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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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Reference Scrolls

May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

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September 05, 2015

demoWhether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.

New Skills

Combat Racing: This skill is similar to the concept of Combat Driving, though more specialized to specialized tactics using the mech designed by the Tarfan. A competitor with this skill is better at handling the mech for high speed events. The character is trained in tactics such as blocking an opponent's path, with road hog maneuvers, passing an opponent, jumping (yes, it is possible to jump on the track, though it' can be dangerous), and other tricks.

While piloting the character is +2 to dodge and +2 to roll with punch/fall/impact as long as inside the mech. The pilot can make combat maneuvers at no penalty as a result of being in a speeding vehicle, and Called Shots are at a -4 (this is for high speed races only, there are no penalties for basic combat) while typically would be a -6. These bonuses are always available regardless of potential skill rolls. In addition, any penalties as a result of difficult maneuvers relating to a race (combat maneuvers do not count, only if race related) are reduced by 1% per level starting at level 1. This means at level 10, the character can have a race penalty reduced by 10% (completely eliminating a -10% penalty).

Base Skill: 55%+3% per level, and this skill can increase over 100% and help offset possible penalties. Roll percentile when attempting to perform a racing maneuver such as blocking the path of another mech, or getting passed a mech that is blocking the character. These tend to be contested rolls, meaning if the opponent also has the skill they can roll too, and the one who succeeds by a greater success margin is successful. This skill is also used when performing race maneuvers that do not fall into the standard race track hazards.

Example: Going backwards, handling swerves and loops, etc. are all rolled on the normal Pilot: Mech skill (with the reduced penalty from this skill of 1% per level). However, the character decides to make a jump kick on the enemy mech and high speeds and needs to land again safely, this skill would be required (this is not a track hazard, this is a hazard as a result of risks taken by the pilot).

 

Pilot: Mech: The Tarvan mech design tends to be rather complicated and difficult to learn by most pilots due to several different controls. This same difficulty though is what gives the mech its great versatility and capabilities that exceed many standard robot types. Once learning the set up though, the arrangement of controls makes it rather easy to pick up and advance in faster. Base Skill: 45%+5% per level.

 

Mech Combat Elite

Two hand to hand attacks per melee (plus those of the pilot).

Body flip/throw – 2D4 plus the victim loses initiative and one attack that melee.

Body block/tackle/ram – 2D6+2 plus a chance of knocking the opponent down equal to the pilot's skill with his mech (roll the Pilot: Mech skill). Victims will lose initiative and one attack that melee round. Counts as TWO attacks.

A standard kick attack with the mech plus tripping kicks.

The leaping range of the mech is increased by 5 feet (1.5 m) per level of the pilot starting at level one. This ability is according to the pilot's level, not the level of this skill.

+1 to strike

+3 to parry

+2 to dodge

+2 to roll with punch, fall, or impact (explosion) reducing damage by half.

Critical Strike range increases to that of the pilot's hand to hand.

One additional hand to hand attack at level five.

One additional hand to hand attack at level ten.

Restrained Punch – 2D4

Full Strength Punch – 3D6

Power Punch – 6D6+2 (counts as TWO attacks)

Tear or Pry with Hands – 2D6

Kick – 3D6

Leap Kick – 1D4x10 (counts as TWO attacks)**

Body/Flip/Throw – 2D4

Body Block/Tackle – 2D6+2 (counts as TWO attacks)

Stomp – 2D4

Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside of the robot. Also note, any ability marked with a ** are only available if known to the character. Otherwise, the pilot cannot perform this ability without further specialized training.

 

Hand to Hand: Mech: Characters with this skill have taken their training to a whole other level and created a hand to hand to use with their mech. These bonuses are only applicable when inside a mech, but they are added to the pilot's other bonuses including other hand to hand skills! This is a highly specialized skill and counts as two skill selections.

1: One attack per melee; +2 on initiative, +2 to pull punch, and +3 to roll with punch/fall/impact. In addition, the pilot receives a one time bonus of +5% to any mech related piloting skills. Combat Moves: Elbow or knee attacks for 3D4 damage.

2: +1 to strike, +2 to parry, +1 to dodge, and any weapon proficiencies receive an additional +1 to strike. Combat Moves: Disarm.

3: Jump kick and back flips are now possible while within the mech if not known to the pilot (these abilities would already be possible for a pilot with these skills naturally).

4: +1 to initiative and +4 damage to all combat moves.

5: One additional attack per melee.

6: Critical Strikes are possible at one number lower than the pilot's usual range while within the mech. This means that if the character usually has a Natural 19 or 20 for a Critical Strike, the character will also have a Critical Strike on a roll of Natural 18 while within the mech.

7: +2 to strike, +3 to parry, and +3 to dodge, and any weapon proficiencies receive an additional +1 to strike.

8: Penalties for called shots or other combat maneuvers are reduced by up to 5 points. This is for combat moves only, not piloting skill.

9: One additional attack per melee.

10: Critical Strike range is doubled if attacking from behind. This means if the pilot has a range of a Natural 18, 19, or 20, now a Natural 15 or higher will be a Critical Strike!