stats are stronger and can carry up to 250 pounds.  Duration is 15 melees per warlock level.

Protection from Lightning causes all electrical damaged to be reduced to one third.    Spell has a range of self, lasts 10 melees per warlock level and there’s no save.

This ends the 4th level Air spells.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 18, 2013, 09:31:53 AM
5th through 7th air spells


5th level Air spells

Breath of Life allows the warlock to attempt to restore life (74% chance) into the recently deceased (24 hours) by breathing into them.  Only one attempt can be made per warlock.

Circle of Rain creates heavy rain, thunder and lightning in a 60 foot radius per warlock level and lasts 30 melees per warlock level.   While in the radius of the storm, one’s senses are impaired.

Darken the Sky lets the warlock alter the skies, creating dark and ominous clouds.  Range of 300 feet per warlock level and lasts 60 melees per warlock level.  No save.

Detect the Invisible lets the warlock see the invisible within 60 feet.  Lasts 10 melees per level and no save.  

Invisible Wall creates an “Elemental wall of wind and water” that cannot be breached with dimensions of 8’x8’x8’ per level and lasts 2 melees per level.

Phantom summons a minor air elemental to do the warlock’s bidding.  There is a complete list of stats for the air elemental an it is combat proficient.  The spell lasts 15 melees per level.

Whirlwind creates mini tornado that can throw things around and cause havoc and damage (2d6 +2).  The tornado has a 20 foot radius, can be cast up to 300 feet away and lasts 3 melees per level.  

This ends the 5th level air spells.

6th level air spells

Electrical Field lets the warlock create a wall of electricity that causes 4d6 points of damage to anyone trying to pass through it.  There’s a 50% chance of getting stunned for 2d6 melees.  If you are unfortunate to be wearing lots of metal, you take an additional 20 points of damage.  The dimensions of the field is 10’x10’x5’ per level and has a duration of 6 melees per level.  No save.

Electromagnetism has a 20 foot radius, lasts 20 melees per level and has no save.  This spell creates a super magnetized area causing all metallic objects to be drawn towards the center.  Strong enough to pull and hold objects up to 1000 pounds.

Mist of Death can be cast up to 90’ away, creating a deadly mist in a 10’ radius that causes 20 points of damage to anyone who touches it.  It lasts only one melee and uses standard saving throws.

Snow Storm creates a mini blizzard conditions within a 15 foot radius (per warlock level) reducing speed, sight and causing 1d8+1 points of damage per melee, up to 240 feet from the caster.  Lasts 8 melees per level and no save.

Vacuum lets the warlock create a vacuum (2 foot radius per level) devoid of air, causing air breathing targets to suffocate after 6 melees.  Standard saves are used with the caveat that the target can only roll twice in four melees.  Lasts 2 melees per level.

Whisper of the Wind lets the warlock transmit a brief message and have the winds deliver it to the intended listener.  The spell has a range of 40 miles per level and no save.

That’s the end of the 6th level air spells.

7th level air spells

Atmosphere Manipulation allows the caster to manipulate atmospheric conditions in any of five ways- raising/lowering temperatures, increasing/decreasing wind, increase/decrease precipitation, create normal fog and dissipate normal fog. There are values given per level indicating how much the atmosphere can be changed.  The range is a 300 foot radius per level.  The spell lasts 30 melees per level and there’s no save.

Hurricane has a 120 foot radius, can be cast up to 300 feet away, and lasts 6 melees per level.  This spell creates hurricane force winds (up to 150mph).  Waters become raging and flying debris can cause 1d6 per melee.

Rainbow creates a majestic rainbow, bringing good feelings to all who view it- morale is raised.  The spell has a range of 1 mile and lasts 15 melees per level.  All saves are standard.

Tornado has a 100 foot radius and lasts 5 melees per level.  Spell creates a powerful tornado.  Flying debris can cause 3d6 points of damage.  Winds can destroy structures and sweep targets into the funnel (1d6 + 20 points of damage).  No save.

This end all of the air elemental spells.  Next up are the earth elemental spells.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Novastar on January 18, 2013, 01:07:55 PM
After watching the Avatar: The Last Airbender series, I'll freely admit I tend to play up Warlock spells going off as kata/martial art movements.

People who've seen the series thinks it's a good homage, and people who haven't think it's an amazingly cool idea, for spellcasting!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 18, 2013, 03:55:50 PM
Earth Elemental spells

I figured I'd do both 1st and 2nd level here today.

1st level earth spells

Chameleon lets the warlock change the color and pattern of their clothes and body to blend into the background. The percentage to be undetected decreases depending on movement.  The spell has a range of self or others, lasts 18 melees per level and there’s no save.

Dowsing lets the warlock find water beneath the ground.  120 foot radius, lasts 10 melees per level and no save.

Dust Storm has a 20 foot radius per level, a duration of 8 melees per level and no save.  Creates a dust storm that impairs the senses and reduces speed.  No save.

Fool’s Gold turns material into pyrite for a short duration (20 melees per level).  Failure to make a standard save causes targets to believe it’s the real thing.  Range of 5 feet.

Identify Minerals once cast gives the warlock temporary knowledge of minerals.  Lasts 3 melees per level, 5 foot range and no save.

Identify plants is basically the same spell as Identify Minerals, only applying to plants.

Rock to Mud turns up to 30 pounds of rock (per level) into mud up to 20 feet away.  Effects are permanent and there’s no save.

Rot Wood reduces the structural integrity of wood by half up to 20 feet away.  Up to 30 pounds of wood per level, permanent effect.  No save.

This ends the 1st level earth spells.

2nd Level earth spells

Create Dirt of Clay creates either out of thin air.  12 foot range, 30 pounds per level, no save.

Dirt to Clay – up to 50 pounds of dirt per level turns to clay.  12 foot range, permanent effect and no save.

Dirt to Sand same as above, but turns dirt to sand instead.

Grow Plants doesn’t grow them instantly.  Instead value of soil is increased doubling the growth rate of plants.  10 foot radius per level, lasts one month per level and no save.

Hopping Stones has a 60 foot range, duration of 4 melees per level and no save.   The spell give the warlock limited control over stones and pebbles in the form of making them hop.  Up to 50 pounds can be moved up to 6 feet, and you can use the stones to hit targets for between 1d4 to 2d6 points of damage depending on stone size.  

Track magically enables the warlock to track up to 77%.  Cast on self or others, lasts 10 melees per level and no save.

Wall of Clay creates an 8’x8’x’4’ (per level)  100 SDC wall of clay that lasts 12 melees per level.

Wither Plants kills all plants within a 20 foot in an 8 foot radius (the rules here are a bit off.  Says range of 8 foot radius then 20 foot radius in description.  Guessing it was a simple error.)  Larger plants have their structural integrity reduced.

This ends 2nd level earth spells.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 18, 2013, 03:58:04 PM
And, what they heck, 3rd and 4th Earth spells.

3rd level earth spells

Animate Plants allows the warlock to animate and control all plant life within a 40 foot radius.  The plants cannot uproot themselves, but are able to grab and strike within their limits.  Stats are listed for the different general types of plant life.  The spell lasts 4 melees per level and there’s no save.

Create Mound  moves the surrounding earth to create a mound 10’x5’x5’ per level.  The effect lasts for 20 melees per level and there’s no save.

Crumble Stone weakens then crumbles up to 50 pounds of stone/rock per level.  Permanent effect and no save.

Dig creates an invisible force that can excavate up to 10 feet of dirt per melee (other forms of soil have excavation rates).  Lasts 6 melees per level and no save.

Earth Rumble can be cast up to 90 feet away and makes all the earth within a 30 foot radius shake and rumble.  Fail a standard save and there’s a chance targets within panic.

Encase Object in Stone lets the warlock “wrap” non living objects (up to 6 inch circumference) in 35 pounds of stone- AR 15 and 50 SDC.  Range of 8 feet, permanent effect and no save.

Locate Minerals lets the warlock locate a specific mineral within a 40 foot radius.  Lasts 4 melees per level and no save.

Wall of Stone creates an 8’x8’x2 wall of stone , 300 SDC lasting 10 melees per caster level and no save.

3rd level earth spells end here.

4th level earth spells

Animate Object has a range of 40 feet, lasts 4 melees per level and no save.  Animate any wood, clay or stone object no more than 50 pounds.  Depending on size and object type, determines objects damage output.    Attack strength and bonuses are given.

Cocoon of Stone wraps the warlock in a stone “cocoon” and the warlock enters a state of semi suspended animation.  The cocoon also offers protection from heat, cold ect AR 16, SDC 300.  The cocoon lasts one day per level and there’s no save.

Mend Stone repairs damage to stone (increase SDC by one half) and stops deterioration.  The spells effects are permanent and there’s no save.

Quicksand has a 4 foot radius per level, lasts 20 melees per level and no save.  Warlock turns earth and stone into quicksand.  Rates are given for sinking and disguising the quicksand to make a trap.

Repel Animals creates a 20 foot radius that repels all animals.  Animals must roll 17 or higher or flee.  Lasts 15 melees.

Rust weakens and rusts iron, up to 40 pounds per level.  It can be cast up to 12 feet away and uses standard saves.  (although it says no save in the title, one is listed as special in the description)

Sand Storm can be cast up to 120 feet away, impairing the senses of those who are caught within (20 foot radius per level) and impacting strike, parry and dodge rolls.  Targets can also take 1d4 points of damage per melee.  All speeds are halved.  Successful save versus magic only results in normal speed maintained.

Wall of thorns creates a wall of spikey foliage 10’x10’x10’.  Fall into the wall and take a whopping 5d6 points of damage.  Spell lasts 10 melees per level and no save.

This ends the 4th level earth spells
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on January 18, 2013, 05:04:50 PM
Wall of Thorns and Rust are two faves! Extremely useful (and the bane of many an opponent) when properly utilized.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 19, 2013, 10:26:42 AM
5th & 6th level Earth spells

5th level earth spells

Chasm – create an opening in the ground 40’x20’20’ per level.  Spell can be cast up to 120 feet, and closes up when spell ends (10 melees per level), no save.

Clay to Lead- turn up to 50 pounds of clay per level into lead.  Range of 12 feet, no save.  Effects are permanent.

Clay to Stone- same as above, but to stone.

Close Fissures temporarily closes all fissures with a size of 50’l x 30’w, within 60 feet.  Lasts 8 melees per level and no save.

Mud Mound summons a 12 foot earth elemental- appears as a large mound of mud.  Spell lasts for 30 melees per level and no save.  Stats are given for the mud mound and what is interesting to note- the mud mound is able to cast all 1st level earth magic at 4th level power.

River of Lava is a very powerful spell.  Probably one of the most powerful elemental spells I’ve come across so far.  Once cast, it opens up 30’ long, 10’ wide, 5’ deep (per warlock level) river of lava that causes 4d6 +10 points of damage to unlucky souls who fall in.  Manage to get out and you still take 3d6 points of damage per melee (for 3 melees) until the clinging hot slag cools.  The spell can be cast up to 120 feet away and lasts 6 melees per level.

Travel Through Walls lets the warlock walk through all types of earthy materials at a rate of 40 to 60 feet per melee depending on the material.  The spell only works on the warlock and lasts 8 melees per level.

This ends the level 5 spells

6th level earth spells

Clay to Iron- same as Clay to Lead, but changes to Iron.

Earthquake is another potent spell.  Structures caught in the spells range can take up to 1d4x1000 SDC and the residual shock waves can do 6d6 + 40 points of damage to structures.  Hapless folks falling into the open fissure take 1d8 per 20 feet they fall, and as a coup de grace, unlucky targets who are still in the fissure when it closes get to enjoy an additional 250 points of damage.  The spell has a range of 120 feet, lasts 4 melees per level and there’s no save.  Dispel Magic can be used to end the earthquake, but the defending spell gets a +5 bonus to its save.

Mend Metal restores 20 SDC to damaged metals.  Up to 60 pounds can be restored per level.   The effects are permanent and there’s no save.

Sculpt and Animate Clay Animals – Create and animate animals up to 12 feet tall and have them under the warlocks control.  The creation must stay within a 200 foot radius of the warlock and a generic set of stats are give.  Of special note is the fact that this spell can be combined with others (clay to stone, stone to flesh and breath of life) and make a stone or flesh golem.  The spell has a duration of 6 hours per level and no save.

Stone to Flesh turns up to 50 pounds of stone to flesh.  Used most often to restore petrified targets.   Range 12 feet, permanent and no save.

Travel Through Stone lets the warlock walk through stone, up to 30 feet per melee.  Spell lasts 8 melees per level, no save.

Wood to Stone turns up to 60 pounds of wood per level to stone.  Effects are permanent, no save.

This ends the 6th level spells, next up- 7th level.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 21, 2013, 08:49:42 AM
7th and 8th level Earth spells

7th level starts out strong

Create Golem- warlock can create a golem up to 18 feet in height.  Golems can be sculpted out of either stone or iron.  Gems must be used in its creation and the a drop of the warlock’s own blood must be used.  Obeys all commands of the warlock.  The iron golem is slightly more powerful than the stone golem, but not overly so.  Stats are given for both.

Metal to Clay changes 60 pounds of metal to clay per level.  Effects are permanent and no save.

Petrification turns living flesh to stone on a failed standard save versus magic.  Spell has a range of 40 feet and the effects are permanent.

Wall of Iron creates an 8’x8’x2’ (per level) wall of iron with 400 SDC per level.  The spell lasts 10 melees per level and no save.  

End of 7th level earth.  Next 8th.

8th level earth magic

Cap Volcano can be used to place a temporary cap on an active volcano.  The spell lasts 6 hours per level, has a 300 foot range and no save.

Magnetism is the same as the Electromagnetism spell.

Soul Transference lets the warlock permanently transfer their soul into any natural object (stone, earth, clay, iron, wood) and animate it.  The warlock’s old body dies and they “live” on in their new vessel.  Life isn’t easy however as every eight years the warlock makes two insanity rolls.

Suspended Animation-warlock is able to put themselves in a state of suspended animation from 1 day to 10 years per level, only aging 2 years per 10 sleeping.  No save.

This ends all of the earth magic spells.  Next we begin with fire elemental spells.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 21, 2013, 01:52:30 PM
Some more for today.  

Fire Elemental Spells

1st level fire spells

Blinding Flash makes a eye searing white flash of light in a 10’ radius, blinding targets who fail their standard save versus magic for 1d4 melees.

Cloud of Smoke creates a 30’x30’x30’ cloud of smoke impairing vision and impacting rolls to strike, dodge and parry.  The spell has a 90’ range and lasts 4 melees per level.  No save.

Create Coal out of thin air- up to 20 pounds per level.

Flame Lick create a tongue of flame that shoots from the warlocks hand (4 feet per level.  1d8 points of damage, lasts 2 melees per level.  No save, but you can dodge.

Globe of Daylight creates a 12foot radius (rules go between 1 foot or 12. Think typo) per level of true light.  Good medicine versus vampires.

Nightvision- see in the dark up to 60 feet.  Lasts 20 melees per level.

Stench of Hades makes a bad sulfuric stink, impacting strike parry and dodge rolls.  Lasts 4 melees per level and uses a standard save.

This ends level one, onto level 2

2nd level fire spells

Cloud of Ash has a 90 foot range, lasts 4 melees per level and has no save.  Creates a 30’x30’x30’ cloud of burning ash that not only impacts strike, dodge and parry rolls, but also causes 1d8 points of damage per melee to those within it.

Darkness- same as 3rd level air spell of same name.

Fiery Touch makes a flaming aura around the warlock, causing 1d8 points of damage to any who touch them.  Lasts 3 melees per level and no save.

Freeze Water is the same as 4th level air spell of same name.

Resist Cold halves damage of cold effects by half.  Castable on self and others, lasts 20 melees per level.

Spontaneous Combustion ignites combustibles, however, not instantly.  Think slow burn.  Range of 40 feet.

Swirling Lights- mesmerizing lights fill a 10 foot area.  Targets who fail their save watch in awe.  Lasts 4 melees per level.

Tongue of Flame creates a fire over the warlocks head- they now understand all languages.  Last 10 melees per level.

End of level 2, next 3rd level fire magic
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 21, 2013, 02:25:13 PM
I know that there's a lot of these spells, but take courage- we're more than halfway through:)

3rd level fire

Circle of Cold makes a 15 foot circle of freezing temps, 3d8 points of damage to those within it for those who fail a standard save (frostbite).  Can be cast up to 90’.  Lasts 10 melees per level.

Circle of Flame- 30 foot circle of flame, causes 4d8 points of damage to those within.  Lasts 30 melees per level and no save.

Create Heat raises the temp by 15 degrees per level in a 30 foot radius.  Lasts one hour per level.

Extinguish Fire puts out all fire within a 20 foot radius (per level) for 4 melees per level.

Fireball launches a ball of fire at targets up to 90’ away, causing 1d6 points of damage per level.  No save, but can be dodged on a 18+.

Lower Temperature- spell is the reverse of Create Heat listed above.

Wall of Flame creates a 10’x15’x5’ (per level) wall of searing flame that roasts anyone foolish enough to go through it for 4d8 points  of damage.  The spell lasts 10 melees per level and no save.

This ends 3rd level fire spells.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 21, 2013, 03:24:04 PM
More for you.

4th level fire spells

Cloud of Steam is the same as the 1st level Air spell.

Flame Friend summons a minor fire elemental complete with stats.  Be cautious – the fire elemental can set ablaze items inadvertently.

Fuel Flame allows a warlock to increase a fire’s strength by triple.  The spell has a range of 20 feet and lasts 3 melees per level.

Heal Burns heals only burns, 2d6 points.  

Heat Object/Water- warlock can boil water (or just heat it) by looking at it.  Range of 12 feet, lasts 4 melees per level.

Mini Fireballs shoots small fireballs (one per level) up to 90 feet away.  Each fireball does 1d4 points of damage.  No save, but regular dodge roll is possible.

End of 4th level spells.

5th level Fire spells

Blue Flame engulfs targets in a freezing blue flame causing 1d6 per level of cold damage.  Spell has a 6 foot radius (per level) and lasts 4 melees per level.  Uses standard saves versus magic.

Breath Fire lets the warlock breathe a gout of flame out to 8 feet, causing 3d8 points of damage.  No save, but can be dodged.  Lasts one melee.

Eat Fire lets the warlock eat fire ala circus performer, but for real.  Lasts 6 melees per level.

Screaming Wall of Flame- create a 10’x10’x4’ wall of fire that contains a screaming fire elemental.  70% chance those hearing it’s cries flee in terror unless a save versus magic is made.  Wall burns those who touch it 4d8 points of damage.

Wall of Ice creates an ice wall 8’x8’x3’ per level with 200 SDC per level.  Lasts 10 melees per level.

End of 5th level fire spells


6th level Fire spells

Dancing Fires  creates a 4 foot high pillar of flame (per level), with each pillar doing 2d8 points of damage.  The pillars each have 16 SDC.  The spell has a range of 12 feet, lasts for 4 melees per level and has no save, but dodges are allowed.

Eternal Flame will create a small ever burning flame.  

Flame of Life restores those in a coma (as per coma rules) back to life (but not the dead).  Come back with 10 hit points unless you fail a roll and end up with 2.

Ten Foot Wheel of Fire makes a 15’x10’ wheel of fire that causes 1d8 damage per level to those targets it rolls over.  Combustible items have a percentile based chance of catching flame.  No save, but dodge rolls allowed.  The spell has a 150 foot range and lasts 2 melees per level.

Here ends 6th level fire spells

7th level Fire spells

Fire Whip – the warlock creates a fiery whip that does 4d8 points of damage.  No save but dodge allowed.   Lasts 5 melees per level.

Melt Metal melts up to 40 pounds of metal per level just by staring at it.  Lasts 4 melees per level.

River of Lava- same as fifth level earth spell.


8th level Fire spells

Burst into Flame sheaths the warlock in flame making them impervious to fire for 6 melees per level.  Touching the warlock in this state causes 2d8 points of damage.  Chance of combustibles catching fire.

Drought creates a 200 foot radius (per level) of increased temperatures and impeding natural rainfall.  Plant life beings to wither and die.  Chance of brush fires over time.  Lasts one week per level and no save.

This ends all of the Fire elemental magic.  Next up is Water Elemental magic (and the last of the elemental spells)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 21, 2013, 04:25:48 PM
1st level Water spells

Cloud of Steam is the same as the 1st level Air spell.

Color Water has a range of 40 feet and lasts one hour per level.  Changes the color water (50 gallons per level) into any color the warlock wants.

Create Fog lets the warlock control the weather and create a thick fog bank, 60 foot radius per level.  All vision types reduced by a third and penalties are applied to all strike, dodge and parry rolls.  The spell lasts 10 melees per level and the saving throw is listed as special, however there is nothing detailing the save in the description.

Dowsing is the same as the 1st level earth spell.

Float on Water makes the warlock or others buoyant for 20 melees per level.

Purple Mist creates a toxic purple mist in a 10’ radius up to 90’ away.  39% chance of targets within passing out for 1d6 melees.  All targets take 1d6 points of damage and penalties to strike, parry and dodge.  Uses standard saves.

Salt Water to Fresh turns up to 30 gallons per level of salt water into drinkable fresh water.  Effects are permanent.

Water to wine turns up to 10 gallons of water (per level) into wine.  Chances of wine quality improve per level.

End of 1st level water.

2nd level Water spells

Breathe Under Water works on the warlock or others and lets them breathe under water.  Lasts 20 melees per level.

Fog of Fear creates a fog where there’s a 63% chance of targets becoming afraid and fleeing while taking penalties to strike, parry and dodge.  No save is listed- possible omission.

Foul Water turns 20 gallons (per level) of  good water to foul, slight chance of sickening those who drink it.  Effects are permanent.

Liquid to water turns all liquids to water (ten gallons per level).  Toxic liquids and acids are tougher to turn.  Will not work on magical liquids.

Resist Fire same as 1st level Fire spell.

Ride the Waves summons a wave that the warlock can surf.  Lasts 10 melees per level.

Walk the Waves lets the warlock walk on reasonably calm waters up to 12 melees per level.

Water Seal prevents objects under 40 pounds per level from getting wet.  The spell lasts one hour per level.

End of 2nd level water spells

3rd level Water spells

Calm Waters- through force of will, the warlock can reduce the size of waves and turbulence by half.  Affects an 80 foot radius per level and lasts 30 melees per level.

Circle of Rain same as 5th level Air spell.

Command Fish lets the warlock command all fish within a 60 foot radius (per level) for up to 15 melees per level.

Freeze Water is the same as 4th level Air spell.

Sheet of Ice coats objects in a sheet of ice some inch and a half thick.  Penalties are given for actions such as standing, running, walking and holding objects that are encased in ice.  The spell has a 60 foot range and lasts 6 melees per level.

Wall of Ice is the same as 5th level Fire spell.

End of 3rd level Water spells
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 21, 2013, 04:43:18 PM
Whew!

4th level Water spells

Create Water- up to 20 gallons per level within 60 feet.

Hail creates an 8’radius (per level) of painful hail that causes 1d4 points of damage per level each melee.    Range of 90 feet and no save.

Shards of Ice lets the warlock launch sharp shards of ice from their hands, one shard per level.  Targets hit by the shards take 1d8 per shard.  The warlock enjoys a +6 to strike targets with the shards.  No save, but can be dodged.

Snow Storm is the same as the 6th level Air spell.

Part Waters (only spell I’ve noticed so far out of alphabetical order) opens a path through water 200 feet long and 10 feet wide per level with added benefit of drying the bed making it easy to walk upon.  The spell lasts for 3 melees per level.  When spell ends, those caught in the crushing waves take 40 points of damage and have a high percentage of drowning.

Swim Like the Dolphin lets the warlock and up to two others swim just like a dolphin for up to 20 melees per level.

Water Wisps summons a minor water elemental to do the warlock’s bidding.  Stats are given for the water wisp.

End of 4th level Water spells

5th level Water spells

Earth to Mud turns 100 pounds of earth (per level) into mud.  Range of 12 feet.

Protection From Lightning is the same as 4th level Air spell.

Ten Foot Ball of Ice lets the warlock create a huge ball of ice, 10 foot diameter, and drop it or roll it, on a target for 5d8 and 4-30 (? Don’t know the dice there) points of damage respectively.  The ice ball weighs 1800 pounds and has an AR 15 with 350 SDC.  Lasts 4 melees per level.  No save but can be dodged.

Toxic Mist creates a 10’ radius of mist up to 90’ away that causes 1d6 points of damage (per level).  Standard saving throws versus magic apply.

Whirlpool creates a large whirlpool, 120 radius, that pulls objects towards the center and then beneath the waves.  There are chances to become disorientated, chances for piloting a vessel to safety and stats given for damages to ships and structures caught in the vortex.  The spell lasts 3 melees per level.

End of 5th level Water spells

6th level Water spells

Heal Burns is the same as the 5th level Fire spell.

Hurricane is the same as the 7th level Air spell.

Ice Elemental summons a frozen water elemental to do the warlock’s bidding.  The spell lasts 30 melees per level and stats are given for the water elemental.

Summon Sharks/Whales lets the caster summon either or within a 300 foot radius per level.  The spell lasts 8 melees per level.

Encase in Ice wraps an icy sheath around any object( up to 24 pound of ice).  Does 2d8 points of damage if body parts are encased.  

End of 6th level Water spells

7th level Water spells

Drought is the same as the 8th level Fire spell.

Rain Dance creates a normal storm after a 10-15 minute dance ceremony.  Success percentages go up with level.  No magical storm, rather a manipulation of atmosphere.  Rains within 2 hours if successful.  400 foot radius per level and lasts 30 melees per level.

Storm conjures a storm complete with high winds and hail (1d6 damage to SDC structures.  140 foot radius and lasts 20 melees per level.

Tidal Wave conjures a wall of water that does 1d8 points of damage per level and there’s a percentage for capsizing vessels.  One wave can be conjured per melee.  Has a 200’ range and lasts 1 melee.

This ends the Water spells and all of the elemental spells as well.  

Next up, we’ll get to a really flavorful OCC- the Witch.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 22, 2013, 08:47:20 AM
For the curious, the Witch OCC begins on page 99, which means that we are just a bit past one third of the book.  Thank you for continuing to read.

The witch is an out and out evil OCC- there’s no way around it.  It’s so dark, I don’t see it being an OCC that player’s would take (or GM’s allowing them to take).  The books states that witches can be man or woman and that:

“Witches are feared and powerful spell casters reputed for their dark secrets, illicit unions and associations with devils or demons and vile deeds. They are foul, evil, vengeful creatures with little regard for others.”

Witches are one of the few, if any, OCC’s without an attribute requirement.  In fact, it is stated that it is often those with low attributes that become witches in order to gain power.  All that being said, the rules then mention that you need at least a 5 IQ to become a witch.

We then come to an unbreakable rule- all witches are evil- no ifs, ands or buts.  Witches serve a demon/devil lord from which they derive their power from- not the other way around.  They serve their evil lords completely in body, mind and soul.  Disobeying the demon/devil lord results in the witch being stripped of all powers.  This part is then followed by another rule- a witch cannot have multiple OCCs.  Again, they serve only one master to the exclusion of all else.

To become a witch, one must sign a pact and there are two types of pacts available- minor pacts and major pacts.  These pacts are the only deals a devil/demon is willing to make.  There are three minor pacts and two major pacts in the book.

Minor Pacts grant the witch spell casting abilities similar to the clergy (detailed later)- meaning that their ability is not learned, but given by their demonic lord.  They are granted a number of spells per level and cannot choose above their level.  So a newly third level witch can only choose from the third level spell list.   They spell lists they choose from are the same lists used by Wizards.

Unlike a wizard, a witch cannot learn new spells other than those given to them by their master.  The following is a list that they cannot learn- spell magic, circles, wards, symbols, scroll conversion and magic cauldron.  They also cannot purchase magic.  At second level, minor pact witches are given a lesser familiar.  All witches use the thief hand to hand combat progression, and  the wizards magic combat table.

The first minor pact is servitude for 50 years.  There are eight conditions that the witch must completely comply with during this time and do so without question.  After 50 years of service, all powers of the witch are lost completely.  It is rare that a demon/devil lord would make an offer to renew the pact, the reason being that if the witch was dedicated, they would have made a major pact to begin with.  Rather, they enjoy watching how pitiful the former witch has become.  Harsh.

The second minor pact is forsake your first born child to the evil master.  Listed are five conditions that are acceptable for the pact.  The difference between this and the first pact is that if the conditions for this are met, the powers of a witch are granted for life.  The demon/devil will do their best to make this whole ordeal as painful to the witch as possible.  

The third and final minor pact is swearing to destroy a foe.  No, not a foe of the witch, but rather the foe of the demon/devil master.  There are six conditions here.  Some of which are that the foe must be at least 10th level with powerful allies for example.  Time restrictions for fulfillment are within the rights of the evil lord.  Fulfilling this pact results in the powers being bestowed for a lifetime.

Major pacts involve greater service and obedience from the witch.  The first major pact is lifelong servitude.   All of the requirements of a 50 year pact apply, also possibly includes joining a foul church of evil dedicated to the master or starting one up.  

The second major pact involves selling one’s body and soul.  In other words, eternally serving the demon/devil lord.  Again, there’s a list of requirements and obligations that the witch must perform to stay in good standing including such gems as starting an evil church, giving your kids up to the master, taking any concubine the master tells you and generally doing whatever the demon/devil tell you to do.

Major pact makers receive the “devil’s mark” which is a third nipple (not breast) that can be anywhere on the body.  It is from this nipple that you greater familiar nurses blood- and alerts any and all that you are an evil witch.    Also, witches who take a major pact are able to read magic (as per 1st level spell) as a constant effect.

Major pacts also bestow a greater familiar, which in reality is a metamorphosized lesser devil/demon that takes the form of an animal.  Both witch and familiar share a symbiotic link that there is a small list of other abilities and so forth listed.

Major pact witches can also Heal Self 2D6 points 4 times a day, summon lesser demons and devils and can choose one of six special abilities- command dead, command rats, invulnerabe to fire, invulnerable to poison, 10% bonus to all elective & secondary skills, or telekinesis.  

All witches have a rather large selection of weapons available for use, but are more restricted as to what they will wear for armor.  This section closes out with the standard OCC listing of OCC related information, skills, spell casting and magic combat.  Amusing is the experience point chart as the max experience listed before achieving the next level always ends in #666.

Here ends the Witch OCC.  Next up is the Diabolist.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Bloody Stupid Johnson on January 22, 2013, 03:58:57 PM
Witches are cool. I definitely don't want to play one, but lots of background or adventure possibilities.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RPGPundit on January 24, 2013, 12:50:50 AM
This thread continues to be awesome...

RPGPundit
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 24, 2013, 09:20:47 AM
The Diabolist OCC deals with all manner of symbols and symbol magic.   They are the only ones on Palladium that know the secrets of ward magic and rune symbols.  

In one post, I mentioned that where the TPRPG went off and did it’s own thing, that it was at it’s most awesome.  Unfortunately, I am not the best writer to convey these things, but I am giving it the best shot possible.  The wizard first showed bits of that with the magic cauldron and some of the other spells.  The warlock did it more with their relationship with elementals and summoning of them rather than their spells (which on the whole are a bit softer).  The witch drips with evil and flavor with their pacts and service.  The diabolist has the author open up the throttle once more.  It might not seem much at first, but there is a large amount of space to play in with this OCC.

Again, diabolists study symbols and the deciphering of their meaning in an effort to evoke the power within the symbol.  This is done through the power of the symbol itself, and invoking a word (or words) of power to activate the symbol to unleash the magic.  Through their studies, diabolists have become excellent linguists, scholars and cryptographers.  They can also use circles and wards.

As we read on, we see that diabolists can be of any alignment, however most associate them with evil.  They are not restricted from pursuing multiple OCCs as long as they meet the requirements to do so.  There aren’t many restrictions for diabolists in terms of weapons, however they use the same hand to hand chart as wizards as well the same armor details as wizards.  They are allowed to follow any god.

There are five special abilities of a diabolist- Power Words, Rune Symbols, Wards, Magic Symbology, and Circle Magic.
 
The first of these, Power Words, is the source of all magic created long ago by the Old Ones.  No one is certain what effects on the world using magic has- it is hinted that it could awaken the sleeping old ones from their slumber.  Regardless of the consequences, magic is prolific throughout Pallladium.  

Power Words allow one to tap into this magic and activate spells and only the Diabolist and Summoner OCC’s know all of the power words.  The power words are key to enabling their magic symbols to operate and all power words are jealously guarded, hidden within the mind of the diabolist.

There are 19 power words in all divided amongst three categories- simple, elemental and forces.  They are as follows-

Simple
Acba: invokes power/ mystic energy
Keron: devil lord, symbolizes evil and darkness
Pein: demon lord, symbolizes evil and darkness
Vin: a linking word like and, or, also.
Elemental
Ariel-Rapere-kyn: earth
Cherubol-kyn: air
Seraph-mytyn: fire
Tharsis-mycn: water
Forces
Agu: Old One, symbolizes: life, birth, and rebirth
Erva: Old One, symbolizes: death and darkness
Kym-nark-mar: dragon, symbolizes: wisdom, power, strength
Liclalon: elf, symbolizes: duality and knowledge
Lo-kum: angel, symbolizes transition, dimensions, and change
Nelosa: Old One, symbolizes: suffering, undead, and eternity
Tao-bo: angel, symbolizes: love, peace, and serenity
Tarm-kin-Ioe: Old One, symbolizes: pain, hate, and treachery
Xy: Old One, symbolizes: power incarnate, the Great Old One
Va-ahk-mel: Old One, symbolizes: power and light
Va-blik: Old One, symbolizes: fear, betrayal, pestilence

The next page has a striking picture of a solid black background with white rune symbols shown.  This is where we first encounter one of the most powerful magics in the Palladium world - rune magic.  Later in the book we’ll see that some rune magic, specifically rune weapons, were so desire that entire kingdoms were given up to obtain just one.  It was rune magic, or the desire to posses it’s secrets that led to the elves warring with the dwarves to posses their knowledge of the runes.  Those secrets have been now lost for thousands of years.  The diabolist is the only OCC, also the only ones at all, who know and understand rune magic.   The book states that the best anyone else can do is just recognize that a rune is real or not.  Runes are indestructible when written on paper and only on paper (and no, you can’t have paper rune armor).

Diabolists are also the only ones who are able to practice ward magic.  Wards are symbols carved or drawn with the proper materials that become activated when the correct power word is spoken.  Learning these wards involves a grueling apprenticeship lasting up to six years in some cases.  Instead of spells cast per day, there’s an amount of ward activations that are possible per day (for the same effect).  Wards were also created by the Old Ones.

While not a long section, the Diabolist OCC is an involved class that has a lot more going on once you start figuring out what is possible.  A ward does not take effect until it is activated by a power word(s).  

Wards consist of one or more (and combinations of) the following- Conditions, Alarms, Area Affect, Inflict, Protection, Permanence, Power and Color Numbers.  

Conditions describe what the ward can inflict-blindness, fear ect.

Alarms do not inflict damage, but rather send out alerts.  These can be audio or silent.

Area Affect- wards only affect the person/object they are drawn on, unless given an area affect.  In which case, they will affect an area, 10 foot radius per level.

Inflict are those ward symbols that cause damage.

Protection ward symbols can provide bonuses to saves, repelling certain things ect.

Permanence lets the ward become a permanent effect on the item it is placed on (eternal protection/ alarm, ect.)  It must be carved from the bone of a dragon, demon, devil, godling or god.

Power doubles the effects of a ward.

Colors and Numbers- refer to color effects and ward sequence.

All wards require components and only the specific components listed are allowed to be used, otherwise the ward will not work.   The type of ward that the diabolist is creating determines the type of component used.  Some of the components are silver, gold, dirt, chalk, blood, bone, and unicorn horn to name a few.  Obviously, the diabolist will need to procure these components on a steady basis which can lead to adventures all by itself.  A ward is not completed until the final lines are done and activated by a power word.  This means that a very small piece of the ward can be left undone to be completed quickly.

The next portion lists items that wards can be placed on- the short answer is most everything including people.  This and how wards can be combined should be giving you an idea of what is possible.

Wards have to be affixed to an object and we now get to the methods of affixing a ward.  There are three methods detailed-rabbit skin glue, egg and tree sap.  Also detailed is how certain components can be used- gold/silver powder ect.  This part gets pretty detailed and just adds a lot of flavor to the OCC.

The author was nice enough (and creative enough) to draw out a full page of ward symbols.  A very nice touch.


Moving along, the rules go over other parts of wards- on items, area effects, duration & effectiveness, multiple wards, triggering wards, immunity (diabolist is immune to all effects from their own wards), authorization, ward size and the time it takes to create a ward (anywhere from 2 to 18 hours).

Next we have more detailed descriptions of the types of wards, again getting deeper into alarms, area affects, inflict and then a longer section on conditions and use.  For conditions and use, there is a list of  ward types listed that are akin to spells.  These are:

Agony, Burning Pain, Blind, Charm, Cold, Confusion, Dark, Death, Despair, Evil, Energy, Fear, Fire, Good, Hate, Invisible, Knowledge, Light, Magic, Mystic Drain, Sleep, Undead, Colors, Numbers, Power and Permanence.  

The base saving throw for all wards is 13 or higher.  This save can be made more difficult as the diabolist increases in level, listed as ward strength.  

The next two pages are filled with illustrations depicting symbols and wards.   This portion adds tremendously to the overall picture of the OCC.   A very nice touch.

Diabolists are allowed to study and practice circle magic, however they are limited to only purchasing them from alchemists- although most circles are rarely shared for any cost.  They can also decipher circles and able to deduce their function- a percentile chance that increases as the diabolist increases in level.  Amusingly, there is a list (percentile) of possible reactions that can happen if the diabolist fails their deciphering roll.  This can range from small explosions, to demonic summoning, to opening a dimensional rift that cannot be closed.  Diabolist be warned.

The OCC ends with the standard recap of the OCC, skill lists, magical combat chart, decipher/deduce circle  chart, and experience level progression list.

This ends the Diabolist OCC.  Next is the Summoner OCC.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RPGPundit on January 25, 2013, 01:29:39 AM
The significant differences and varieties of magic were really remarkable for the time.

RPGPundit
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: ICFTI on January 25, 2013, 01:49:15 AM
Quote from: RPGPundit;621695
The significant differences and varieties of magic were really remarkable for the time.

RPGPundit


the palladium rpg still has more magic systems between its covers than many modern fantasy rpgs.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 25, 2013, 09:59:38 AM
Quote from: RPGPundit;621695
The significant differences and varieties of magic were really remarkable for the time.

RPGPundit


It's something I wish more games did these days.  A lot of systems have very bland magic when it's really an area that can set the imagination alight.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 25, 2013, 10:01:20 AM
This is a bit of a longer post, I apologize.

Summoners are one of the more feared OCCs.  Their namesake is derived from the power to form circles and summon forth beings to do their bidding.  Oftentimes, the power to activate these circles comes from ritual sacrifice.
While summoners can be of any alignment, the blood sacrifices, forcing summoned beings to obey commands and dealing with devils and demons- even the best of people can slowly corrupted.    Most are selfish or evil.  They are not restricted from pursuing multiple OCCs.

Summoners enjoy a broad scope of weapon choices (most like pointed or sharp weapons), use the same hand to hand as wizards, same armor restrictions as wizards and are able to worship what ever gods they wish.  However, most summoners tend to worship the Gods of Darkness.

There are four special abilities that all summoners have- Power Words(covered in diabolist section), Mystic Symbology(also covered in diabolist), Recognize Wards and Circle Magic (summoning, protection and power).

Summoners have a 90% chance of recognizing a ward, although they probably won’t be able to discern its function.  

The main power of summoners is circle magic.  As a summoner increases in level, the strength of their circles also increases, making saving throws versus their circles more difficult.  Saves versus circle magic are as follows- Summoning 13+, Power 13+, and Protection 16+.

In the description of circles there is a small description of the circles effect and what components are needed as well as the power words to activate them.  In the book, as the circles are described, there are pictures showing you what each circle looks like.  

Protection circles all offer some form of protection to those within the parameters of the circle.  In some cases the circles can improve saving throws or impart bonuses.  All protection circles are permanent unless they are destroyed.  For Protection Circles we have- Protection from Angels, Demons, Devils, Elementals, Elemental Forces, Evil, Faerie Folk, Good, Ghosts/Spirits, Jinn, Magic (simple), Magic (superior), Old Ones, Undead, Witches and Werebeasts.

Summoning Circles are described as a form of magic that is nearly extinct.  It is the practice of using magic to open a dimensional doorway and calling forth an intended being from that dimension.  In addition to the proper circle, a sacrifice of some type must be made.

Summoning angels, demons, devils and elementals involves an increased risk.  They summoned beings will appear within 2d6 melees, after which the summoner must enter a battle of wills against the being, which involves rolling equal to or under the summoners ME three out of five times.  Success means that the being is forced to do the summoners bidding, while failure means that the summoner does not controlled what they have brought forth.  The summoner can try and send back the being, but there’s a chance of it staying and causing some havoc after which it returns.  There’s even a slim chance (10%) that the being stays indefinitely….

Under the command of the summoner, the beings will perform those tasks that they are told to do.  One exception to this are Angels who will commit suicide before harming an innocent.  Experience level determines how many and how powerful of a being the summoner can command.

There are two types of beings- these are Lesser (devil, demon. sub-demon, faerie folk, minor elemental, ghost, or animal every 2 levels), and Greater (devil. demon, gargoyle mage, major elemental , or angel every 4 levels).  It is noted that dragons and Kukulcan (giant bird of good listed later) cannot be summoned.  Lesser beings will battle wills with the summoner every two months, while Greater beings will do so every two weeks.

This portion ends with some nice line illustrations of the various kinds of summoning circles.


Power Circles

This next section deals with power circles, of which there are two kinds.  First are those circles that affect those within the circle (known as an open seal), next are those circles that affect those outside of the circle (called a closed seal).  There are indicators on the circle that will let you know which is which (yes, they are drawn in there).

Durations of a circle vary, some can be permanent.  If the summoner is knocked out, there’s a chance the circle will deactivate.  Activating a circle can take anywhere from 30 minutes to two hours and even longer.  Trying to enter in a sealed circle causes 4d6 points of damage.  Interestingly, circles of power can only be gained through either stealing, gift, purchase or deciphering an existing one.


Here’s a listing of the circles of power.  


All Seeing has unlimited range, and is active as long as the circle maker is within the circle.   As long as the true name of a target is know, the summoner is able to see and hear all that the target does.  The circle needs to be drawn with the juice of a mandrake root, the blood of an eagle while burning a candle that you sprinkle ground dragon bones upon.  The entire process takes about three hours.  Simply put, this is great stuff.   No save.

Animate (and control) Dead has a range that affects everything that bears the symbol of death, is active as long as the circle maker stays within the circle and has no save.  This circle allows the CM (circle maker) to animate corpses and skeletons and have them do their bidding.  A symbol of death must be painted upon the corpse/skeleton.  The CM’s control over the dead only applies while they are within the circle.  It is noted that entire armies of the dead can be raised this way. Must be drawn in the blood of a vampire and the fresh blood of a salamander.


Command has a range of 60 feet (radius), lasts 1d4 melees per level and uses standard saving throws.  This circle forces targets who fail their save to obey the CM’s commands (certain restrictions apply).  Drawn with lotus petals and vegetable oil.


Death has two ranges for the two different attacks- 40 foot radius or special.  The circle lasts for 10 melees per level and uses standard saving throws.   The first attack deals 1d4 points of damage per level to all targets within the 40 foot radius.  The next targets a specific individual within 500 miles 1d8 points of damage per level.  Circle is drawn with snake venom and quicksilver.


Dimensional Rift creates a dimensional doorway between worlds (CM must have small knowledge of place opening to).  The rift stays open as long as the CM chooses.  Circle has to bear the true name of the CM.  The components used are the blood of the CM, excrement of a demon/devil and the still warm heart of a dragon that is stabbed three times while saying the words of power.


Dominate/Control has a 30 foot radius or targets a specific person.  Effects are similar to Command save that if offers greater control over the target (make person do things they absolutely would never do affords them bonus to save) and can be used up to 1,000 miles away on a single target.  This last type of control has a good chance of making the target insane.  Control lasts as long as the CM stays within the circle.  The circles is created out of cat entrails (stretched), gold symbols, the nail clippings/hair of the target and the target’s true name (general circle does not require a name).


Force- the range is only within the circle, lasts 15 melees per level and has no save.  Creates a shield of force around the circle that completely negates all physical attacks (including gasses).  Magical and psionic attacks will still penetrate the barrier.  Circle is drawn from any substance and a white dove must be sacrificed.  


Healing creates a circle that affects only this within it, permanent effects and the activation is 6 melees per level.  This circle heals 2d6 hit points and has a small chance (15%) of removing curses, with bonuses also added to save vs coma, poison and insanity.  Drawn in silver and made with the powdered wings of butterflies.


Invisibility affects only objects within the circle and the effects are permanent (or 10 melees per level described below).    The circle itself is permanent, bestowing any who activate it invisibility for 10 melees per level.  Made from powdered toad bones, drawn with wax and a complete skeleton of a toad.  Removing the toad voids the circle.


Insantity- the range is the radius of the circle, effects are permanent and it uses standard saves versus magic.  Cross into the circle and fail your save – roll on the insanity table for every 3 melees within.  Only those with their true names written into the circle are unaffected.  Made from mangled scorpions, ink/paint and two scorpions tied to a post in the middle.


Knowledge lasts 15 melees per CM level.  Depending on the type of tongue that you burn, determines the type of bonus to a particular knowledge type you receive while entering the circle.  Burn an owl tongue and get bonuses to all skills and speak all languages.  Burn a goblin tongue and get the skills of a 6th level thief and so on.  Painted in different colors (yellow and blue) with a small brazier to burn the tongues with in the center.


Pain allows the CM to inflict pain and damage to targets outside of the circle.  The CM uses an effigy doll of the target.  Causes 1d4 points of damage per melee unless the target makes their save (standard versus magic).  Requires nail clippings, hair and the true name of the target.  Circle made from dead spiders.


Passion functions similar to Pain mentioned above, except that if the target fails their save, they are overcome with whatever emotion the CM wants them to experience.  Range of 1000 miles.  Made with lotus petal, blue paint, effigy of target and a goat sacrifice.


Power focuses the magic energies of the area and brings them into the circle, empowering those who are within it.  In addition to bonuses to saving throws, there are spell strength bonuses, the gaining of bnio-regeneration, and the casting of spells- ball of flame, call lightning,  and wall of fire.  There’s also a host of effects that occur as well, such as charm, charismatic aura, weightlessness, animate/control dead, ect...  This circle requires the CM to wear the skull of a cockatrice or kukulcan, and the circle must be drawn with the bone of an elf.


Power Leech has a 30 foot radius per level, is active until the CM leaves the circle and all saves versus magic are at -2.   Drains all magic forces towards the circle making all magic within the radius at half strength.  The above cockatrice/kukulcan helm is worn, small flame , the circle made from mangled leeches and brown paint and the CM must apply one leech to each arm.  If a leech falls off, the circle is cancelled.


Power Matrix is a circle that allows the CM to activate and control up to 4 other circles with only being present in the power matrix circle.  This could be a very potent circle.  Circle is made from gold, dragon helm worn and the eleven words of power must be painted on the body.


Wonder “is an extremely powerful circle with incredible healing properties.”  When activated, those within the circle are healed (as healing touch spell) 2d6 hit points per melee, and get remove curse/exorcism and resurrection all at high percentages.  There is also an 8+ bonus to all saves.  Those outside of the circle, but still within a 60 foot radius get healed 1d6 hit points, and +2 on all saves along with protection from demons and devils.  The circle can be drawn from anything, but one must completely burn a unicorn’s horn to activate it.    Harsh.


Teleport allows the CM to teleport themselves and others up to 1800 miles.  It is a permanent circle that is activated by burning a pair of faerie wings while speaking the proper power words.  


The next page is filled with illustrations of the above mentioned power circles.  There are times when you wonder if you are reading a real book of magic.  The book really has that feel nailed down.


This summoner OCC ends with an encapsulation of the OCC, skills, magic combat, decipher circles/deduce function, and experience level progession charts.

Next up is the Mind Mage OCC
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Benoist on January 25, 2013, 10:11:53 AM
I started reading that exact edition you are talking about here Running Laser after I asked around here which was preferred and why etc, and it's really hooking me. I really like the game a lot, including its weird quirkiness at times, its rough spots, and so on. Made me crack open my copy of Beyond the Supernatural, patch it up and start reading it too, and I'm getting RIFTS for good measure. God help my soul. ;)

Is that okay if I post some pics of page spreads in the book on this thread? I took some shots for my FB page so I might as well share them here, too?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 25, 2013, 10:24:19 AM
Quote from: Benoist;621793
I started reading that exact edition you are talking about here Running Laser after I asked around here which was preferred and why etc, and it's really hooking me. I really like the game a lot, including its weird quirkiness at times, its rough spots, and so on. Made me crack open my copy of Beyond the Supernatural, patch it up and start reading it too, and I'm getting RIFTS for good measure. God help my soul. ;)

Is that okay if I post some pics of page spreads in the book on this thread? I took some shots for my FB page so I might as well share them here, too?


If you didn't mind and it wasn't a bother, that would be great!:)  There's a lot of the art, symbols and runes that I wish folks could see.

I managed to snag a brand new copy of the original Rifts book (splugorth slaver on the front) for $1 on amazon a few months ago.  Every so often, I eye it....
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Benoist on January 25, 2013, 08:26:27 PM
Alright. Here we go. A few pictures of the book. :)

(http://enrill.net/images/photos/products/PFRPG-01.jpg)

(http://enrill.net/images/photos/products/PFRPG-02.jpg)

(http://enrill.net/images/photos/products/PFRPG-03.jpg)

(http://enrill.net/images/photos/products/PFRPG-04.jpg)

(http://enrill.net/images/photos/products/PFRPG-05.jpg)

(http://enrill.net/images/photos/products/PFRPG-06.jpg)

(http://enrill.net/images/photos/products/PFRPG-07.jpg)

(http://enrill.net/images/photos/products/PFRPG-08.jpg)

(http://enrill.net/images/photos/products/PFRPG-09.jpg)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 25, 2013, 11:17:05 PM
Quote from: Benoist;622021
Alright. Here we go. A few pictures of the book. :)

(http://enrill.net/images/photos/products/PFRPG-01.jpg)

(http://enrill.net/images/photos/products/PFRPG-02.jpg)

(http://enrill.net/images/photos/products/PFRPG-03.jpg)

(http://enrill.net/images/photos/products/PFRPG-04.jpg)

(http://enrill.net/images/photos/products/PFRPG-05.jpg)

(http://enrill.net/images/photos/products/PFRPG-07.jpg)

(http://enrill.net/images/photos/products/PFRPG-08.jpg)

(http://enrill.net/images/photos/products/PFRPG-09.jpg)


Awesome!  Thank you:)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Benoist on January 25, 2013, 11:21:37 PM
Nah, the game deserves it. It is a great game. Shockful of inspiration, with always this stance that Kevin's talking to you about his choices and stuff, and the implication thereof that you can do whatever with it. It's a really good game, and the amount of sheer inspiration that went into it just pumps my own to such an extent... I have to make some kind of nod to its uber-goodness for the game table.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 28, 2013, 08:40:14 AM
Mind Mages are said to be the most feared men and women on Palladium.  Their amazing powers come from their own minds, not magic.  They are often haughty because of this and often do not take multiple OCCs (though they are not restricted).  

There are four classes of psionic ability - no psionics(1-59%), minor(60-79%), major(80-89%) and master(90-100%).  A roll is made to determine which level, if any, applies to a character.  Only major and master psionics are allowed to be mind mages, and then only master class being able to tap into the full power.  


Major psionics are actually considered to be a pseudo mind mage and must roll percentile dice to see what powers they know.  At each level, up to 3rd, the major psionic rolls to see what psionic powers they may aquire (the chance being 60%).  Psuedo mind mages can never learn psionics above 3rd level.  


Master psionics are true mind mages and have none of the restrictions listed above.  Each level they increase, they automatically know all of the psionics of that level.


Minor psionics can never progress past 1st level.


Here we are introduced to the concept of ISP, which stands for Inner Strength Points.  Every psionic power has an ISP cost that must be spent in order to utilize that ability.  True mind mages start with much more ISP (ME stat plus 1d20 for starting, then +10 per level) than a pseudo mind mage (ME stat starting plus 1d8 per level) with minor psionics getting the least (ME stat to start with 1d6 per level).

Mind mages are not restricted in their alignment, are able to use most weapons, use wizards for hand to hand fighting and also share the same armor restrictions as wizards.  They have no restrictions on religious practices, although some believe them to be witches and persecute them as such.

The next page is the encapsulation of the mind mage OCC, so we have the skill lists, attribute requirements (9 or higher in ME), magic combat chart (even though not magic, they use this chart) and level progression chart.

The next page goes over some of the previous information, albeit in greater detail.  An interesting note is that all character get a chance to roll to see if they have any psionic ability- save for hob-goblins, orcs, trolls, troglodytes and gnomes.  Also we read how ISP are recovered once spent, either through rest or meditation.

Depending on whether one is a minor, major or master psionic or even without psionic ability, determines the saving throw roll needed when making saves.  Non-psionics save at 15+, minor and major save at 12+, and master saves at 10+.

Next post we'll start on the psionic powers.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on January 28, 2013, 09:00:20 AM
Quote from: Benoist;622059
Nah, the game deserves it. It is a great game. Shockful of inspiration, with always this stance that Kevin's talking to you about his choices and stuff, and the implication thereof that you can do whatever with it. It's a really good game, and the amount of sheer inspiration that went into it just pumps my own to such an extent... I have to make some kind of nod to its uber-goodness for the game table.


That's an excellent point. It's this running, personal investment in the game that goes along with the enthusiasm that marks Kevin's style. It's phenomenal, and one of the reasons I still love PFRPG 1e in particular so much.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Kuroth on January 28, 2013, 09:43:00 AM
Quote from: Zachary The First;622610
That's an excellent point. It's this running, personal investment in the game that goes along with the enthusiasm that marks Kevin's style. It's phenomenal, and one of the reasons I still love PFRPG 1e in particular so much.


Isn't that the truth.  I never understand the antagonism Kevin sometimes receives, but everything and everyone in role-play games receives that special honor!  Wish it didn't, though.

Very cool to be reminded to keep my plans to run Palladium fantasy on the front burner by your reading notes! My desk copy is right here, and my table copy is waiting across the way.

Just in case someone doesn't know, unlikely on this forum, Palladium Fantasy first edition is the edition available at rpgnow.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on January 28, 2013, 11:41:10 AM
Quote from: Kuroth;622616
Isn't that the truth.  I never understand the antagonism Kevin sometimes receives, but everything and everyone in role-play games receives that special honor!  Wish it didn't, though.

Very cool to be reminded to keep my plans to run Palladium fantasy on the front burner by your reading notes! My desk copy is right here, and my table copy is waiting across the way.

Just in case someone doesn't know, unlikely on this forum, Palladium Fantasy first edition is the edition available at rpgnow.


Yes indeed! I also just checked at Amazon, and they have some decent copies still fairly cheap, too.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on January 29, 2013, 12:23:57 PM
1st level psionics

Aura of Truth has a 12 yard range, lasts 2 melees, and costs 2 ISP every 2 melees.  This power gives the psionicist a chance (percentile based, increased per ISP spent) to discern whether or not someone is telling the truth.  Saves vs psionics apply.

Detect Psionics has a 60 yard range, lasts 2 melees and costs 2 ISP every two melees used.  Sends out a psionic “ping” to detect other psionics.  Chance that you may alert other psionics of yourself.  No save, but mind block (further along) give chance (percentile) to avoid detection.

Hypnotic Suggestion lets the psionic induce their will on targets who fail their save.  It has a range of 12 feet and the duration is listed as unknown.  The power costs 2 ISP per suggestion.

Meditation/Trance brings on total relation to the psionic.  Regains 3 ISP per hour.  Costs no ISP.

Object Reading lets the psionic read the psychic residue of an object, letting them learn about the history.  The spending of ISP increases the chances of success.  Lasts 1 melee and costs 3 ISP.  There is no save, but another psionic may mind block the attempt.

Presence Sense has a 100 foot radius, lasts 4 melees and costs 4 ISP.  The power lets the psionic detect any corporal or spiritual beings.

Resist Cold lets the psionic use mind over matter to ignore the effects of extreme cold.  Costs 2 ISP for every 10 degrees below freezing.  Lasts 2 hours.

Resist Fatigue lets the psionic resist the effects of fatigue.  Lasts 4 hours and costs 2 ISP.

Resist Thirst lets the psionic resist the effects of thirst.  Lasts 8 hours and costs 2 ISP.

See Aura lets the psionic see the aura that emanates from all things, including limited information such as alignment (if possible), level, condition, ect.  120 foot range and lasts one melee.  Costs 4 ISP.

Sense Good and Evil has a 90 foot radius and costs 2 ISP.  Allows the psionic to detect general alignment.

Sense Magic has a range of 60 feet and costs 2 ISP.  Indicates magic in the radius.  Spend more ISP to determine location.

End of 1st level psionics.  Next, 2nd level psionics.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 01, 2013, 09:12:00 AM
2nd level psionics

Bio-Regerneration has a range of self, permanent duration and costs 8 ISP.  Allows the psionic to heal 2d6 points of damage.

Commune With Spirit allows the psionic to contact spirits (psionic or another may be the medium).  There is only a slim chance that the spirit you contact is the one you want.  Chances for other types of spirits are listed (percentile).  Lasts 8 melees and costs 4 ISP.

Death Trance allows the psionic to enter a death like state where all vitals are at a minimum.  Lasts 10 melees and costs 4 ISP.

Empathy has a 160 foot range, lasts 8 melees and costs 6 ISP.  Allows the psionic to detect the emotions of others within range.  Doing so can be dangerous, emotional feedback can cause the psionic to be disorientated or stunned.

Levitate has a 90 foot range, lasts 10 melees and costs 6 ISP.  Psionic is able to lift 100 pounds (+20 per level) up to 30 feet high (+15 feet per level).

Limited Telepathy- read surface thoughts of targets who fail their save (unless ME is 9 or lower).  160 foot range and costs 6 ISP.

Limited Telekinesis lets the psionic move up to 10 pounds per level at a range of 120 feet.  Objects 3 pounds and under can be used as missile weapons.  Costs 6 ISP.

Mind Block lets the psionic create a mental block that prevents telepathy and other empathetic powers from being used on them.  Lasts 8 melees and costs 4 ISP.

Night Vision lasts 10 melees and costs 4 ISP.  Lets the psionic see up to 30 feet in the dark.


Resist Fire lasts 10 melees and costs 4 ISP.  Lets the psionic resist fire up to 400 degrees and take no damage.   Fire over 400 degrees causes half damage.  Raise resistance 100 degrees for every additional 4 ISP spent.

Resist Hunger lets the psionic resists the feelings of hunger even while starving.  Lasts 8 hours and costs 4 ISP.

Spontaneous Combustion lets the psionic set combustible material aflame(small flame).  90 foot range and costs 4 ISP.

End of 2rd level psionic powers.  3rd level up next.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 04, 2013, 02:39:55 PM
3rd level psionic powers.

Extended Telepathy functions like limited telepathy, but greater range – 330 feet.  Costs 8 ISP.  Target gets a save if ME is 10 or higher.

Mental Bolt of Force- the psionic creates an electromagnetic bolt of energy and hurls it at targets within 120 feet (+4 to hit).  Causes 2d6 points of damage and costs 12 ISP.

Precognition lets the psionic brief glimpses of the future- anywhere to a few minutes to a few hours.  Lasts 2 melees and costs 6 ISP.

See The Invisible up to 200 feet.  Lasts 10 melees and costs 8 ISP.

Teleport Object lets the psionic teleport up 10 pound (per level) a distance of up to 50 feet (per level).  Costs 8 ISP.

Turn Invisible lasts 10 melees and costs 8 ISP.  Turns the psionic invisible.  Those who wish to strike the psionic are at penalties to strike, dodge and parry.

Evil Eye is like getting eight powers in one- thus making it a pretty cool power.  

*Despair lasts 2d6 melees and costs 10 ISP.  Makes targets depressed and hopeless, causing penalties to strike, dodge and parry.  Uses psionic saves.

*Paralysis lasts 2d6 melees and costs 10 ISP.   Causes targets who fail psionic save to become paralyzed.  Duration can be increased 2d6 per 10 ISP.

*Stun lasts 2d6 melees and costs 10 ISP.  Target loses one attack and gets penalties to strike, dodge and parry.

*Sleep lasts 2d6 melees and costs 10 ISP.  Extend 2d6 melees per 10 ISP spent.

*Fear lasts 2d6 melees and costs 10 ISP.  Failed targets run away and suffer penalties to strike, dodge and parry.

*Blind lasts 2d6 melees and costs 14 ISP.  Imparts huge penalties to strike, parry and dodge.  Extendable- 14 ISP per 2d6 melees.

*Pain lasts 2d6 melees and costs 18 ISP.  Feelings of pain impact rolls of target.  Penalties to strike, dodge and parry.  Can be extended 2d6 melees per 18 ISP spent.

*Death costs 20 ISP.  Target takes 1 point of damage per point of ISP spent.  Non psionics take quarter damage if save is made.

End of 3rd level.  Up next 4th level Psionics.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Spinachcat on February 05, 2013, 01:49:54 AM
Thanks again for this cool thread. PF 1e brings back such great memories.

Quote from: Benoist;621793
Made me crack open my copy of Beyond the Supernatural, patch it up and start reading it too, and I'm getting RIFTS for good measure. God help my soul. ;)


Hunt down a copy of The Mechanoids Trilogy. It's Palladium's first game and its got remarkable coolness. I rediscovered it a few years ago and its been tremendous fun to run at conventions.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 05, 2013, 09:49:40 AM
4th Level Psionics

Astral Projection lasts 4 melees per level and costs 10 ISP.    Functionally it appears to be the same as the wizard spell.

Commune With Animals lets the psionic telepathically communicate with up to two animals per level.  The power has a 250 foot range, lasts 8 melees per level and costs 10 ISP.

Float lasts 2 hours and costs 8 ISP.  This power lets the psionic float on water ( or one foot above the ground per level).

Feed Flame quadruples the size and intensity of a fire.  400 foot range per level, lasts 2 melees and costs 8 ISP.

Sense Traps functions similarly to the wizard spell of the same name, but with increased range (120 feet).  Costs 8 ISP and lasts 2 melees.

Mind Wipe lets the psionic remove memories from a targets mind.  Costs 10 ISP.  For 40 ISP you can totally erase a targets mind.  Uses standard saves.  Most times memories will slowly return to the target.

End of 4th level psionics.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on February 05, 2013, 11:01:16 AM
I just got a copy of the 1st edition Old Ones sourcebook - like, I just opened the box from Amazon 45 seconds ago!
Thanks for this thread!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on February 05, 2013, 11:44:08 AM
Quote from: everloss;625114
I just got a copy of the 1st edition Old Ones sourcebook - like, I just opened the box from Amazon 45 seconds ago!
Thanks for this thread!


Oh, congrats! That's a fun read.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 05, 2013, 01:28:54 PM
I enjoyed reading Old Ones (first ed) a great deal.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on February 06, 2013, 12:16:12 AM
I've owned the 2nd edition version for many years. Never knew what the differences were until a few months ago I was at the shop and they had one for way too much than I could afford. I did flip through it though and it seemed different.

For one thing, it has a Timeline of Timiro's rulers and major historical events. While brief, it adds a lot of flavor to the setting, of which Old Ones could have been called the Timiro World Book.

I haven't compared them side by side, but it seems like there is some other instances of setting description taken out of the 2nd edition. Also I like the 1st edition's artwork a helluva lot more.

It does not have the Minotaur race as a playable option, unlike 2nd edition. It also has stats for the Great Old Ones at the end of the book. AND!!! there is an index in the back.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 06, 2013, 03:59:22 PM
Figured I'd finish up the rest of the psionics in one post:)

5th Level Psionics

Basic Force Field lasts 8 melees per level and costs 12 ISP.  Creates a 20 SDC AR 18 force field around the psionic.  Can be strengthened (SDC) by one point per point of ISP spent.

Cure Insanity- psionic can cure any insanity except some organic ones listed.  Target has a 10% chance of having insanity return every week.  Uses standard psi-saves and costs 40 ISP.

Cause Insanity causes targets who fail a psi-save to gain one insanity.  Roll each month to see if insanity goes away.  Costs 20 ISP.

Dispel Spirits has a 120 foot range and costs 1o ISP.  Spirits of the dead are forced to go back to the spirit world.

Extended Telekinesis is a beefed up version of Telekinesis.  !20 foot range, lasts 10 melees per level and costs 16 ISP.  40 pounds per level.

Mentally Posses Others lets the psionic take over the mind of a target that fails their save.  Lasts 10 melees and costs 18 ISP.

Negate Poison lets the psionic negate any poison in their body.  Cost 12 ISP and takes about an hour of intense concentration.

Water Walk alters the surface of water, letting the psionic walk on it.  Holds 70 pounds per level, lasts one hour per level and costs 10 ISP.

End of 5th level.  6th level next.

6th level psionic powers.

Create Illusion with Sound-90 foot range and costs 24 ISP.  Creates a very believable illusion of power name.  Psionics are allowed a standard save.

Heal Others restores 3d6 hit points.  Costs 18 ISP.

Mass Hypnotic Suggestion causes targets who fail their save to follow the suggestion of the psionic.  It has a range of 90 feet and costs 2 ISP per target.  Save versus psionics.

Mind Bond creates an instant mental link between the psionic and target.  Psionic and target then know everything about the other.  Insanities possible as well as skills one know becoming known to the other.  Effects can fade over a month, become permanent or the switching of minds possible.  Percentile chart with chances listed.  Costs 24 ISP.

Psychic Surgery is a mish mash of telekinesis, bio-regeneration and object reading.  Perform invasive medical procedures without tools.  Costs 19 ISP.

Resist Vacuum for 10 melees.  Costs 12 ISP.

Teleport Self up to 500 feet for 24 ISP.

End of 6th level psionics.  Next is 7th level.

7th Level Psionics.

Generate Personal Aura creates a false aura for screening when detections are made.  Psionic able to choose what alignment, level, ect to be projected.  Lasts until cancelled and costs 32 ISP.  Could be a particularly useful power for GM’s.

Induced Catatonic State puts the target in a catatonic coma.  Uses standard psi-saves for non-psionics.  Those with psionics only need half of normal saving throw to pass.  Small chance to come out of coma in first couple of days.  Possible death if you don’t awaken.  Costs 40 ISP.

Induced Nightmares lasts 1d6 hours, has a 60 foot range and costs 24 ISP.  Bring terrifying nightmares to targets.  While dreaming, they will not wake up and there’s a chance that nightmares become reoccurring.  Saves made at half.

Reoccurring Nightmares- as mentioned above.  High chance of having these each time you sleep.  Must roll on effective disorders and psychosis chart under insanity tables.  Effects last 24 hours.  Chance of becoming permanent if nightmares persist.  Uses standard psi-saves.  Cost 32 ISP.

Multiple Phantoms has a range of 120 feet and costs 32 ISP.    This power enables the psionic to create multiple realistic illusions in every way but touch and manipulate them.  Only psionics can save against them.

End of 7th level.  Next 8th level.

8th level psionics.

Advanced Trance State lasts until it’s dispelled and costs 48 ISP.  Enter this state and regain 3d6 hit points and 6 ISP per hour.  While in state you are still able to use psionics.  

Group Mind Block, same as Mind Block except affects a group.    120 foot range, lasts 8 melees per level and costs 32 ISP.

Insert Memories lets the psionic implant false memories into a targets mind.  If target disbelieves memory, it still remains.  No save and costs 48 ISP.

End of 8th level psionics.

9th level psionics

Alter Personality permanently changes a basic dimension of a target’s personality.  Think alignment, emotional and personality traits.  If polar opposite of original personality, there’s a chance the old one can come out of remission.  Costs 64 ISP.

Fantasy Experience creates an illusionary fantasy experience for a group of targets.  Seems completely real and no way out until the effect is dispelled.  Only psionics can save.    Costs 64 ISP and has a range of 120 feet.

End of 9th level psionics.

10th level psionics.

Death Trap is the highest level of psionic power one can get and can only be performed right before one’s imminent death.  It allows the psionic to leave their physical body permanently (body is subsumed into energy form) and become a being comprised totally out of psychic energy.  While in this state the being can then possess other bodies.  Roll a d20 and if you roll under 5, you are dead- forever.  Costs 180 ISP.

This ends all of the powers of the psionic.

Next, we’ll get to the Alchemist.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 18, 2013, 03:28:35 PM
Sorry this took a while.  Things have gotten busy, so I'll make these posts as I can.

Before we get started, I just wanted to mention one thing about how TPRPG1ER is arranged that might make it easier to find things within it.  Certain rules of the game are shown in the section where the OCCs that would use those rules the most occur.  So combat rules are listed in the Men At Arms OCC section.  Magic and Magical Combat is listed in the Men Of Magic Section and ect, ect.  

The Alchemist NPC is where we find the magic items of the game and how we may create them.  This is not a long section, but it is a dense one.

Alchemists are not available as an OCC- rather it is an GM NPC class.  They can be of any alignment, and their weapons/HTH combat and armor are the same as wizards.  Alchemists are important in the game because this is where the players are going to be able to purchase and sell all things magic.  It is also one of the few places that wizards can go to seek new spells or get scrolls converted.

Here we have prices listed for Alchemists selling wards (alarms, colors, protection from “”, and protection by infliction).  Costs for circles are also listed here.   The prices for the circles can range from 3,000 to over 250,000 (and up) in gold.

The next part gets pretty interesting.  There’s a paragraph stating that while magic (and magical items) are part and parcel to the Palladium world, there are still rare and wondrous items not to be doled out like candy on Halloween night.  Most magical treasure should be procured through great deed and adventure.

The Palladium RPG doesn’t list many actual magic items.  Instead, they give you the tools to make your own.  First example of this is magical armor.  Here we have prices for color (making your armor a unique color and the cost of doing so), invisible armor, lightweight ect- can all be created if you have the gold.  Magical weapon properties and associated costs are also listed.  These entail things such as indestructible, demon/devil slayer, spitting lightning and returning to the wielder once thrown.  

Moving right along we get to Holy Weapon construction- usually they have two or more (depending on whether it is a simple or greater holy weapon) magic weapon abilities in addition to a few new ones listed.  Holy weapons are not items found on the open market, but rather given, stolen or sold on the black market.

Next we get to the game’s most powerful magical weapons- Rune weapons.  These are creations from a bygone era, magical artifacts whose secrets of creation have been forever lost.  It is said that no more than 200 hundred (possibly much less than that) exist anymore.  

All rune weapons share similar qualities.  They have distinct personalities and have high IQs.   They communicate through telepathy, are indestructible, forever sharp (when applicable), either black, grey or shades of red in color and covered with runes, never do less than 4d6 points of damage, form a bond with the wielder over time, and can only be used by those of similar alignment, otherwise the wielder takes damage.  In addition, some rune weapons may cast elemental magic, cast clerical magic and have psionic powers.  The most powerful rune weapons sustain themselves by drinking souls (save 14 or higher or lose soul).

As an aside- I really like the way they set up rune weapons in the book.  Exceedingly rare weapons of eldritch might that nations would go to war over.   If you like that set up, go no further than the book.  The supplements tend to have multiple rune weapons scattered about which deflates the mystery that surrounds them.  When this “Let’s read…” is finished, I may do a “Let’s read…” of a couple of Palladium RPG1st supplements.  

Next we have rings, charms, medallions and talismans as well as a full list of what magical properties (as well as cost) that they can be enchanted with.

Potions and potion  types are then gone over, along with poisons, natural potions, powders and drugs and their symptoms, effects, and durations.    Lastly, this section is rounded out with miscellaneous magical items and ingredients used in spells and ritual- dragons tongues, elf bones, hydra tooth….  All in all, the section is brief, but seems complete.


Next up, the Clergy.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on March 05, 2013, 09:42:00 AM
We are now just over halfway through the books.  Thank you for reading.  Let’s move on.

We are now at the tail end of the OCCs in the book. There are three types of clergy listed- Priests, Druids and Shaman.  

The first is the Priest.

The Priest OCC begins with a small paragraph concerning priests in general.  It states that most do not have spell casting capabilities, nor are they armored warrior monks.  Most priests are just normal folk preaching to the faithful and doing their best to be good stewards of the faith.  The role of a priest can vary however according to the tenants of their religion.  The book then reminds the player that all priests must choose a god, gods or pantheon in which to devote their lives to (of which are listed later).  While players do not have to strictly adhere to the alignment of their chosen faith, they should be at least in the same ballpark.

Next we are introduced to the clergy of the Gods of Light.  This starts of with the knowledge and abilities of this clergy, starting off with spell casting.  It is important to note (of which my typing fingers are thankful) that priest spells are identical to wizards spells.  Instead of learning spells, they are granted to them by their deity.  Indeed most clergy don’t have a clue how magic works.

Priests can cast only a certain number of spells per day.  Starting priests begin play with one first level spell, and are allowed to choose an additional spell for each new level gained.  The choice of spells available is limited by the knowledge of the deity in question- indeed later on in the book it is mentioned that some weaker gods/would be gods are tail hangers of more powerful gods just so they can siphon off their power to their faithful.  Magic combat follows the same precepts as detailed under the wizard.

Priests have several abilities in addition to their spellcasting.  They can resist thirst for 2 days per level and hunger for 3 days per level (called penance and sacrifice).  Remove curse (percentage chance per level), Resurrect (5th level ability- can only be used in accordance to the limitations presented afterwards), Exorcism/Turning the Dead (again, complete with rules for performing exorcisms.  Quite involved- taking 1d6 hours and requiring 2d4 assistants) and Healing Touch (restores 1d8 hit points, 2nd level ability).

Priests also have access to Prayers, and there are three listed.  Prayers of Strength (bonuses to saves, turning, spell strength and damage), Communion (possibility of divining the future), and Prayers of Intervention (gaining divine power for a limited time to for things such as scroll creation to casting any spell).

Selling spell magic, creating and selling scrolls, circles and symbols are all the same as the wizard.  Weapon use is determined by the god(s) worshipped.   Hand to Hand varies as well depending on how the priest was trained, with it looking like priests can have any type of hand to hand training (depending on their faith).  Armor restrictions state a base of wizard, though again, this can vary according to how the priest was trained.

The last bit goes over what alignments are available to the clergy of light- principled, scrupulous, and unprincipled.  Anarchists might pass as long as they watch themselves.

Then the section ends with the recap of the clergy of light occ, with requirements (IQ 7), skills, experience level chart and spell and magic combat chart.

Next up is the clergy of darkness.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on March 05, 2013, 02:56:57 PM
This one was short, since it is so similar.  I figured I'd post again.

The clergy of darkness are similar to the clergy of light, but with a few tweaks.  Instead of turning dead, they animate/control dead (2 dead per level).  They have the ability to inflict three curses- Pox (covered with painful sores), the Fever (reducing IQ due to high fever) and Ill Luck.  All three have the potential to be long lasting-1 month up to a full year depending on the curse.

Many of the other abilities are similar.  Healing touch, penance and remove curse/exorcism are identical to the CoL, with the chief difference being that the CoD cannot perform remove curse/exorcisms as well as their benevolent counterparts.  Resurrection and prayers are mostly the same, with exception that instead of intervention, CoD can summon minions of darkenss.  They also share the same details for hand to hand, armor, selling spell magic, ect.  Alignments of course must be anarchist, miscreant, aberrant, or diabolic.  It is noted that followers can be of any alignment.  The Clergy of Darkness OCC ends with the same recap that the other OCCs have.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on May 21, 2013, 03:57:27 PM
Druids here are presented as those priests who believe that everything from dust, to creatures and even the gods themselves, are all a part of nature.  While druids detest civilization, they do not reside in no man’s land, preferring instead to live near communities on the fringe of the wild.  Unlike the clergy, druids do not have a structured church or order.  Druids are not restricted in choosing their alignment.

One of the biggest departures of druids from priests is that druids are unable to cast spells, although they do get 4 druidic abilities.

The first of these is selecting an animal totem.  There are five totem types- rodent, fowl, hooved, feline and canine.  A totem must be chosen at first level and by second level, certain powers of that totem animal manifest in the druid- mostly in the form of bonuses to skills, damage, dodge, attack ect.  Choose your totem well as the choice is permanent and can never be changed.

The second ability is an empathetic rapport with animals.  This ability breaks down into four sub abilities befriend, calm, control and summon totem.  Success ratios are listed in a table that follows, with higher level druids being able to more successfully complete these tasks.

The final ability allows the druid to summon any totem animal type within a 3 mile radius to the druid’s location.  Availability of said totem type can be restricted by area.  The rules give an example of rodent totem summoning squirrels and bunnies in certain locales.  Summoning can drain a druid’s PE for each attempt.

The next ability is metamorphosis, allowing the druid to transform themselves into any animal from their totem type.  It is interesting that there is a delay before the cognizant mind of the character takes over.  Until then, it’s the animal side that is in control, and a slim chance of permanently becoming an animal.  There is a table listing the chances of this according to level and animal type.

Druids can gain a familiar, same as the 4th level wizards spell.  They are not trained in weapons (hand to hand non men at arms), and disdain the use of metals, although it is stated that they can become proficient in a small list of simpler weapons.  Armors are limited to the lighter cloth and leather types, and very rarely chain mail.  Heavier armors are restricted.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on May 21, 2013, 09:42:04 PM
Hooray! You're continuing it!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on May 22, 2013, 09:50:12 AM
Here's the Shaman

There are two types of Shamans listed- regular shamans and wandering shamans.  Regular shamans are the spiritual leaders of their community, often serve as counselors to the chief and can and often do, pass judgement in tribal matters.  Wandering shamans are considered to be prophets of their faith, akin more to druids and healers, performing healings and miracles during their travels.  My guess is that the player would be expected to be the wandering type.

Being considered a “backwoods minister”, shamans choose a patron god(s) or pantheon to worship- their practices being unique unto themselves.  They can be of any alignment, cast spells as the clergy, gain spells as the clergy, and their magical combat is the same as the clergy (clergy of light is noted for all of this).

The clerical abilities of the shaman depend on the alignment and god(s) worshipped.  Good alignments use the clergy of light, while the evil ones use the clergy of darkness.  It is noted that prayers constitute a separate category.

There are two prayers listed, the first of which is Prayers of Divination.  This spell grants the shaman a brief glimpse into the future.  Think small and simple, such as “what’s on the other side of this door?” and so forth.  It can also be used to sense the approach of good, evil, danger and treachery within the next 48 hours.  The spell lasts 1d6 melees and has a 12% success per level.

The second prayer is Vision of Granduer.  This spell creates a vision for the shaman showing a positive outcome.  The net effect is making the shaman positive and giving them a good attitude, granting a +1 bonus to all saves and a bonus to divinations during the next six hours.

The rest of the text goes on to describing things such as shamans and scrolls, selling magic and so forth.  Mostly they use clergy, but some things, such as circles and symbols are the same as wizards.  

The next part is interesting.  It is a section on shamans and insanity.  Shamans are described as less than mentally stable people.  Because of this, they are required to roll on the insanity table.

Shamans are not restricted in what arms they may use, in fact, they use the hand to hand – mercenary fighter chart.  Neither are they restricted in their armor use.  The shaman OCC ends with the standard OCC encapsulation that every OCC has used.  Shamans are required to have an IQ of 9 or higher and a PE of 10 or higher.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Planet Algol on May 22, 2013, 03:52:47 PM
I don't dig it as a Druid so much, but the Palladium Druid seems like it has the potential to make for a cool Beastmaster/Manimal type class.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on May 22, 2013, 10:34:40 PM
Quote from: Planet Algol;656725
I don't dig it as a Druid so much, but the Palladium Druid seems like it has the potential to make for a cool Beastmaster/Manimal type class.


I think they did that in the Yin Sloth Jungles book, but I'm not 100% sure.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: danbuter on May 22, 2013, 10:46:06 PM
Nice to see this thread resurrected. It's a good read!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on May 23, 2013, 10:30:36 AM
Next up- the Healer.

Now we get to the final clerical OCC, and the final OCC to boot- the Healer.

The Healer is bit of an odd duck being listed under the clergy.  Healers do not gain their power from deity worship (though they are believed to be), but rather through their own inner strength.  While similar to psionics, their powers are not psion based.  Rather, the powers of healing are tied to their PE, so all healers must have a minimum of 15 in the stat.  

Healers are believed to be holy men by most, and tend to travel throughout the land offering their services.  Because of this, most peoples will allow them to travel through their lands unscathed.  The fees healers can charge for their services vary according to what the healer wants to charge.  

While not psionics, healers do use ISP to use their abilities.  The base ISP being their PE stat doubled, with an additional 10 ISP being awarded each level.  There are three levels of healer abilities.

1st level Healer

All level one abilities only affect the healer (self).  All of the first level abilities function just like their spell counter parts listed earlier, although costs might be different.  Bio Regeneration 6 ISP, Death Trance 4 ISP, Meditation/trance 0, Resist Cold 2 ISP, Resist Thirst 2 ISP, Resist Fire 2 ISP, Resist Hunger 4 ISP.

2nd level Healer

Healing Touch is similar to previous healing spells.  Heals 2d6 points and costs 8 ISP.

Lust for Life allows the target three rolls for save versus coma.  Can only be cast on a target that “appears to be dying”, so I suppose that’s meant to be a broad descriptor.  For each level that the healer has, a 6% bonus to the roll is made.  It is also stated under this ability that the healer is consider an expert in medical treatment.  Costs 10 ISP.

Negate toxins lets the healer nullify toxins and the effects for 10 ISP.  Does not heal any damage taken from a toxin’s effect.

Soothing Touch relieves, but not heals, pain.  This can reduce penalties caused by pain to strike, parry and dodge by half.  The effect lasts 1d4 days and costs 15 ISP.

3rd level Healer abilities

Exorcism is the same as the clergy of light rite.    Costs 10 ISP, has a 20’ radius and lasts a minimum of six months.

Resurrection similar to the priest spell, although can be tried repeatedly if unsuccessful.  This spell permanently consumes 10 ISP per try.  12% chance of success per level.

Lastly, healers have a form of super immunity that manifests when advancing to third level, represented by bonuses to their saving throws.  These bonuses can stack with other bonuses from high stats or magic items.

Healers are not restricted in what they can use for weapons and armor, although by default they use the non Man at Arms list and armors inflict penalties to speed, prowl, strike, dodge, and parry rolls.

The OCC ends with the standard encapsulation of abilities, skills, and experience chart.

This ends the list of OCC’s for the game.  Next part will deal with the religions of the Palladium world.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on May 24, 2013, 10:10:21 AM
As mentioned previously, we are now onto the religion section of the book which clocks in around 30 pages.  To quote the author, this section is “to set up a very basic understanding and system to identify and develop a particular religion or type of religion.”   I like how it’s written that the peoples of the Palladium world are not grounded in science to explain the unexplainable, but rather religion and myth.  The wind, rain, sun, moon, stars, ect- all are the workings of the divine in the view of most folk.

There are six categories of gods listed- Demons, Devils, Demi-Gods, Godlings, Gods and the Old Ones all.  This is not including those who have accrued power enough to be considered a god by their underlings, such as powerful wizards or giants.  I get the impression that the first seeds of Rifts are present here.  There is mention that most beings who claim they are gods are dimensional travelers who have come to the Palladium world.  Some stayed, some moved on, some might even be dead, but still worshipped in the world.  It is the faith of their worshippers that keeps the dimensional door open to siphon off some of their power for their spells and miracles.

Each god type is given a brief outline on what alignments they generally are, who their followers tend to be, and how their religion operates (restrictive, passive ect.)  Demons and Devils are what most people would think of- miscreant beings dedicated to their own evil schemes.  Demi-gods are those mortals who have attained a sort of quasi-godhood through their actions.  Godlings are a sort of lower caste of Gods, and are described as the gods most likely to inhabit the mortal world (god of a river, god of a tree, mountain, ect..)  Gods are the most powerful of beings, only surpassed by the Old Ones.  Gods are divided into two categories- Gods of Light and Gods of Darkness.  Lastly, the Old Ones are the embodiment of all evil and once ruled the universe, but are now slumbering.

There are four types of religions- deistic, monotheistic, pantheistic, and polytheistic.  The text goes on to list different heathen types, church structure, religious hierarchy and religious direction.  Religious direction types broadly define how the religion operates.  These are expansive- non-expansive, exclusive- non exclusive, and restrictive-open.

The next section begins to get into some of the religions themselves (titled Specific Religions).  Interesting to note is that many of the religions are not restricted by alignment, although some will heavily skew towards one end of the spectrum over the other.
 
There are a good number of religions given, 26 all told, and they are as follows:

Cults of Chantico
Cult of Kalba
Cult of the Great One
Cult of the Undead
Cult of Set
Cult of Yin-Sloth the Terrible
Death Cults
Druidism
Church of Light
Church of Light and Dark
Church of the Seven Waters
Church of Taut
Demon/Devil worship
Elementalism/Warlocks
Kirgi the Rat God
Dragonwright
Northern Religion
Northern Sea God
Sect of Aco (and the Juggernaut)
Sect of Bes
Sect of Rurga
Southern Religions of Sloth
Sect of Pananth
Sect of the Spider God
The Red God
The Snake God

The next section details the gods themselves.  Much like Legends & Lore for D&D, the gods here are given full stats.  The gods of Palladium are a mish-mash of original gods, Egyptian gods, slightly renamed Norse gods, and a nod to the Cthulu mythos with the Old Ones.

I’ll end this post here and next post, I’ll get a little more in depth with the gods.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on September 03, 2013, 07:36:50 PM
Hmm, been a while.  Time for an update.

First up are the gods from the pantheon of the Dragonwright.  In times of old the Dragonwright was pantheon of good that has been corrupted.  Now it is only known as an evil cult.  The original gods of this pantheon wish to see it’s former glory restored. first of which is Kym-nark-mar, a frost dragon.  He is described as a symbol of wisdom, power and magical strength.  Kym-nark-mar’s eyes are jade, magical and according to the description- worth a lot of money.  Each eye bestows a +2 to all saves in addition to the left eye granting the wielder all of Kym’s natural abilities (teleport, dimensional teleport, see invisible, turn invisible, fly, metamorhasis, nightvision and knows every language) at half strength, while the right grants all of Kym’s clerical abilities (exorcism, healing touch, remove curse, resurrection, turn dead and bio-regeneration) at half strength.  Each eye is worth 50,000gp.

Next up, within the Dragonwright is Zandragal the red dragon, goddess of war, cunning, duality and conflict.  

Kormath the white horned dragon is the symbol of peace, tranquility and law.  While she is known to be greedy, Kormath is smart, honorable and compassionate.  

Lastly we have  Styphon the Black, also known as Styphon the corruptor.  He is the god of death and pestilence.  He is rumored to be responsible for the Dragonwright’s fall.  


Moving along, we come to the Cult of Chantico, which is home to the evil godling of vengeance- Chantico.  His form is that of a gigantic ebony dog- punishment for an unnamed crime against the gods of light.  Interestingly, he is for mankind’s freedom from the interference of the gods.

The Pantheon of Rurga has five gods within in.  First is Rurga, warrior goddess of triumph in war, justice, retribution and honor.  Popular amongst palladins and knights.  She wears silver plate armor and wields several weapons, the most powerful being Vlaa the demon slayer.

Cirga the bowman is the warrior god of compassion, honor, loyalty and camaraderie.  Rurga’s right hand man, and also deeply in love with her (love not returned), Cirga’s uses an indestructible long bow that can really reach out and touch someone -2000’ range.  The lightning arrows are a nice bonus.

Panath is the evil warrior god of assassins and treachery.  Described as cunning, intelligent and selfish.  

Kalba is the evil god of ghosts, wraiths and wandering spirits.  Once a great wizard, he was turned into an eternally wandering spirit by Panath (in collaboration with other gods), punishment for refusing to break an oath to Rurga.  Kalba is prone to possess the physical bodies of those he can, though he is honorable in any deals he strikes with them.  His overriding quest of is to find those gods who helped Panath curse him.

Lista is both a warrior goddess and sea goddess.  The daughter of Rurga who became the lover of Panath who used her and left her, she now lives in shame at the bottom of the sea.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on September 03, 2013, 10:31:14 PM
Lista is a pretty cool goddess. Bit of a cold fish, but it isn't as if she doesn't have her reasons.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on September 04, 2013, 12:26:14 AM
Quote from: Zachary The First;688350
Lista is a pretty cool goddess. Bit of a cold fish, but it isn't as if she doesn't have her reasons.


I always thought Panath was cool; especially the description in Dragons and Gods.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on September 04, 2013, 11:42:14 AM
Quote from: Zachary The First;688350
Lista is a pretty cool goddess. Bit of a cold fish, but it isn't as if she doesn't have her reasons.


Agreed.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on September 04, 2013, 11:43:03 AM
Quote from: everloss;688378
I always thought Panath was cool; especially the description in Dragons and Gods.


That's a book I didn't have. How did they describe him there?
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on September 04, 2013, 11:47:02 AM
Now we move on to Aco and the Juggernaut.  

Aco is the goddess  of the sun, moon and stars, symbolizing fertility and birth.  The Juggernaut is a godling of primal strength who can never die, but can be defeated.

Kirgi the Rat God appears in the form of a giant rat.  A god of thieves, betrayers and dishonorable folk, he is most often worshipped by goblins, hobgoblins, orcs and changelings.

Vlad-Tegor, lord of the undead is a vampire godling.  Worshipped primarily by death cults.

Utu is the lord of the dead, known mostly as the grim reaper.

Tolmet the cruel is the goddess of depravity, cruelty (her namesake), persecution, and agony.  She is an expert in seduction.  According to the description, her church was more powerful in times past, especially amongst the dwarves, goblins kobolds.  A proponent of frequent human sacrifice, her current followers are all quite evil.

The Pantheon of the Northern Gods should be familiar to those with a passing knowledge of the Norse Gods.  I fully disclose that I have nothing more than a passing knowledge in Norse Mythology.  In the book, dimensional gateways are mentioned enough where one can conclude that at some point, the Norse gods, at least some of them, made an appearance on the Palladium world.  In brief, they are Od- the All Father, Epim- the All Mother, Locknar- god of mischief, and his brother Hocknar- god of thunder (in this world wields a lightning ax), Heim the huntress, Belimar the dwarf, and Algor the giant, god of the sea.

The primary group of evil gods are found within the Church of Taut, which like the Pantheon of the Northern Gods, borrows heavily from Egyptian mythos.  That being said, my knowledge of Egyptian mythos is more hazy than that of the Norse.  Here the gods are Set with his Black Rod of the Seven Winds, Anubis with his rune sword, the sword of Anubis, Apepi the immortal, Amon the Hidden One, Auhur the slayer of enemies, Ammit the Beast, and Bes the Depraved with his twin rune daggers Mea and Fea.

On the side of good we have Ra the Lord of Light, Thoth the Lord of Wisdom (rumored to be the creator of rune magic), Isis the All Mother with sword of Isis, longbow and eternal torch, Osiris the Lawgiver who has a interesting enough story that he gets his own detail….

Osiris was slain by his brother Set, who then tore his body into fourteen pieces and scattered them across the world.  Isis began to search for the pieces of Osiris and each time she found one, she made a guarded temple to safe keep it.  If one was looking to sell the parts, they are worth a cool 100,000 gold each.

The following is a list of those parts and what powers they bestow upon the carrier.

1-   The right hand (sans index finger)- +2 PS, telekinesis (200lbs) and crushing grip.
2-   Right index finger- finds secret doors and hidden objects.
3-   Left hand,  Healing touch and dispels magic barriers 3 times a day.
4-   Left foot- doubles speed and gives bonuses to dodge, jump farther.
5-   Rib cage, forms around the wearer providing armor, resistance to heat/cold and bonuses to saves.
6-   Right eye- xray vision, see invisible, see astral projections, magic aura and aura of truth.
7-   Left eye- tracking, finding secret doors/compartments, sense evil, tears neutralize poison.
8-   Right femur- staff sized, shoots lightning.
9-   Left femur- staff or javelin, shoots fire, returns to sender when thrown.
10-   Tongue- speak and understand all languages, detect lies.
11-   Skull- wear as a mask to gain bonuses to all saves, increase IQ by +2, understand all languages, invoke fear and bio-regeneration.  Once put on, the mask cannot be taken off until death.  Wearing the mask can cause side effects, insanity rolls are made every 8 months-phobia, alcoholism, psychosis, or an affective disorder.  Depressing wearing a skull face.
12-   Lungs- wind rush, miasma, dust storm, cloud of smoke.
13-   Kidney- +3 to all saves, detect & neutralize poison.
14-   Heart of Osiris- +5 to all saves, sense evil, turn the dead, remove curse, resurrection, healing touch and can damage evil and selfish creatures (more damage to evil).

Continuing on….  Horus or Harmahkis the Great Sphinx, and Apis the Sacred Cow round out the rest of this pantheon.


These are the gods of the Southern Jungles-

Yin Sloth the Terrible- god of evil, corruption, destruction and treachery.  Hates all humans and is primarily worshipped by the subhuman races.

Pith the Snake God- symbol of death, murder, suicide, assassination ect…

Tark the Spider Goddess- not evil per se (anarchist), she is a goddess of greed, deceit and cunning.
Ippotomi the Water Goddess- goddess of the sea, storm, and wind.

Lopnel the Red- god of war, warriors and conflict.


Here ends the gods, next up is the section of Demons and Devils.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: everloss on September 04, 2013, 02:21:07 PM
Quote from: RunningLaser;688495
That's a book I didn't have. How did they describe him there?


Each entry for each god in Rurga's pantheon has a lengthy write-up, starting with a short story narrated by the god in question. Rurga's story is about love and honesty. Cirga's is about hunting and not always winning a fight. Panath's story is actually about Cirga killing his own mother. See, he knows all the dirty secrets of all the other gods. Followers of the pantheon plant trees for the gods. Each one has a different tree followers plant in their name. I think they're all walnut-based trees; except Panath's. His tree is the most useful. It can be burned for fuel, the seeds eaten, and most importantly to his followers - the bark is sinewy and makes an excellent garrote cord.

His write-up just makes him seem more pragmatic and less evil than other "death" gods.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on September 04, 2013, 03:06:33 PM
everloss-  that does sound good.  Might have to pick that one up at some point and give it a read.  Thank you.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on September 05, 2013, 01:41:01 PM
I forgot to mention something earlier, but will do so now.  The gods, demons & devils part of the books marks a transition into an overall bestiary for the game.  For the next 83 pages (give or take), all of the entries are statted out for the gods, demons, elementals, races, animals, ect.  Should also make things a bit easier for me to go over.

Demons and Devils-  This section divides demons and devils into four broad categories- Sub-Demons, Lesser Demons, Greater Demons and Lords of Hades.  

Starting off with Sub-Demons, we have different variations of gargoyles.  Gargoyles are considered a sub-class of demons (hence the sub-demon title) gargoyles are thought to be mutated demons, and as such, less capable in the arts of magic.  As the lowest on the totem pole in demon kind, they are treated harshly by true demons.  They enjoy torturing and killing humans, elves, dwarves, wolfen, ect and tend to be worshipped by the more wicked sub humans- orcs, goblins, hobgoblins and kobolds.  They are large, 12-14 feet tall and winged.   Gargoyle Lords are considered royalty amongst gargoylekind and are have the power to breath flame, turn to stone and teleport.  Gurgoyles are much like their larger gargoyle cousins except that they are slighty smaller (7-9 feet) and wingless.  Gargoylites are 3 foot tall winged versions of gargoyles.  Gargoyle mages are the tallest at 15 feet, and capable of casting spells – turn to stone, dimensional teleport and invisibility and have the casting abilities of a 4th level warlock.  
The last entries here are Lord Erloc, Lord of Gargoyles, his wife Lady Leeves- the Queen of Gargoyles and her mother, Powmer the Mystic Archmage (and power behind it all).

Lesser Demons-

Alu are giant demons that resemble wolfen and are often used as trackers by other demon kind.

Aquatics are fish/octopus hybrids that terrorize the seas.

Banshees are invisible demons who (if you can see invisible or they choose to be seen) resemble old women.  There are four sounds a banshee can make, each with it’s own effect if one fails their standard save.  
Cry of the Banshee creates emotional pain.
Moan- creates feelings of panic.  Roll under a 6 and you flee.
The Weeping puts those who fail their save into a state of deep despair.
And lastly, the Wail.  Their most potent attack, a failed save requires one to randomly roll on a chart that can result in being dazed, paralyzed or having one attempt suicide.

Couril are small demons that enjoy song and dance.  Those who fail a save while listening to them are forced to dance until they drop.

Ghouls and Nasu are wretched demons resembling humans that feed on corpses.  Ghouls are male and Nasu are female.

The Labassu are the evil spirits of those who have died, but have refused to pass over.  These are the spirits that make noises and move objects.  They look for bodies to possess.

The Lasae are tiny insect like demons under a foot tall that more than make up for their diminutive size by being nasty.    I suggest wearing a jock strap around them.

Mares are hag-like demons who enjoy tormenting folk.

The Shedim resemble large wingless raptors (but do have clawed hands), whose lord is Abrasax the Insatiable.  They are described as being more of a less intelligent enforcer type for other demons.

Lastly we have Succubus and Incubus, which  I’m sure most already know of.

This ends the lesser demons, next we will get into the greater demons.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on September 06, 2013, 10:34:41 AM
Now we are on to the Greater Demons

The first listed greater demon are Baal-Rogs, large winged  creatures wielding whips of flame.  Not all are evil (some may be selfish)

Demon locust resemble devil faced locusts with a stinger tail reminiscent of a scorpion.  They are described as the greatest of all demons save for the demon lords themselves.  It is rare if any more than two are ever on the Palladium world, most waiting patiently on their hellish plane for Armageddon to arrive so that they can unleash destruction.

Gallu the Demon Bull resemble a demonic minotaur.  There’s never more than a few on Palladium and said to be no more than a dozen in Hades.

 There are four types of Jinn listed, earth, water, air and fire.  Depending on the Jinn type, all elemental spells of that class are known up to 7th level (save for fire which is listed up to 8th).  Jinn here are described as being the children of demon high lords in ages past.  No weapons made by mortals can harm them, though pure silver can inflict some damage.  Any Jinn captured by a mortal must grant them three wishes.  Details about the wishes is listed after.

Magots are monstrous demons that have three trunk like legs, a huge gaping mouth and eyes on three stalks.  Each eye fan shoot a beam that temporarily turn things to stone (20 minutes).  They roam in herds looking for things to eat.

Night Owls resemble large owls with a human head.

Raksashas are humanoids with tiger heads who enjoy eating people.

Vampires in the PRPG are demons, and extremely tough to destroy.  Unless as stake is driven through their heart of their head removed and mouth filled with garlic, they will return.  Only holy, silver or magic (weapons) will affect them.

Here ends the greater demons, next up are the demon lords.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 05, 2014, 05:55:53 PM
It's been a while.  I've lost the original word file for this.  This readalong has been by far, the longest thing I have written.  As much as I love the game, the writing part - not so much:)  To keep my sanity, the entries are going to be a bit more brief, unless it's something I feel like detailing further.

Demon lords are individuals.  Starting of we Have the lord of Hades- Modeus, Andras the marquis of Hades (usually with Marloo the black wolf), Radbos the strangler, Kubera-Loe, Mictla the devourer,Succor Bemoth, Charun the cruel, Abdul Ra, Belphegor of the Demon pits and the Four Demon Beetles.  Also listed is Mantus King of the dead and Mania Queen of the Dead, Murmur, Mormo lord of ghouls, and lastly Abrasax the insatiable.

Now we are at the section of Devils, which has three major groupings- Lesser Devils, Greater Devils and Devil Lords.

For Lesser Devils we have Deevils, Devilkins, Dire Harpy, Fenry (wolves of hell), Fiends, Gorgons and Imps.

Greater Devils consist of Arch Fiends, Beasts, Horrors, Pandemoniums, Serpents and Wraiths.

Devil Lords are individuals.  Here we have Satan, Hel, Mephisto, Old Nick, Leviathan , Rhada, and Diabolus.

Races-

This section starts off with a small pre-history of the world involving the Old Ones and the war with the races and creatures that chose to oppose them.

Here the book goes into the races, also giving just a bit of info on each race and their place in the Palladium world.  After a briefing of each race, there is a stat block listed giving you a general overview of appearance, OCCs available, special/natural abilities, enemies, allies and any sort of special weapons associated with said race.  The race stat blocks ends with a basic notes list going over any odds and ends that fit no where else.

Humans are gone over first.  Humans are the dominant peoples of the Palladium world.  It is emphasized that they are not the most numerous, in fact many races will rival or exceed humankind in numbers, but humans are considered to have the mightiest empires and most advanced civilizations.

The text sheds a bit more light on the Palladium world saying that it's a mix of Greek and pre-christian Roman empire, with a healthy dose of medieval times, Conan, Prince Valiant, ect- but at the same time none of those.  

Wolfen were once disorganized warring tribes in the roaming the vast expanses of the Northern Wilderness until the twelve tribes were united and they built a very roman type of civilization.  The Wolfen are slowly expanding their empire.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 06, 2014, 12:00:37 PM
Elves are an incredibly ancient race whose civilization has crumbled- the result from a long war with the dwarves over the secrets of rune magic (which the dwarves did not want to share).  All of the great elven kingdoms of old are now gone.

Dwarves didn't fare well during the war with the elves.  From the text, it appears as if there are no more dwarven kingdoms, instead handfuls of dwarves live amongst humans.  I might be missing something here.

Gnomes seem pretty standard here.  One thing I'll note is that in all of the 1st edition supplements I read, I never saw anything about a gnome.  Can't recall much of anything about dwarves either.  

Troglodytes are a gentle monster type race that I don't think I've read about anywhere except the core book.  They seem like an odd duck race to have- they don't really wear clothes, only have simple tools and there's not much of a social structure.

Kobolds are described as smaller, uglier cousins to goblins, but meaner and more vicious.  They are a subterranean race and seem to be dominating the the depths of the world as the dwarves once did.  Kobold are great workers of metal items, just a rung or two beneath the dwarves.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 06, 2014, 02:05:20 PM
Goblins are a subterranean race, who at one point were miners.  They despise their kobold cousins.
There's two types of goblins listed- regular goblins and cobblers.  Cobblers have a unique ability to polymorph themselves.

Hobgoblins are mutated goblins.

Orcs are large muscled brutish humanoids with sharp teeth and pig noses.

Changelings are a nearly extinct race of shapechangers.  They are an ancient race, almost equaling the elves in that regard, but due to their abilities, hunted down.

Ogres are listed to be a possible neanderthal-ic offshoot of humans.

Trolls are smaller giants, but violent, cunning and "given to deeds most foul".  One of my favorite pictures in the book is of the troll sitting by a tree with his sword on his lap.

This ends the races section listed in the book.  It's also the beginning of the creature section. Next up will be the first creature sections on Dragons.  There is a book called monsters and animals for the game- I'm not a fan of it at all.  I feel that the monster section in the book is all that one would need.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 07, 2014, 12:58:51 PM
Dragons starts on page 203- I'm just over 2/3's of the way through with this.  

There are 12 different types of dragons listed in the book along with 32 numerated facts about dragons.  A few of those facts are that all dragons are magic, intelligent, greedy (even the good ones), parts of the dragon are highly magical and prized, dragon meat is tasty, ect.  The following dragons are listed- Serpent of the wind, the mighty wooly dragon, night stalkers, basilisk, the seven headed hydra, thunder lizards, kukulcan, ice dragon, the great horned dragon, fire dragon, sea serpent and cockatrice.  At the end of the section is a map of the Palladium world showing what parts dragons and sea serpents may be found.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 18, 2014, 02:28:29 PM
The next section details the true elementals.  There are four types, earth, air, water, fire- with each type having a major and minor category.  Also included are two other elemental types- mud and ice.

Angels, beings of truth, justice and light, are in the next category.  They are linked to the elemental dimension, though they are not true elementals.  The types of angels listed are cherubs (air), Ariel (earth), Seraph (fire), and Tharsis (water).

Next, we are on to the section on Faeries.  The section on faeries gets pretty detailed.  There are sections on faeries in general, faerie mounds, dance- food and drink (enchanted), weapons and such.  There's a neat section on how to protect oneself from faeries by turning and wearing one's clothes inside out, red ribbons, horseshoes and crucifixes being used amongst other things.

A full listing of faeries are -Faeries, Silver-Bells, Green-Wood, Night-elves
Pixies, Frost-pixies, Brownies, Leprechauns, Tree sprites, Water sprites, Wind-puffs, Nymphs, Satyrs, Spriggans ,Toad-stools, Pucks, Bogies, Will-o-the wisp, Mermaids, Merrows, Goblins, Hob-goblins, Kobolds, and Orcs.

From here we get to the Creatures of Magic section.  One thing that stands out here are how the creatures are statted out.  In all of the other sections writing about gods, demons, dragons angels ect- they are written in standard Palladium format of telling you how many dice to roll for their stats.   For the creatures of magic, the stat blocks are much simpler.  Here's the first creature, the minotaur to show you what I mean.

MINOTAUR
Alignments: evil or selfish
Size: 8 feet tall
A.R.: 12
Hit points: 7-56
Number of attacks: 2 hand/claws do 2-12 points each. charge with horns does 4-24, or by weapon (large sword or axe) Bonuses: + 6 to damage, + 2 to strike, + 2 to parry or dodge
Natural abilities: night vision 60 feet, fire and cold resistant (half damage)
Spd: 20, Low I.Q.
Average life span: 400 years
Description: This is another rare race of beast-men. The minotaurs have the head of a bull and the body of a human with dark skin and blazing yellow-orange eyes. They are usually seen alone or in pairs, living in small bands or tribes of 4-24. They are found only in the southern hemisphere.

Nice and clean and ready for immediate use.  I kinda wish they did more things like that and I wonder why it was changed?  To let people play everything maybe?  Anyway, here we have minotaurs, unicorns, scarecrows, spectres, pegasus, harpies, mummies, gryphons, chimeras, ghosts, werebeasts, sphinxes, green molds and bug bears (which interestingly enough, are statted out in the standard way).
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 18, 2014, 03:07:25 PM
Giants are written about next.  There are six giant species listed- Algor (frost giants), Cyclops (lightning- and have the secret to forging javelins and arrows out of lightning), Jotan (earth giants), Gigantes (mutant giants), Nimro (fire giants) and Titans.  There's a GM note that says player's can choose to be a giant, but only under certain conditions.

The last creature section details the mostly normal animals that inhabit the land.  Here we have bears, birds, different wild cat and wolf/dog breeds, horses, rats, beavers, ect.  Some of the creatures have a hostility index where depending on the roll of the percentile dice, when the creature will attack.

This ends the section on Monsters and Animals.  The next part will get into more of the Palladium world.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 18, 2014, 04:15:17 PM
As noted earlier, here's where we get some more information on the Palladium World.  It begins with a map, and I hope Benoist doesn't mind me re-posting his picture of the book here, but the image is really worth a thousand words:

(http://enrill.net/images/photos/products/PFRPG-09.jpg)

Each geographical area is given a small paragraph giving you the most general of overviews of it.  There's also a list showing the location and population distribution of the various races.  I like the brief entries for each area- not so much a fan of later books that detailed some of these areas further.  

For those who do not wish to strain their eyes looking at the pic, the areas listed are the Land of the Damned, the Northern Mountains, Ophid Grasslands, the Island Kingdom of Byzantium, the Northern Wilderness, the Eastern Territory, Timro Kingdom, Old Kingdom Mountains, the Old Kingdom, Land of the South Winds, Mount Nimro, Phi and Lopan, the Baalgor Wastelands, the Western Empire and the Yin-Sloth Jungles.

The next two pages show pictures detailing the common currencies encountered for a nice bit of added flavor.  There are differences between eastern and western coins, along with those used by the old kingdom and northern kingdom (which are rectangular and hung from strings).

We've now nearly made it through the entire book.  The last part is an included adventure called the Tombs of Gersidi written by Erick Wujcik.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RunningLaser on February 18, 2014, 05:07:13 PM
The Tombs of Gersidi is a 17 page adventure (including maps) where the characters enter the haunted home of the evil Gersidi family for the treasures within.  There are three levels to the place with over 30 rooms.  

Since it's a small adventure, I don't want to give much of anything away, but man, reading it, I can't see many characters getting through it alive.  It's definitely not your run of the mill "kobolds and goblins are causing trouble in Smith Grove" type of thing.  There's a lot of treasure to be had- a lot of treasure.  For an included module, you also get a shot at getting a rune weapon- the famed Doubling Sword Of Chaos- a mighty weapon indeed.  You'll need that sword, because you really don't have much of a chance living through this one:)


The book has a pretty decent index after this and the last page or two are ads for various Palladium games.  I don't have the original book I started with here- I've traded some away, given others away and have gotten new ones in between.  

I'd like to thank those people who've taken the time to read these posts.  Hopefully some who have read it, have gotten a better appreciation of the game.  I really do believe that it's Palladium's best game.  Overall, it's well written, understandable, and on the easy side to learn.  If you've had any experience with D&D, it's that much simpler to grok.  

The game has been around for a while now- 31 years. From what I can tell, it did well too -with 12 printings done.  Reading it, I know why.  It's a damn good game.


That wraps up the Palladium Role-Playing Game First Edition Revised.  Again, thanks for reading it.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: sirlarkins on February 19, 2014, 12:29:31 PM
I just wanted to say thanks for doing this! It's been a fun trip down memory lane. I came to the PFRPG via being a Rifts fanboy back in the day, and didn't quite know what to make of it ("No SDC?? Some actual decent Siembieda art!?"). But I liked it. Didn't get to run it nearly as much as I might have wanted to, although I do have a vague memory of running the Tombs of Gersidi adventure for one of my friends--who actually survived! I think he may have even found the rune sword. When the second edition came out, I sold my 1e book, but the tonal shift was noticeable and not entirely welcome.

At any rate, this thread inspired me to go back and pick up the first edition core book and the 1e Old Ones supplement on eBay, and hopefully I'll get a chance to run a bit of PFRPG soon. I was particularly inspired by this bit from the thread:

Quote from: RunningLaser;729512
The text sheds a bit more light on the Palladium world saying that it's a mix of Greek and pre-christian Roman empire, with a healthy dose of medieval times, Conan, Prince Valiant, ect- but at the same time none of those.


And now I'm wondering how the game would play with a sort of swords-and-sorcery, Robert E. Howard-style gloss. Something to ponder...
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: Zachary The First on February 19, 2014, 07:26:53 PM
So much fun! Thanks so much for doing this!

And oh, that map! :)
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: HellHound on February 02, 2015, 07:27:12 PM
Fun read. Thanks!

Can anyone give some example of how the Diabolist and Summoner magic would be used in game play? No examples in the game are provided as to how wards, etc can be used in a practical way and it's seems a bit confusing and abstract to me.

Perhaps it's more the Diabolist but anything helps.

Thanks!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: RPGPundit on February 06, 2015, 05:09:36 PM
Welcome to theRPGsite!
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: David Johansen on February 07, 2015, 12:14:31 AM
A diabolist works like every spell is explosive runes.  Summoners do the work before hand if at all possible and bring their monsters with them.
Title: Let's Read- The Palladium Role-Playing Game- 1st edition revised
Post by: HellHound on February 07, 2015, 11:00:27 AM
Thanks, RPGPundit!

Since my post I checked out the Palladium forums and did a search on Diabolists and found some info there. It's an interesting class as well as the summoner. Not your typical magic-users.

Two memorable characters I had bitd were a human shaman with schizophrenia. : ) and a changeling witch, major pact maker lol ...only Palladium. Just looking at the rules now it seems like giving witches the choice of (at least) some fire elementalist spells would have been a nice touch. Especially considering one of the first level fire spells is Stench of Hades!