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Let's Read- The Palladium Role-Playing Game- 1st edition revised

Started by RunningLaser, November 12, 2012, 10:57:28 AM

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RunningLaser

Quote from: Benoist;622021Alright. Here we go. A few pictures of the book. :)
















Awesome!  Thank you:)

Benoist

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.

RunningLaser

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.

Zachary The First

Quote from: Benoist;622059Nah, 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.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Kuroth

Quote from: Zachary The First;622610That'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.

Zachary The First

Quote from: Kuroth;622616Isn'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.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

RunningLaser

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.

RunningLaser

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.

RunningLaser

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.

Spinachcat

Thanks again for this cool thread. PF 1e brings back such great memories.

Quote from: Benoist;621793Made 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.

RunningLaser

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.

everloss

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!
Like everyone else, I have a blog
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Zachary The First

Quote from: everloss;625114I 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.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

RunningLaser


everloss

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.
Like everyone else, I have a blog
rpgpunk