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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.

Simultaneous Attacks (Expanded)

Instead of defending with a parry, dodge, entangle, or other defensive maneuver, a character can choose to do a simultaneous attack. In this case, the character does not defend ("Go ahead, hit me; I can take it!") and simply attacks in response. Like most defensive maneuvers such as dodge, performing a Simultaneous Attack uses the character's next attack per melee. This means the character cannot attack again the next time his/her turn comes around again. The advantage of a simultaneous attack is that neither opponent can defend. In all probability, both will take damage. There are some exceptions.

First, there's always the chance that one of the attackers will miss. Any attack roll (with bonuses) lower than a 4 is a miss. Furthermore, any roll of a Natural 1 is an automatic miss, regardless of bonuses.

Second, characters skilled in Paired Weapons can engage in a simultaneous attack (with one weapon) and parry with the other. In the reverse, a character can attack with one weapon while holding the other back to defend against a simultaneous attack. This is an advantage of Paired Weapons. Of course, the opponent skilled in Paired Weapons can opt to attack with both weapons in a simultaneous strike to increase damage, but this allows no chance to parry or otherwise defend.

Third, if the first attack that hits changes the battle conditions. Some people are probably wondering if the attacks are simultaneous how can one hit first? Think of a movie showing the dangers of nuclear war. One side launches missiles. The second side, seeing they're about to get hit, launch their missiles. Missiles from both sides are in the air simultaneously, even if they weren't launched at the same time and won't hit at the same time. Now the time between when a missile is launched and when it hits is much longer than a single melee action and doesn't count as a true simultaneous attack, but the visual concept remains the same. In melee combat, the same is true.

First to attack, first to hit. Whichever character makes the initial attack hits first, while the character making the simultaneous attack hits after. Remember, the character making a simultaneous attack sees the attack coming, decides to take the hit, and attacks in response. Since the character is responding, using the opponent's attack as an opening, s/he hits second, simple as that. In most cases who hits first won't matter much, but sometimes it can play a critical roll in how combat unfolds.

Example 1: A Mercenary and a Soldier are in an arena ring duking it out. The Soldier has initiative and attacks with a punch. The Mercenary decides to simultaneous attack with a punch as well. The Soldier hits first and rolls damage, with the Mercenary doing the same immediately after. The Mercenary also lost his next attack in the round, so it will be the Soldier's turn again. The Soldier can attempt to punch, risking another simultaneous attack, or come up with a better strategy.

Example 2: Two gun-fighters in an ole fashioned showdown in the middle of the street at high noon. Gun-fighter A wins initiative, draws, and shoots. Gun-fighter B decides he's dead anyways and might as well take A with him, so he declares a Simultaneous Attack. With his first shot, Gun-fighter A deals enough damage to kill his opponent. But hey, his opponent simultaneous attacked so both are going to be dead, right? Wrong! Gun-fighter B is dead, and that means the scenario has changed. The opponent never drew in time, or he did and fired off into the air as he fell to the ground dead. Either way, his attack never quite hits. Note: Drawing a weapon is also considered an attack, but some special abilities change that fact. For simplicity, this example ignored the time it takes to draw a weapon.

Example 3: An unarmored Juicer attempts to disarm a small boy wielding a Vibro-Knife. The small boy knows he can't win in a straight fight with a juicer, so he might as well simultaneous attack with his knife, right? If he can hit with his knife there's a good chance the Juicer will be dead. The Juicer rolls first and succeeds in the disarm attempt. The small boy now gets to roll damage, except he no longer has the Vibro-Knife! Since he's disarmed the boy might still be able to land a punch, but the battle conditions have changed from when he started that attack. Since the boy also lost his next attack, it's the Juicer's turn again. This time, the Juicer goes to put the kid into a hold. Young, stupid, and angry, the boy once again tries to simultaneous attack. The Juicer once again succeeds, and that means his opponent is now locked in a hold. As such, the boy cannot attack and his simultaneous attack has been neutralized (no damage!).

These are just a few examples. Simultaneous attacks are still a powerful tool for some characters, but they don't allow any character who can deal more damage and take more hits to dominate a battle without thought. With some planning, the attacking character can control the battle to limit an opponent's options, and using simultaneous attacks without considering the ramifications can lead to trouble. This is one of the many advantages of winning initiative and going first.