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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.

Mech Upgrades

Mech Frames

Standard Frame: This is the standard mech frame. It is a good balance of strength, durability, balance, and speed. Due to its balance though, it excels in none of these areas. For a mech pilot who would like to be well rounded, this is the best recommended frame. Damage Capacity: 60. Note: Mech frames are essential to all the mech and probably the hardest part of a mech to replace. On top of the frame are the standard parts which help to make a mech work. These additional parts have an additional damage capacity of 60. Cost: 5.

Light Frame: A light weight mech frame which allows the mech to move faster and jump higher. However, as a result of the light weight design, it is not nearly as durable. It cannot support some of the enhancements of the standard or heavy frames, and to keep within the safe limits of the rules Light Armor is a required addition to the mech. Damage Capacity: 40. Bonuses: +10% on piloting skills, and +2 feet jumping range per level of the pilot. Penalties: Only three upgrades from the Enhancement Systems upgrades may be selected. Note: Mech frames are essential to all the mech and probably the hardest part of a mech to replace. On top of the frame are the standard parts which help to make a mech work. These additional parts have an additional damage capacity of 60. Cost: 3.

Heavy Frame: The mech frame is built for support and durability. It's extremely sturdy helping to allow the mech to take more damage in addition to supporting more upgrades. The downside to this frame is it weighs the mech down more slowing it down as well as reducing its jump capabilities. Damage Capacity: 80. Bonuses: There are no restrictions on the amount of upgrades which may be included on the mech. Any standard frame penalties from Heavy Armor are removed. Penalties: -10% to all piloting rolls and reduce jumping range by 15 feet. Note: Mech frames are essential to all the mech and probably the hardest part of a mech to replace. On top of the frame are the standard parts which help to make a mech work. These additional parts have an additional damage capacity of 60. Cost: 7.

 

Armor Types

Standard Armor: All mech come equipped with a standard armor. It doesn't offer much protection, but is mainly meant to help shield some of the damage from the mech frame and other aspects to prevent serious damage. Damage Capacity: 120.Cost: 1.

Light Armor: Even though this is called light armor, it is actually tougher than the standard mech armor. The term "light" is used as a result of the light weight design. It is ideal for a pilot who favors racing, but is still decent protection even for the well rounded pilot due to the added protection. Damage Capacity: 150. Cost: 4.

Heavy Armor: This is the strongest, most durable type of armor available to mech pilots. It weighs the mech down though slowing its speed and maneuverability. It is the most ideal for a pilot who intends to get into a lot of combat or simply very reckless and needs the additional protection. Due to the added weight, only standard or heavy frames can support this type of armor (standard frames suffer penalties). Standard Frame Penalties: -5% to all piloting skills and reduce jumping range by 10 feet. Damage Capacity: 200. Cost: 5.

 

Weapons, Melee

Combat Knife: A knife placed on the mecha for hand to hand options. Damage: Add one die of damage to the hand to hand move (takes one action to draw). Cost: 1 (each).

Concealed Arm Knife: Hidden within the arm of the mech is a knife that can retract and remain hidden. This makes an excellent surprise in combat, but more importantly it means that the weapon cannot be lost (unless the entire arm is lost) and leaves the hands free to hold other objects. Damage: Add one die of damage to the hand to hand move. This can be drawn in the same action as it is drawn, but the attack suffers a -5 penalty to strike or parry as a result. Limit: This is built into the arm of the mech. Different arms may have different upgrades, but the Concealed Arm Knife, Piston Punch, and Spike and Towline are not able to be equipped in the same arm. Cost: 2 (per arm).

Electrical Discharge, Fists: An electrical discharge is released from the hands of the mech on impact. This slightly increases damage. Due to the fact it is an electrical discharge against the metal alloys of the mech, it increases the chances of contact allowing even a near miss to still inflict some damage. Damage: +1D6 to damage. Bonuses: +1 to strike. Any ties still inflict electrical discharge damage (1D6) even though the defender avoids the rest of the attack. Cost: 3 (per arm).

Finger Claws: The tips of the fingers all come to points to make a type of claws. This adds increased damage. Damage: +4 damage to hand strikes. Vulnerabilities: These claws are constantly extended and can just as easily damage an ally by touch (e.g. Grabbing an ally's arm, but the claws shred into the mech arm regardless). Cost: 1 (both hands).

Hand Held Weapon, Standard: This covers a wide variety of weapon types from swords to axes to whips to pole arms. Virtually any type of weapon can be crafted for a mech if the proper specs are available. Bladed weapons are the most common, but other types are possible. Damage: Variable depending on size and weapon type. Cost: Variable depending on size and weapon type. Cost: Variable upon weapon type.

Hand Held Weapon, Power Cord: Like the standard weapons, this covers a wide variety of weapon options. The main difference between the standard and this type is that these have a power cord attached which provides the weapon with additional damage capabilities, but are in turn reliant mainly upon the additional power. If the cord is cut, the power is cut off. While the weapon can still be used, the powered down version is not as effective as the standard version. Damage: Variable depending on size and weapon type. Cost: Variable depending on size and weapon type. Cost: Variable upon weapon type.

Knuckle Spikes: There are a series of spikes placed over the knuckles on the hands of the mech. They are most effective for punches and backhands. Damage: +2 damage to punch and backhand strikes. Cost: 1 (both hands).

Spike and Towline: Built into the mech arm is a spike with a towline attached. There is a retractable device which can recoil the line. This can be used for climbing or as a weapon. The spike is fired from the forearm. Damage: 1D6. Limit: This is built into the arm of the mech. Different arms may have different upgrades, but the Concealed Arm Knife, Piston Punch, and Spike and Towline are not able to be equipped in the same arm. Cost: 1 (per arm).

 

Weapons Ranged

Machine Gun, Standard: A hand-held machine gun style weapon is the most common weapon for the mech. It is two handed, and can be discarded when it is no longer of any use or damaged and unable to fire. Damage: 5D6 per burst. Payload: 4 bursts per clip. Extra Clips: 2 spare clips after the first (in the weapon at the start) is standard for 3 total clips. Cost: 2.

Machine Gun, Heavy: Only moderately more powerful than the standard version, but this one does have a few extra advantages. It's still a two handed weapon which can be easily discarded when no longer usable, but has a slightly better balance payload as well. Bonuses: +1 to strike. Damage: 6D6 per burst. Payload: 6 bursts per clip. Extra Clips: 1 spare clip after the first (in the weapon at the start) is standard for 2 total clips. This adds up to an equal amount of available bursts as the standard version, but can be beneficial as it requires less time to actually change clips. Cost: 3.

Machine Gun, One Handed: Unlike the other two machine gun options, this is only a one handed weapon. It deals less damage than the others, but has the advantage of leaving one free hand while shooting. This is most commonly used with pilots who use two guns simultaneously at either the same opponent or two different targets. Damage: 5D4 per burst. Payload: 4 bursts per clip. Extra Clips: 2 spare clips after the first (in the weapon at the start) is standard for 3 total clips. Cost: 2.

Mini-Missile Pack: This is a pack equipped on the leg of the mech. Each pack contains four mini-missiles each. These packs are set up with a quick release system (takes only one action) if they are no longer desired (typically if the missiles have been expended). Damage: 5D6 per missile. Payload: 4 each pack. Only two may be fired at a time as an offensive maneuver. As a defensive tactic (shooting down other missiles) that restriction is removed. This is a tournament rule. Breaking this rule will result in team disqualification. Encumbrance: The mini-missile packs are strapped to the legs and can limit movement. As long as they are equipped, the pilot suffers a -1 penalty to dodge for each pack. Limit: Up to 4 mini-missile packs may be equipped to a mech. Due to balance, it is recommended that packs are always equipped in twos (one on each leg). If an odd number is equipped, the mech will be off balance and provide an additional -2 to dodge. Cost: 3 (per pack).

Shoulder Turrets (2): On each shoulder of the mech is a shoulder turret that fires live ammunition. It doesn't do much and is mainly meant when other weapon systems have been expended and ranged combat is still desired. These are always installed in two, one on each shoulder Up to six turrets, three in each shoulder, can be installed within a mech. Damage: 2D4 per burst per pair. Payload: Effectively unlimited. Cost: 2 (set of two, one in each shoulder).

Sniper Rifle: A long ranged rifle meant for one shot at time for heavy damage. It's powerful and accurate, but its greatest flaw is the fact it only has one shot before it must be reloaded. Damage: 1D4x10 damage, 1D6x10 damage if the target is not aware. Payload: 1 shot only. Extra Shots: An extra 5 shots are typically included (for a total of 6 shots). Cost: 4.

 

Enhancement Systems

Concealed Arm Knife: Hidden within the arm of the mech is a knife that can retract and remain hidden. This makes an excellent surprise in combat, but more importantly it means that the weapon cannot be lost (unless the entire arm is lost) and leaves the hands free to hold other objects. Damage: Add one die of damage to the hand to hand move. This can be drawn in the same action as it is drawn, but the attack suffers a -5 penalty to strike or parry as a result. Limit: This is built into the arm of the mech. Different arms may have different upgrades, but the Concealed Arm Knife, Piston Punch, and Spike and Towline are not able to be equipped in the same arm. Note: Each arm counts as one upgrade. Cost: 2 (per arm).

Enhancements, Arm: Increased arm enhancements which enable a greater lifting capacity as well as punch damage. Damage: +5 damage to all punch attacks, and double damage to the Tear/Pry attack. Limit: Unless a heavy frame, only arm or leg enhancements may be selected. If being used on a light frame, the additional lifting and carrying capacity is removed because the frame may not be strong enough to handle it. Any attempt and there is a 25% chance the arms of the mech will break down and risk damaging the frame. Cost: 3 (both arms).

Enhancements, Leg: Powered up leg modules which allow for greater jumping capabilities, running faster, and better kick damage. Damage: Kick and Stomp attacks inflict an additional die of damage. Jump: The jumping range of the mech is increased by 2 feet per level of experience of the pilot. Limit: Unless a heavy frame, only arm or leg enhancements may be selected. Cost: 3 (both legs).

Enhancements, Combo: This is a special combination of arm and leg enhancements. Since it is a package deal, it is slightly cheaper than the two separately. It has bonuses from the individual enhancement systems along with a few additional bonuses of its own. Damage: Body/Block Tackle deals double damage. Limit: Only available to heavy frames. Cost: 5 (both arms and legs).

Jumping Boosters, Back: A total of four thrusters are built directly into the back of the mech. The jumping range they increase is far greater than that of the feet boosters, but has a major flaw in that they have a limited amount of uses. Additionally, it can be used for an accelerated burst even if going straight. This is possible on straight land for a brief burst or on a race track. Damage: If included into a jump kick, it increases damage to 1D6x10. Jump: Add 15 feet to the jumping range of the mech with an additional one foot per level of experience. Bonuses: +10% when trying to gain speed. Limits: Only 4 booster assisted jumps are possible. Cost: 4; +2 for each additional boost purchased.

Jumping Boosters, Feet: Jump engines built directly into the feet of the mech for assisted jumps. They can also be used for increased damage if the bottom of the foot is used. Damage: One additional die of damage to the attack. If typically no damage, then it inflicts 1D6. This cannot be included with a jump kick as the thruster would push the mech away during contact reducing damage instead of causing additional damage. Jump: Add 5 feet to the jumping range of the mech. Limit: These are built directly into the feet of the mech. Both feet must have the same upgrades meaning a mech cannot have Jump Boosters, Feet and Retractable Wheels due to the conflict it would cause. Cost: 2 (both feet).

Piston Punch: A system amplification system which aids in punch damage. When preparing for a punch the pilot can activate a special piston system within the arm of the mech to inflict more damage. It takes a moment for the system to activate though making this only effective with a power punch. Despite the limited uses of this attack, the devastation it is capable of makes it still an effective method. Damage: 1D6x10 (counts as two attacks). Limit: This is built into the arm of the mech. Different arms may have different upgrades, but the Concealed Arm Knife, Piston Punch, and Spike and Towline are not able to be equipped in the same arm. Note: Each arm counts as one upgrade. Cost: 2 (per arm).

Retractable Wheels: These are wheels built directly into the feet of the mech. It is designed for moving fast over land. They are not very effective for jumping or for racing, but when on actual land the ground speed of the mech is doubled. Its major limitation is that the increased speed makes it difficult to turn causing relatively wide turns when attempted. Limit: These are built directly into the feet of the mech. Both feet must have the same upgrades meaning a mech cannot have Jump Boosters, Feet and Retractable Wheels due to the conflict it would cause. Cost: 2 (both feet).

Spike and Towline: Built into the mech arm is a spike with a towline attached. There is a retractable device which can recoil the line. This can be used for climbing or as a weapon. The spike is fired from the forearm. Damage: 1D6. Limit: This is built into the arm of the mech. Different arms may have different upgrades, but the Concealed Arm Knife, Piston Punch, and Spike and Towline are not able to be equipped in the same arm. Note: Each arm counts as one upgrade. Cost: 1 (per arm).

 

Miscellaneous Upgrades

Advanced Sensors: The advanced sensors are better at picking up signals even through interference. While they are not perfect, they are still an improvement over the standard sensors. Bonuses: +10% to Read Sensory Equipment. Cost: 2.

Enhanced Audio Systems: While all mech contain standard listening systems, this is an enhanced version which can be useful for picking up sounds such as a river in the distance or another mech moving in the distance. Cost: 1.

Extra Clips: A pilot can decide to equip additional clips (this includes sniper shots) in case the standard back-up is not acceptable. The number of extra clips is equal to the standard extra clips (e.g. If 3 extra clips are standard, an additional 3 clips are available with this option). Cost: 1.

Onboard Computer, Standard: Built directly into the cockpit of the mech is a computer which helps with advanced calculations, writing programs, drawing programs, and some other basic computer functions. These are mostly useful in a situation such as a Scavenger Hunt when breaking down clues visually may be an asset. It does also have a crude mapping program to determine where they have been by measuring distance and direction. Cost: 1

Onboard Computer, Combat: This computer is specifically designed to help figure out weak spots assessed from current combat data along with calculating trajectory of shots. It doesn't provide any of the capabilities of the standard computer though.Bonuses: +1 to strike. After 30 seconds (2 melee rounds) of combat with a particular mech, the chances of a critical strike are increased by one point (a Natural 20 only increase to a Natural 19 or 20). After taking a single direct hit, the computer can determine the exact direction it came from. This does not give distance or help if the target is moving. Cost: 4.

Reinforced Cockpit: While all mech have a reinforced cockpit, but this is additional reinforcement making the chances of an accidental death just that much more unlikely. Nothing is ever a guarantee, but the more powerful the opponent the higher the chances of something happening. Damage Capacity: 50. Cost: 1.

Spike and Towline: Built into the mech arm is a spike with a towline attached. There is a retractable device which can recoil the line. This can be used for climbing or as a weapon. The spike is fired from the forearm. Damage: 1D6. Limit: This is built into the arm of the mech. Different arms may have different upgrades, but the Concealed Arm Knife, Piston Punch, and Spike and Towline are not able to be equipped in the same arm. Cost: 1 (per arm).