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The Purifiers

September 05, 2015

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May 05, 2015

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September 05, 2015

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Optional Player Character


A creature that is only able to move by leaping. Their legs are extremely strong and allow them to leap great distances and height. This ability allows them to travel long distances at great speed. However, if there is a low ceiling, leapers will often find it difficult to move without bumping their heads.

A slaver ship was the first to discover the Leapers. At the time, Leapers consisted of several small tribes located in the Baalgor Wastelands. They led simple lives and believed in the concept of peace. They had no contact with the outside world and didn't know what to expect from the newcomers. The strangers were greeted with open arms. The slavers captured a couple of Leapers while away from their tribe's camp.

They were brought to the Western Empire and sold as slaves. Their inability to move without jumping made them ineffective for many tasks. The Western Empire decided to cut their loses and put them in the gladiatorial games to be disposed of. However, the Leapers displayed an uncanny ability to survive in the arena. Their natural instincts and unique fighting style caused the crowds to go wild. In response, the Western Empire sent more expeditions to the Baalgor Wastelands to acquire more Leapers.

As more expeditions were sent to enslave their race, the Leapers began to fight back.  As many of the tribes began to unite, the Western Empire decided that the Leapers were not worth the trouble. Despite the fact that the Western Empire left them alone, the Leapers were changed. They were no longer the peace loving race that they once were. Some wanted revenge while others had been corrupted by their would be enslavers. Many left their tribes and traveled out into the world. Those that stood had become bitter from their experience with the Western Empire.



Alignment: Any, but most lean towards selfish.

Attributes: I.Q.: 2D6, M.E.: 2D6, M.A. 1D6, P.S. 3D6, P.P. 4D6, P.E. 4D6, Spd.: 3D6 with a 10 foot (3 m.) ceiling, 1D6 x 10 with a 15 (4.5) foot ceiling or higher. Anything lower will result in bumping of the head and slowing the Leaper to a speed of only 1D6.

Hit Points: P.E. + 1D6 per level of experience.

S.D.C.: 15 plus those gained from O.C.C.s and/or physical skills.

Average P.P.E.: 1D6

O.C.C.s Available to Leapers: Any, without restriction, although most lean toward men of arms. The most common are mercenaries and assassins, with few practitioners of magic.

O.C.C. Skill Notes: Not applicable.

Horror Factor: None.

Physical Appearance: Deceptively scrawny looking upper body and thin arms. Their legs are strong and powerfully built. Also, their legs bend in the opposite direction of most other races (e.g. humans).

Size: 5 to 6 feet (1.5 to 1.8 m.)

Weight: 160 to 250 pounds (72 to 112.5 kg.)

Average Life Span: 40 years, some have lived up to 55.

Natural Abilities: In addition to the Leapers superior agility and speed, the character also has excellent day vision, a natural ability to fight equal to Hand to Hand: Expert, and a form of the Tumbling skill.

                Tumbling: Leapers have a natural aptitude for gymnastic type rolls, leaps, tumbles, somersaults, hand stands, back-flips, etc. Special abilities from this talent include:

1)       Back-Flip: +6 to dodge by quickly flipping out of harm's way or over one's opponent. Always ends in a tumble and crouched stance. Like all dodges, it takes the place of one attack that melee. However, because the Leaper has flipped a fairly great distance, the attacker also loses one attack, as he/she must turn around or lunge forward to renew his/her attack. 70% + 5% per level of experience. Add an additional +1 to dodge at levels three, six, nine, and twelve.

2)       Body Throw: This judo-type flip can be used on an opponent, doing 1D6 damage, plus the victim loses initiative and one attack that melee. Note: The Leaper must be weaponless, using both hands to grab his/her opponent and throw him/her to the ground.

3)       Enhanced Leaps: The Leaper can jump farther and higher than most other creatures. See the speed attribute for details. The Leaper is also able to leap up to 20 feet straight up in the air.

4)       Bonuses: +4 to roll with punch/fall/impact, +2 to strike and parry, plus one attack per melee round! Add one additional die of damage to any kick attack.

Magic: By O.C.C. only.

Psionics: Standard, same as humans.

Enemies: Leapers have a strong hatred of the Western Empire. Finding a member of the Western Empire will often lead to an immediate attack by a Leaper. Most others are viewed with suspicion.

Allies: Other Leapers only.

Habitat: Originally, they were located solely in the Baalgor Wastelands. Since their contact with the Western Empire, they have begun to spread to all parts of the world.

Favorite Weapons: Any type of weapon that has a sharp blade and deals a lot of damage.

Other Notes:

1. Worship a variety of deities.

2. Wear all types of armour. Heavy armour causes Leapers to be a -2 to all types of flips as well as the normal penalties.

3. Damage Note: Kick attacks from a Leaper deal an additional die of damage.

4. Leapers have become obsessed with wealth. No matter how much wealth they have acquired, they are never satisfied and always want more. Usually sell their services and rarely do anything simply out of the kindness of their heart.