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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.

Parrying (Expanded)

Fighting is more complicated than knowing how to swing a weapon. Strategy can be just as important, if not more so. Character classes start off with a variety of weapons and weapon proficiencies for a reason. This isn't because the weapon with the best bonuses or the greatest damage is always used, but so the fighter can select the right weapon for the right situation. When in a narrow hallway a pole arm can be impractical due to lack of room, dual short swords may be useful for paired weapons but easier for opponents to parry and lacking the power of a weapon like a claymore. No one weapon can be perfect all the time, and knowing the environment and what the enemy is using is a key element to determining battle strategy.


Melee Combat

Weapon Size: The size of a weapon can be important. A small weapon will have trouble parrying the weight and size of a much larger weapon. While there are various factors to consider, for simplicity we're going to consider length, since a larger weapon is also likely to weigh more.  Also, the longer weapon has the advantage of reach/range. For every extra foot an opponent's weapon has in range, the character is a -1 to parry. Example: An opponent attacks with a 3 foot (.9 m) long sword. Parrying using a 1 foot (.3 m) dagger puts the defender at a -2 to parry.

Two-handed vs. One-handed: There are advantages to using a one-handed weapon, such as generally being lighter to carry and the ability to use Paired Weapons. However, there are advantages to using two-handed weapons as well, such as Weapon Size (see above) and the ability to put more force into the attack. A one-handed weapon suffers a -1 penalty when attempting to parry a two-handed weapon. Example: The opponent attacks with a claymore (two-handed weapon). If a long sword (one-handed weapon) is used to parry, the defender suffers a -1 to parry.

Unarmed vs. Armed: When an unarmed character is forced to defend against a armed opponent, s/he is at a serious disadvantage. In order to parry, the character must attempt to parry the opponent at the wrist. This means overcoming the entire length of the weapon, a dangerous feat while unarmed. In addition to the Weapon Size penalty (see above) at the full length of the weapon, the character suffers an additional -1 penalty. While this makes such a feat difficult, there's a reason people don't enter into a knife fight unarmed. Example: The opponent attacks with a long sword (3 ft/.9m), an unarmed defender suffers a -4 penalty to parry (-3 for the length of the weapon and an additional -1 for being unarmed).

Shields: A character using only a shield is not considered unarmed, as a shield is still a weapon. However, while shields are weapons, they're designed for defense! In addition to the +2 parry bonus provided by all shields in melee combat, using one to parry also negates the penalties for Weapon Size and Two-Handed Weapon (see above).

Supernatural Strength vs. Ordinary Strength: Characters with Supernatural Strength can punch with considerably more force than the average opponent, but the art of parrying is all about deflecting energy away. Force is not as important as size. Still, parrying Supernatural Strength isn't easy. When up against an opponent with Supernatural Strength, characters with human strength suffer a -2 penalty. Note: Due to the power involved, shields do not help overcome this penalty. With this much force,the attack can just as easily break the arm holding the shield with a failed roll, still inflicting damage.

Large Opponents: Parrying is all about redirecting energy. However, sometimes an opponent is just too big to parry, such as a human trying to parry a giant or dragon. My rule of thumb is if the character can lift the opponent, then s/he can parry the opponent. To determine this you need to know how much the attacker weighs, and how much the defender can lift (see Palladium Fantasy, 2nd Edition, page 17 for details). Keep this simple and just factor the attacker's natural weight and don't worry about the weight of the added weight of armour, weapons, gear, etc. If the character can't lift the opponent, then the only choice remaining is to dodge or take the hit.

This may seem like you need to know a lot of information at first, but should run smoothly once you get the hang of it. Also, if two normal characters are facing each other, it's usually simplest to let combat flow as normal and assume both can parry each other. Only use this rule for truly large size differences when it's the most likely to be important. More often than not, you'll have a good idea without ever having to do the math. Note: As a G.M., don't feel obligated to tell a player character how much an opponent weighs. In reality you won't always know, and that's the same in game. A player character will need to size up the situation and make a judgment call. Sometimes when the outcome is unknown, it's smarter to play it safe.

Multiple Attackers: Takes place when an opponent is faced by more than one attacker. Only four attackers can focus on a single enemy at a time in melee range. This forces opponents to flank a character from the front, sides, and behind. Any more than four attackers in melee range will simply get in each other's way. There's no such limit for ranged attackers. Characters with hand to hand combat skills can attempt to parry any attacks within their line of sight. Within melee combat, the defender can only parry up to three attackers. The fourth attacker, the one attacking from behind, cannot be parried as the defender cannot see him. A defender from multiple attackers can strike at only one target at a time (see Paired Weapons for a rare exception).

Flanking: A common group combat tactic is to flank an opponent. This involves attacking from the sides so the opponent is at a disadvantage. Fighting multiple opponents is a difficult task, but all the opponents coming from one direction can keep it manageable. This is why flanking can be so dangerous, because it divides the opponent's attention in multiple directions. When opponents are to the sides characters must rely on peripheral vision, which isn't as focused as direct line of sight. This causes penalties. Note: Aware combatants will always strive to keep enemies away from their backs, turning and adjusting to keep each opponent in sight. Only surprise/sneak attacks and/or a fourth opponent can attack from behind.

Untrained/Ordinary Citizens: -6 to parry and -4 to dodge attacks from the side.

Hand to Hand: Basic: -4 to parry and -2 to dodge attacks from the side.

Hand to Hand: Expert and Assassin: -3 to parry and -1 to dodge attacks from the side.

Hand to Hand: Martial Arts: -2 to parry and no dodge penalty.

Men of Arms: Specialty in combat grants them the benefit of reducing the penalty by 1. So a penalty of -3 is now only -2 and a penalty of -1 is now removed completely.


Ranged Combat

Dodge & Parry Arrows: Characters can attempt to parry or dodge fast moving ranged projectile attacks such as arrows and magical fire balls, provided the character knows the attack is coming and can see the attacker. While dodging an actual arrow or other projectile after it's fired is nearly impossible, in most cases this involves avoiding the enemy's aim before the attack is ever launched. To the untrained eye, this can even appear as parrying or dodging an arrow after it's fired. Even using this method to dodge though is extremely difficult, and the defender suffers a -10 to any defensive moves. Note: Crossbow bolts, lightning, eye beams, dragon's breath, bullets, energy beams, and even thrown spears all count as projectile attacks.

Shields: Parrying arrows with a shield is easier than dodging them or trying to parry with a smaller item. A small shield reduces the penalty to defend against arrows to -6 to parry and a large shield reduces the penalty to only -2 to parry. Instead of being used for an active defense, shields can also be used as cover. They can also be held in place over vital areas (typically main body) on the move making it nearly impossible to hit the shielded area. In this situation, no parry is necessary to protect that area, but the rest of the body remains exposed and undefended. If stationary, large shields can be used to try and cover the entire body. Any attempt to hit around the shielded area requires a called shot, as well as possibly suffering additional penalties for hitting a small target.