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Palladium Fantasy RPG®, 2nd Edition - The Palladium Fantasy RPG® Revised Second Edition Over 25 Occupational Watermarked PDF. Download as PDF or read online from Scribd. Flag for Palladium RPG - Monsters and Animals (2nd Edition) Palladium Fantasy RPG 1st Edition( Revised). Palladium Fantasy RPG 1st Edition(Revised) - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. The Revised 1st edition of the.
FREE Shipping. The Attribute Bonus Chart indicates the bonus percentage added to all of the character's skills, including O. All other abilities are unchanged. It is flOt an additional attack, but an optional attack ability. Hand to Hand Long Bowma n , W. The trap with this, if abused, is a character who has minor sk ills in several O. The tiny island kingdom of Bizantium is actually superior in skill but much fewer in number.
They live underground and are over the land currently known as the Baalgor Wastelands, but none know what tragedy befell them that they have been so completely lost to obscurity. The Tristine Chronicles mentions the Minotaur race in passing nine times, but only two passages are noteworthy. The first is one of the earliest entries in the Tristine Chronicles, which means it was recorded before the emergence of humankind or the rise of the great Elven and Dwarven Empires.
This places the text around 50, years ago, although many scholars believe it refers to an even more distant period that may have occurred sometime during the Time of a Thousand Magicks or even before. This could mean that the Minotaur race may be 50, to 90, years old. It is also interesting to note that some expurgated versions of the Tristine Chronicles have deleted all mention of the Minotaur people; most modern editions, copied within the last 9, years from one of the ultra rare, complete or mostly complete and unedited Chronicles, contain the following passage.
And from the carnage that forced them from their homeland, the giants with the head, strength and courage of the bull did scatter to the four corners of the world. Never again would the mighty warriors build a kingdom under the heavens. Never again would they walk with their heads held high. For so great was their betrayal that they would choose to hide their sad visage under the earth in shame so that all creatures might forget them, if not forgive.
So it was that the greatest and noblest of the beast-men lost the valley paradise near the Scarlet Waters. Only the Changeling would know greater hatred and persecution across the ages.
Elven documents tell of excavating statues of Minotaurs that appeared to be deliberately beheaded or smashed, with basreliefs and carvings marred to erase the features of king and peasant alike. The bits of uncovered architecture showed a city with great archways, towers and citadels.
Other evidence of seemed to suggest the city fell during a devastating war. The elven records also report the frightening discovery of a mass grave believed to inhabit the most remote and hostile regions in the world. Minotaurs are known to exist in the Old Kingdom Mountains, the Great Northern Mountains and possibly the Baalgor Mountains, but no one knows how extensive these tribes and communities may be. Only years ago, the Wolfen claim to have obliterated a tribe of evil Minotaur cultists who practiced necromancy and witchcraft.
According to the ancient tale, the Wolfen legion that entered the underground complex were amazed at the size of what they called a subterranean city and were nearly overwhelmed by the "seemingly endless tide of warriors. The Algor Minotaur lair is now used by the Wolfen as an underground military complex and no Minotaur has ever been reported in the Algors since, yet the skeptical ask, "How can we be so certain that one or more tribes, or even a sprawling city, does not exist someplace deep within the mountains?
Whatever the size of their population, these powerful and noble giants are so forgotten that most people, even when describing the giant or monster races, frequently exclude the Minotaur entirely.
Most people in the civilized kingdoms of the world have never seen a Minotaur except in pictures, and some have never heard of them! Whether there are 8, or ,, Minotaurs are a secretive people who, as a whole, avoid contact with the outside world. Minotaurs will attack the members of any race, including kobolds, goblins, ogres and trolls whenever they venture into an underground region held by the giants.
They are extremely territorial and will attack all intruders on sight and without mercy. It doesn't matter that the interloper may be friendly, or merely lost, and accidentally stumbled onto a Minotaur community; the poor soul is attacked, enslaved or slain and sometimes eaten. This extremely aggressive and defensive demeanor is another reason the other people of the Palladium World know so little about these subterranean giants.
Despite their anti-social behavior, there are exceptions. Minotaurs who worship dark gods usually Lords of Death, Destruction, and Chaos may associate or co-habitate with members of other races site was left alone out of respect for those who had perished there so long ago and a giant statue of a Minotaur warrior was raised in homage to the spirits who might still linger there.
Scholars have long looked to this discovery as mute testimony to a concerted effort to annihilate the giants. It is not known who was responsible for their near extermination; not even the minotaurs seem to who worship the same god. This is particularly true of Death cults and cults that worship the dreaded Old Ones.
Some Minotaurs, good and evil, take to a life of adventure, forsaking their underground brethren, and live on the surface. These fellows are comparatively rare and encountered most often in the Eastern Territory, Old Kingdom, Baalgor know, and most know nothing about the place, the grave, or ruins of the city. The location of these places are lost again, somewhere under the parched earth of the Wastelands.
Speculation by non-Minotaurs is that the perpetrators were elves or dwarves, possibly humans, because most Minotaurs hate these races and will attack them with little or no provocation. On the other hand, they are known to attack virtually any humanoids who invade their territory.
Wastelands and Yin-Sloth Jungles. It is also believed that a large number of tribes and perhaps even a Minotaur city exists in the forbid- den Land of the Damned, but nobody knows whether this is true or simply another legend about this mysterious region. Oddly enough, even the friendliest and most outspoken Minotaur knows little about his own people or their history. Most come from small tribes of 50 to members. Few know about any other Minotaur communities in the world except for their closest neighbors typically 1D4 other small tribes.
Generally, all they know about their history is that some great disaster befell their people thousands of years ago, caus- The second most notable passage from the Tristine Chronicles is just as cryptic but considerably more ominous. The passing of the Ages has helped to expunge the great betrayal from the memory of the world, but the evil persists.
From their resting place do they whisper; beckoning, pleading, promising rewards of 11 power. And so it is, from their place of slumber, the darkness reaches out to comfort and embrace the fallen horned giants who live beneath the earth. In so doing, it breeds a pestilence that eats at their very souls and beckons for the return of The Darkness and the rebirth of the Age of Chaos. Whether it speaks about a future danger or simply the Minotaurs' dark nature remains a matter of debate.
Some have suggested that the Minotaurs may have been one of the Old Ones' minions and thus a forgotten eldrich race, like the elf and titan. However, this is unlikely as all of the Archaic races insist the bull-headed beastmen were not members of these ancient people. A more likely theory, held by many, is that the "great betrayal" may have been an attempt by the Minotaurs to awaken one or more of the slumbering Old Ones. This theory is circumstantially substantiated by the fact that Minotaurs have been known to establish death cults that worship the Old Ones and other dark gods.
Over the millennium, at least a half dozen such cults have been discovered and destroyed by one race or another. Ancient Minotaurs were also known to practice necromancy and, according to legends, Minotaur witches are said to draw their powers from the Old Ones. Some legends about the Time of a Thousand Magicks also suggest that the Minotaur sorcerers engaged in dark magic.
Several tribes and cults of Minotaurs were destroyed by elves and dwarves during the Millennium of Purification because they would not forsake forbidden and dangerous magic. The Minotaur R. The Palladium Minotaurs have taken to living in underground complexes in remote parts of the world. Although they have become fairly adept at digging tunnels and underground construction, most seem to prefer taking over abandoned dwarven or kobold tunnel and city complexes as well as other types of subterranean habitats, including natural caves and man-made dungeons.
Many are quite skilled at constructing traps and pits in the tunnels of their subterranean homes. They are giants with the head of a bull and the body of a human. Their skin color ranges from a light blue-grey to near black always with a hint of blue.
Tribes tend to be small, with about 2D6xlO members. Minotaurs were probably wandering vegetarians at one point and still tend to be a bit nomadic. Fifty percent are vegetarians but even those who have resorted to eating meat still prefer grass, grain, vegetables or fruit.
They can sometimes be caught raiding grain storehouses, plucking fruit from orchards, or seen grazing on grass late at night or just before sunrise and before they vanish back to their subterranean domains.
Minotaurs are famous for being warriors with incredible strength, endurance, agility and fighting prowess. Any, but most are evil or selfish. The number of six-sided dice rolled is as designated: Standard P. Natural Armor Rating: Average P. Any men of arms and special R. Disciple of the Old Ones and Chaos Priest, as well as the occasional necromancer, wizard and other men of magic. Physical appearance: Muscular, humanoid giants with light to dark spirited creatures who frequently go into the world to make trouble.
These foul creatures will often join other bluish grey to black skin, black hair, yellow eyes and the head of a bull. Others serve as advisors, leaders and protectors of their people. In either case, they make great NPC villains. The creation of a Disciple of the Old Ones is fundamentally the same as the witch O. The bonus power of major pact makers.
The Disciple of the Old Ones is a major pact maker who is given incredible power. The character can select any one of the three "gifts" described in the RPG and two of the following bonus powers. Once the selections have been made they cannot be changed; all effects are permanent. Other races can pledge themselves to the Old Ones, but still get the standard witch O.
Only the Minotaur can bond with the Old Ones in such a ways as to receive incredible powers. This has led some people to wonder if Minotaurs could have been ancient minions of the Old Ones.
The truth of the matter is they are becoming the modern minions of the Dreaded Ones, even though Height: Natural Abilities: Superior physical strength and endurance, nightvision 60 ft Damage Notes: Only by O. Standard; same as humans Value: Some alchemists will pay up to gold for a minotaur horn.
However, since it closely resembles a normal bull's horn, they are wary of fakes. Minotaurs are known to live in the southern half of the known world, most notably in and around the Old Kingdom Mountains, Baalgor Wastelands and parts of the Yin-Sloth Jungles.
According the ancient monsters are locked in a magic slumber. Supernatural Healing self. Bio-regenerates 4D6 hit points at will, as often as once per melee round!
Summon lesser Demons, Deevils or lesser supernatural beings. The character can summon 1D4 lesser demons, deevils or other supernatural beings, but this is possible only through a link with a greater familiar. Five minutes minimum of meditation and prayer are required. Command the dead: Functions like the magic spell of the same name. Command creatures of pestilence: The ability to summon and control!
D4xlO rats or mice, or a swarm of flies, fleas, ticks or mosquitoes per level of the witch. In both cases, the swarm of animals or insects has a horror factor of The creatures understand only simple commands like "attack," "stay," or "stop them.
Characters clad in full body armor with a tight fitting helmet and no or few openings in the armor are virtually invulnerable to legend, several tribes also inhabit the Land of the Damned. Palladium minotaurs are wary of all humanoids. None Favorite Weapons: Minotaurs have a liking for large swords and axes as well as magic weapons. Minotaur R. Notes Minotaur Warrior O. Starting at an early age, the young are trained as warriors.
Palladins and heroic champions of light are deviations from the norm and considered outcasts and traitors to their race. Sadly, even the most noble and courageous Minotaur warrior or adventurer is likely to be feared, not trusted and mistreated by most other races. However, these mages, priests and cultists frequently hold positions as leaders and advisors within the community. Minotaur men at arms use the O. Chaos Priest special: Disciples of the Old Ones special: Characters caught in a swarm of these biting insects suffer minimal damage 1D4 per melee rouni!
The black art of necromancy is the favorite mystic art among the Minotaurs 1. Other Practitioners of Magic: Most Minotaurs have little or no formal education, so the practice of Summoning and Diabolism are extremely rare; wizardry 0. Consequently, all combat bonuses are negated unmodified dice rolls only and victims lose one melee action.
Psychic Vampire: The witch no longer needs food and water to survive, instead, he or she feeds on the emotions of those around him.
Sorrow, despair, anger and hate are the sweetest, but fear, envy and lust magic user among Minotaurs 1. These characters are evil, mean- are adequate substitutes. Disciple of the Old Ones Minotaur Witch 13 other positive, joyous emotions are disgusting and make the character want to vomit.
Consequently, the Disciple of the Old Ones will try to Minotaur: Chaos Priest 1 0,, 2 2,, 3 4,, 4 8,, 5 15,, 6 23, - 33, diminish the positive and uplifting emotions and stimulate dark, turbulent feelings.
Invulnerable to poison: Same as the super psionic power. The priest is able to draw upon the powers of these nightmar- ish creatures even while they languish in their subconscious state.
The character is fundamentally the same as the Priest of Darkness O. Powers of Darkness: Exorcism is replaced by the power of Soul Searching; remove curse is replaced by Touch of Evil. Soul Searching: This name describes the priest's power to see or "sense" the dark and hostile emotions and desires of the person s before him. The use of this power counts as a psionic attack equal to a master psionic 15 or higher is needed to save.
Each use of the Soul Searching power costs three P. Five minutes of sensing the changing dark emotions and desires of that one person per level of experience.
To sense the feelings of a second, third, etc. The character whose emotions are being revealed must be within the line of sight; ideally within 20 feet 6 m. The Chaos Priest will know like a psychic flash who or what is the cause of the dark emotions or thoughts. For example: The dark priest can sense that the character might hate a particular member of the group or the priest himself , or that he covets the fame and respect of the Palladin in the group, or anguishes for the love of a particular character, or feels responsible for the death of a loved one, and so on.
The priest uses this knowledge to tempt, anger and manipulate the character. The duration of the power enables the villain to sense mounting hostility, frustration and whether or not he is "getting to the person. A power that enables the evil priest to bring a character's dark, inner feelings and thoughts to the surface —hate, anger, envy, lust for vengeance, murder, prejudice, etc.
The victim must make a roll to save vs psionic attack, 16 or higher, to save. Monk Scholars are very unique characters, though difficult to play. They are men women are not allowed of learning who have dedicated their lives to the acquisition of mystic and spiritual knowledge. Their she will be temporarily overwhelmed by the emotion 1D4 minutes per level of the priest. The intensity of the emotion is very similar to being so angry that one feels like he's ready to explode.
It is the type of boiling emotion that causes one to lash out verbally or physically in a hostile manner — to deliberately hurt another person. Whether the character acts on the emotions is left up to the player and the particular situation time for some role-playing. We've all had hostile, cruel and goal is said to be the accumulation of knowledge that can unlock the mysteries of the universe for the benefit of mankind. However, while the good of mankind may be a consideration, the monks are very secretive and careful to conceal the fruits of this research until they feel the world is ready for it.
This unilateral discretion means that fabulous information in their hands could be released next week or thousands of years from now. As a result, their monasteries are frequently hidden in devious thoughts from time to time, but usually I would hope fight these dark emotions and elect to do what we know is right; i. The Chaos Priest must physically touch a person to draw forth the thoughts and feelings that the character holds within himself; the power radiates through clothes and armor.
Prayer of Havoc: The Chaos Priest also gets the prayer of havoc, remote regions or under the protection of a royal family or kingdom, who is often advised by the monks in matters of magic and the supernatural.
Their magnificent monastery libraries, as well as personal knowledge and journals, are jealously guarded and always kept in a secret place. This means the rarest and most valuable writings are hidden fundamentally the same as the wizard spell of the same name, and is in a secret place in the monastery and not in the general library.
All monk scholars have taken a vow of silence and secrecy regard- equal in potency to the level of the priest. Success Ratio: All other abilities are unchanged. Should a monk ever break his vow of pacifism, his brothers ceremoniously burn his pens and parchments, and weep for him as he is considered dead. He can never be a monastic monk again and must choose a new O.
A defrocked monastic monk loses his bonuses to save vs magic and poisons. The monk scholar is seldom a physical coward, although some people misinterpret his pacifism as such.
Monk scholars are devout pacifists who will not fight or strike another person, even in self defense! Presently, these cults seem to be most active in and around the Yin-Sloth Jungles, Baalgor Wastelands and the Western Empire, however, the monks have little knowledge of Minotaur activity in the Old Kingdom and Great Northern Mountains. The most disturbing rumor is that a Minotaur tribe has found the sleeping place of an Old One somewhere below the Old Kingdom Mountains! As the story goes, the tribe protects the monster's sleeping place and worships it as a living monolith.
When attacked, a monk scholar will attempt to dodge out of harm's way and hide, run away, talk things to awaken the beast. Whether the enchantment can be broken, nobody out, or avoid the confrontation in some other way.
So convinced are they that fighting is a social disease, that they will frequently step between combatants and try to talk them out of fighting. Another equally knows. Meanwhile, these servants of evil use the creature as a magic battery, drawing on its mystic energy the same way wizards draw upon the ambient energy of a ley line nexus.
If this is true, the monks fear that the Minotaurs could use the Old One as a means to open dimensional portals and summon supernatural horrors to serve them. Unfortunately, Monk Scholars don't have a clue as to the precise location of the alleged Old One.
The Old Kingdom Mountains stretch for over a thousand miles, so it could be anywhere. Convinced that it is their duty to cure the world of aggression, war, the misuse of magic, and other social plights, it is not uncommon to see a madly dodging monk, breathlessly trying to convince a band of brigands that they should lay down their weapons and have a nice cup of tea.
Such sights have brought tears of laughter to the eyes of many a They'd like to believe the rumors are unfounded. Tales about the sleeping places of the Old Ones and conspiracies to awaken them circulate every few generations. These tales are given credence by the fact that few other people have heard the stories it's all very hush, hush , and that several human, elven and dwarven communities have noticed increased activity among Minotaurs and death cults.
However, the monk's pacifism and secrecy may make the character an unpopular traveling companion, especially on adventures. The monk will not engage in combat and may withhold information that he feels his companions don't need to know You want the truth?
You can't handle the truth! Furthermore, the monk scholar will Old Kingdom Mountains, and one of the few known Minotaur tribes in the northeastern tip of the mountain chain has recently pulled up stakes lecture those around him about the social ills of civilization and engage in philosophical discussions; another thing that may annoy the characters.
One rumor whispered among their kind and members of death cults is that all Minotaurs have gone to live in the shadow of their slumbering god.
The monks are watching for other tribes and groups migrating to the mountains in the hope of following them to the location of the Old One. They hope to confirm or deny the rumors before they announce their fears and suspicions. Likewise, they have been careful not to reveal their suspicions that the Minotaurs can draw upon the power of the Old Ones or that they may be planning again to attempt to break the enchantment that holds the monsters in stasis.
To do otherwise would cause a panic and most likely, the slaughter of Minotaurs wherever they are found. Many groups find the skills and knowledge of the monk scholar to be so valuable that they will tolerate his eccentricities and secretive ways. In Other Secrets fact, it is the Monk Scholars who have tried to warn the world that the Monk Scholars NEVER USE MAGIC for any reason, no matter how dire the situation, because they firmly believe that all magic taps into the mystic energies of the slumbering Old Ones, and is therefore, Minotaur population is easily three times greater than generally accepted, and possibly ten or twenty times greater.
They are also one of a handful of groups in the world who have access to rare, ancient texts and data that confirms some of the legends, rumors and speculations about Minotaurs and their association with the dreaded Old Ones. For example, the monks know that the "great betrayal" involved the necromantic king of a great Minotaur city-state. The king unsuccessfully tried rooted in evil. They point to the Tristine Chronicles, which credits the Old Ones for the creation of magic, as concrete evidence that magic was spun from evil and chaos.
They also believe that the use of magic could eventually awaken the hideous monsters, dooming the entire world. This is one of the secrets they do not share with the world. Even a defrocked monk isn't likely to choose a magic O. The plot was discovered before it could be completed. The Minotaurs' kingdom was laid to waste, the monks speculate at the hands of Titans and elves, but they don't know this for a fact. An estimated 38, Minotaurs, all swom to the Old Ones, were slaughtered.
The rest fled underground and the city was demolished and abandoned as a reminder to all who would dare to restore the Old Ones to power. The monks suspect these events took place during the Time of A Thousand Magicks, but even they don't are required. Nor will monks instruct anyone in the ways of magic, sell spells, scrolls or magic items.
Ironically, their eternal quest for knowl- edge often leads them to associate with and even work side by side with practitioners of magic. They don't consider practitioners of magic to be evil themselves, because they don't realize that magic is evil or dangerous.
Besides, Monk Scholars try not to be judgmental. At least one of the monasteries is reputed to own one of the ultrarare, totally complete and unedited volumes of the Tristine Chronicles less than six copies are believed to exist in the world. Generally speaking, they also have knowledge about Changelings, the Western Empire, history, science, magic and theories not generally known outside their monasteries.
The monks also have some peripheral contact know for certain. The Monk Scholars appear to be the only ones to realize that Minotaurs are one of the few beings in the world who can draw on the power of the Old Ones by witchcraft and priestly servitude see the Minotaur R. They know that an increasing number of religious cults dedicated to the Old Ones and composed entirely of Minotaurs, along with others led by Minotaur Chaos Priests or Disciples of the Old Ones, have appeared in recent years.
Whether this indicates any sort of 15 with Undead Hunters, Witch Hunters, Rahu-Men, Titans, warrior undead cannot enter a circle drawn in holy water. Blessed water retains the blessing indefinitely. Blessing of a person: Blessing of food: Plus, the food will stay fresh for one extra day. They cannot be swayed to do otherwise. Monks never use any weapons, although staves and walking sticks may be used for just that, 2.
The exorcised creatures cannot return to the place or person for at least 6 months walking. Likewise, knives, hammers, clubs, etc. However, they are only loosely associated with any actual churches or organized religions. Their monasteries and inhabit the area of exorcism. Ghouls and zombies will be banished for 10 months, while the greater supernatural creatures, including lesser deevils and demons, vampires, ghosts, wraiths and specters, are banished for 6 months.
Unlike priests, the Monk Scholars do not possess many special powers. In general, the Monk Scholars swear allegiance to their ideals, vows, the pursuit of knowledge, and all branches and fellow members of Scholastic Monasteries.
The holy symbols of the priest's religion are necessary and it is wise to have assistants and bodyguards should fighting be necessary. Success ratio: An exorcism can be attempted as many times as the priest wants to try.
Furthermore, while the Monk Scholar respects the formal churches and shows their priests and leaders all the respect, courtesy, reverence, and honor due their station, they do not share their knowledge or libraries with them, nor do priests or any religious leader have authority over the monks or their monasteries. The same is true of most kings and other authority figures. The monks consider the monastery and its grounds to be a sanctuary, and their activities to be autonomous; completely outside the jurisdiction or interference of any authorities outside their order.
Any community that allows the Monk Scholars to operate within their borders knows of this and agrees. Just in case, each monastery is constructed with scores of secret passage ways, sliding doors, concealed chambers, secret libraries, hiding places and catacombs. A Monk Scholar who gives up the secrets of his order or who betrays them is forever ostracized. No monk will ever speak a solitary word to him and he will never be allowed to enter any of their facilities.
However, in years, not a single monk has given up a secret or betrayed the order. Of course, even today there are fewer than Monk Scholars — their total commitment and unorthodox philosophies makes them unappealing to most people.
Penance and Sacrifice: The techniques used for self-denial and the exploration of one's self and environment include meditation, fasting, and vows of abstinence and silence. As a result, monk can resist thirst for two days per level of experience, and resist hunger for three days per level of experience.
Although the monk is able to ignore the pain and discomfort, and function at close to normal, the physical body does suffer damage from dehydration, starvation, etc. Magic Knowledge: The Monk Scholar knows a great deal about magic and the supernatural, to the point that he can read most magic symbols and understands the basic principles of spell casting and circle making. However, the Monk Scholar never uses magic for any reason.
To actually wield or use magic is seen as becoming too involved and threatens the objectivity of the monk. Thus, they will never cast a spell, use a circle, read a scroll, or engage in any magic ceremony — although they will watch, study and try to understand such things. Even the use of magic items and magic potions is done with great reservation and concern. Only the use of the most innocuous and benign types of magic will be considered, and even then, the monk is likely to use something like a healing potion on someone else rather than himself.
Recognize enchantment: Just as a doctor can recognize flu symptoms and disease, the Monk Scholar can recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control including trances, domination, compulsion, quest, etc. This ability also includes identifying magic sickness, curses, the effects of faerie food and faerie magic, and supernatural or magic possession.
Illusions, metamorphosis, and psionic powers do not count as enchantment. Only the Wizard O. Base Skill: The Monk Scholar has a certain percentage chance to recognize a magic item by shape, inscriptions on it, magic symbols, or descriptions from ancient books or tales of legend.
While the monk may be able to identify something as being magical, he may not know everything about it, its exact powers or how it works, or what dangers it may represent. Just because he may remember or recognize it from his studies, doesn't mean that he can remember everything. Furthermore, book text, lore and legends are not always accurate. Power Words: The Monk Scholar knows the four simple words as well as the names of the Old Ones but not in the context of their symbolism or exact use in Diabolism or Summoning magic.
This knowledge is never shared. Magic Symbols: The Monk Scholar knows the 12 basic mystic symbols, the four elemental symbols and symbolic colors. This knowledge The Ways of the Monk Scholar Special Knowledge, Abilities and Bonuses Monk Scholars are not priests, but through meditation, mental and physical disciplines and their near fanatical convictions, passion and pacifism enables them to perform a few simple blessings and exorcism.
Other prayers, magic and powers are not available to them. Their power is knowledge. Such short prayers usually take only one melee round 15 seconds but should be performed on only one person or item per each prayer. To try to bless a crowd of people or numerous items diminishes the effectiveness of the prayer no bonuses. Each prayer of blessing provides some small measure of protection to the faithful for a period of 2D4 weeks, unless indicated otherwise.
A blessing will not work if the person receiving it does not respect and acknowledge not necessarily worship the deity in whose name the prayer is invoked. Blessing of Water: Transforms ordinary water into "holy" water. Blessed water has no obvious effects on most people and can be used to wash or drink without difficulty. However, to vampires, ghouls, and the occasional other supernatural menace, holy water is like acid!
A single vial 6 ounces will inflict 3D6 damage! Furthermore, a vampire or any 16 Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels two, four, eight and twelve.
These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level.
Also, skills are limited any, only, none as previously indicated in the list. The character can identify rune writing and many of the symbols used in making wards, but cannot actually read the rune alphabet or decipher wards. Nor can the monk tell whether or not a ward is energized.
Recognize Magic Circles: The Monk Scholar knows enough about magic symbols and the use of magic to identify magic circles as being genuine and even have a good idea of what the circle is used for and whether it is activated. Permanent P. However, this mystic energy is a result of the character's spiritualism and pursuit to understand magic.
A Monk Scholar is not a practitioner of magic and shuns the use of it. Monk Scholars are always vegetarians. Their regard for life is so great that they will not harm or eat animals. Starting Equipment: A set of traveling clothes, a traveling robe or cloak with a hood, boots, belt, bedroll, backpack, a medium-sized to large satchel, two medium sacks, four small sacks, a water skin, a large silver cross, a small mallet, 30 feet 9 m of rope, 2D6 empty vials, small mirror,!
The character starts with in gold.
Additional money will come from payment for services rendered. A Monk Scholar can often get a hot meal, a place to sleep or extra money for telling stories, advising people, diplomatic intercession, offering blessings, warning people about magic and monsters, healing the sick if medical skills are known , clerical work, accounting, translating or copying documents, and so on. The character tends to spend a great deal of money on books, art and the acquisition of knowledge. Monk Scholar O.
Attribute Requirements: A high M. Any, but typically principled, scrupulous or aberrant. This order of monks was founded by humans years ago. In addition to their scholastic pursuits, Monk Scholars may also train in such arts as prowl, and sleight of hand skills such as palming, pick pockets, pick locks, and forgery. Special Evasive Combat Hand to hand cannot be changed! Related Skills: Select a total of ten other skills.
Plus two additional skills at levels three, seven, and eleven. All new skills start at level one proficiency. Forgery and Intelligence only. General or Exotic only. None Wilderness: Dodge bonuses count only toward the normal dodge. Back flip dodge bonuses apply only to the back flip maneuver. Level 1 Starts with two actions not attacks per melee round. Instead of parrying, the character gets to automatically try to dodge each attack he sees coming without using up a melee action.
Roll for each; defender wins ties. Walk a tight rope, narrow ledge, etc. In this case, a hold, grappling move, or strike at the weapon that does no damage to one's opponent but makes him drop his weapon see Palladium RPG page The Monk Scholar O. The character is empowered with natural psionics abilities which he can use to manipulate the senses of his victims to create realistic illusions. The power of psionic illusion in its most basic form, can be thought of as a form of hypnosis and at higher levels, mass hypnosis.
Through a type of telepathic influence and mental stimulation, the illusionist is able to implant convincing sounds, images, and sensations in a person's mind. Cures for Environmentally caused insanity Disorder or Neurosis from childhood - hypnosis by a Mind Mage may be attempted.
Hypnosis mu st be repeated monthl y for cure to continue effectiveness. Roll percentile dice. Traumatic Isolated Incident - one month intensive treatment at clinic or hospital or by high level Mind Mage required. Psychosis A psychiatrist or mind mage is needed. Phobias There is no cure for phobias, but prolonged or repeated exposure will lessen the intensity of the fear. That is, of course, if the afflicted character doesn't totally break down first.
If a prolonged or repeated exposure occurs, roll percentile dice: Organic Cures for Organicall ' caused insanity Alcoholic - no cure Drug induced - no cure Injury induced - a cure may be attempted twice only while the character is in the hospit al.
The Afi'ects of Alcohol When totally drunk the following penalties apply When totally drunk the foHowing penalties apply: Principled and scrupulous Selfish: Unprincipled and Anarchist Evil: Miscrea'nt, Aberrant and Diabolic. This is the Hans Solo, Star Wars, character. The guy who is always looking for the best deal ; associates with good and evil characters; is continually tempted to lie and cheat, and hates himself for being loyal and helping others.
Unprincipled characters will Have a high regard for life and freedom. Keep his word of honor. Lie and cheat if necessary especially to those of anarchist and evil alignments. Not kill an unarmed foe but will take advantage of one. Helps those in need. Does not use torture unless absolutely necessary. Works with a group, especially if profitable. Never harms an innocent. Never kills for pleasure. Dislikes authority. Never betrays a friend.
All players must choose an alignment for the character they play! All people tend toward good, or evil, or self-gratification. An absolute true neutral could not make a decision, go on an adventure, kill, or take any action of any kind without leaning toward good, evil, or self-gratification. It is humanly impossible and is therefore eliminated in the context of this game.
I realize that some of the philosophers out there may disagree with this, but that's a topic for philosophical debate and not a factor of this game. Sorry, no neutrals; this is one of the very few definitive, unbending rules of this game.
Anarchist selfish This type of character likes to indulge himself in everything. This character will at least consider doing anything if the price is right.
These people are intrigued by power, glory and wealth.
Life has meaning, but his has the greatest meaning. Laws and rules infringe on personal freedom and were meant to be broken. The anarchist is continually teeterin g between good and evil, rebelling, bending the laws to fit his needs. Anarchist characters will. May keep his word.
Lies and cheats if he feels it necessary. Are not likely to kill an unarmed foe, but certainly knock out, attack or beat-up an unarmed foe. Never kill an innocent but may harm or kidnap. Is not likely to help someone without some ulterior motive even if its only to show off. Seldom kills for pleasure. Will use torture to extract information not likely to torture for pleasure.
Does not work well in a group this is the cocky, loud-mouth who is likely to do as he damn well pleases. Has little respect for self-discipline or authority. May betray a friend. Good characters can be just as irritating, obnoxious, arrogant, even prejudiced, and full of quirks. However, life and freedom are of the highest priority. Such a person can always be trusted in a life and death situation. Principled good. Principled characters are generally the strong moral character.
Superman is of a principled alignment with the highest regard for others lives, well being, truth and honor. Principled characters will Always keep his word. Avoids lies.
Never kill or attack an unarmed foe. Never tortures for any reason. Always helps others. Works well in a group. Respects authority, law, self-discipline and honor. Scrupulous good Scrupulous characters have a high regard for life and freedom.
This type of character is typically portrayed in many Clint Eastwood and Charles Bronson films; the vigilante that works beyond the law, yet for the law, and the "greater good" of the people. Scrupulous characters will. Keep his word to any other good person. Lies only to people of selfish and evil alignments.
Never harm an innocent. Never torture for pleasure.
Helps others. Works with groups, but dislikes confining laws and restrictions. Distrusts authority. They are not maniacal people actively seeking to harm innocent people. Nor are all evil characters sadistic and untrustworthy. Many evil characters may actually seem kind or likeable. Aberrant characters will Always keep his word of honor he is honorable. Lie and cheat those not worthy of his respect. Mayor may not kill an unarmed foe. Not kill may harm, kidnap an innocent, parlicularly a child.
Does not resort to inhumane treatment of prisoners, but torture, although distasteful, is a necessary means of extracting information. Never tortures for pleasure. Mayor may not help someone in need. Works with others to attain his goals. Respects honor and self-discipline. This is fantasy role-playing, not reality. You can play any type of character you desire, just continue to play in character.
Evil alignments are a step beyond the self-gratification of the selfish alignments. Evil characters are ruthless individuals who are willing to say or do anything to achieve their goal. Human life has little meaning to them and friends tend to be but not always people to use and discard when they are not longer of value. Evil aligned people do not automatically slay any gOOd aligned person because of different ethics and philosophy.
All the better to use good to achieve their own goals, for the end always justifies the means. Miscreant evil This self-serving, unscrupulous character is out only for himself. This person. Diabolic evil This is the category where the megalomaniacs, violent, and most despicable characters fall. This is the cruel, brutal killer who trusts no one and has no value for any life other than his own.
A diabolic person will crush anyone or anything that gets in his way. Aberrant aligned characters find these unhonorable people just as revolting as a good aligned character. Miscreant characters will.. Not necessarily keep his word to anyone.
Lie and cheat anyone, good or evil. Most definitely attack an unarmed foe those are the best kind. Use or harm an innocent. Use torture for extracting information and pleasure.
May kill for sheer pleasure. Feels no compulsion to help without some sort of tangible reward.
Work with others if it will help him attain his personal goal. Kill an unarmed foe as readily as he would a potential threat or competitor. Has no deference to laws or authority, but will work within the law if he must.
Will betray a friend if it serves his needs. Diabolic characters will.. Rarely keep his word and have no honor. Lie and cheat anyone. Most certainly attack and kill an unarmed foe. Use, hurt and kill an innocent without a second thought or for pleasure. Use torture for pleasure and information. Kills for sheer pleasure. Does not work well within a group constantly disregarding orders to do as he pleases. Despises honor, authority, and self-discipline.
Associates mostly with other evil alignments. Betrays friend after all, you can always find another friend. Aberrant evil The cliche that there is "No honor among thieves'" is false when dealing with the aberrant character. This is a person who is driven to attain his goals through force, power, and intimidation.
He expects loyalty from his minions, punishing disloyalty and treachery with a swift, merciful death. An aberrant person will always keep his word of honor and up-hold any bargains. He will define his terms and live by them whether anyone else likes it or not. Each Occupational Character Class O. A character involved in an adventure gains experience. If a character survives and meets with success, that is winning. However, there are tangible rewards besides the accumulation of material goods, and that's developing your character's skills, knowledge and abilities.
This is accomplished through the gathering of experience points. Each time a player's character accumulates enough experience points to reach the next level or experience in a particular O.
This is why the skills are listed by levels. Experience points and their application It's difficult to devise a point system by which a Game Master can judge and reward his players fairly. The ultimate purpose of experience points and experience levels is to provide a means in which Many fantasy the player's character can grow and develop.
You may want to adopt one of these systems to this game if that's what you're comfortable with. On the other hand, I use a very subjective method of observation and logic. I feel that any twit can chop or blast a creature that has just pounced out from around the corner.
Most experience points concentrate on the "kill Jactor", but what about the thought process? What about the decisions, plans, or motives for a particular action? Doesn't cleverness and a cool head count? Aren't these the true ingredients of good role-playing? It seems unfair to me, that the person who devises a clever plan should get much less experience points that the players who carry out the plan because they are better skilled to do so.
And what about Role-playing? Shouldn't the brilliant medical student playing a character with an I. Hell yes!! Considering how nexible and subjective most of the other Role-playing conditions and rules are, I don't see the logic in having a strict, limited experience point system.
So, here is my chaotic, subjective experience system. A clever plan, a quick attack all earn experience points. Players; be certain to keep a careful record of the experience given to you at the end or each game. When a character attains a new level be certain to tell the G.
Experience and Hit Points Each time a character reaches a new level of experience the player gets to roll one 6-sided die and add the number rolled to the character's hit points. Per level 01' Experience Per level of experience, or per each level of experience, or per level 0 r the any O. This often indicates the amount of damage that can be innicted or a duration. Duration, 4 melees per level of the spell caster. Thus, a first level wizard duration is only 4 melees, second level 8 melees, third level 12 melees, and so on.
The game master G. At the end of the game, the G. Awarding experience points Experience Points 25 25 The di fficulty with this system of determining experience points is the subjectivity. The G. Eight third-level characters armed to the teeth and in heavy armour kill an average giant. The eight players should receive experience points for killing a minor menace. After all, the poor creature didn't have a chance and presented no real threat to the characters.
However, if one or two first or second level characters killed or subdued the same giant, they should receive experience points for killing a major or even a great menace, because the threat and the ingenuity involved is much greater.
I've found this method stimulates imaginative playing instead of promoting slash and kill. M's, don't be Santa Clause heaping wonderful amount of experience points; be fair and tolerant. Let your players truly earn their experience points, growing in skill and knowledge.
If you have a group of players rising rapidly in experience levels, you will know it's because they are clever and imaginative players. And that's what this game is all about. The action Performing a skill successful or not.
Clever, but futile idea. Clever, useful idea or action. A critical plan or action that saves the entire group or many people.
Endangering the character's own life to help others. Self-sacrifice or potential self-sacrifice in a life and death situation like leaping in front of a fireball meant for someone else to save that person, even though likely to die, or offering own life to save the group or another. Avoiding unnecessary violence. Requirements P. Optional O. That is their entire orientation. Not only do disciples of magic have little time to s tudy and practice hand to hand co mbat, but th ey fi nd the whole idea rather barbaric.
As men of learning, why engage in physical combat when they can expand the mind, using knowledge to unlock the mysteries of magic? Thus while a warrio r develops body and mind for physical combat, a wizard is oriented to study, research, and scholarly pursuits. After the players have determined th eir charact ers physical and menlal attributes they will want to choose an Occupalional Characler Class O. Each O.
For example, the men of arms O. It is natural for players to see k to develop the strongest and most versatile character possible. This inevitably lea ds to the question of double or mUltiple O. There are Ihree major Occupalional Characler Classes: Men of arms, Magic, and Clergy plus a handful of optional O. Many other systems allow this by simply adding experience penalties or skill modifiers which work fairly well in the context of those games.
Simultaneous development in two different O. These requirements are summarized in the O. Think about it. Every occupation is demanding and elaborate in its own way. Each requires the full time and attention of the character to develop and master the skills fully. To eliminate long boring hours of players practicing their sk ills, whether it be sword play or sorcery, it is assumed that they concentrate on developing their skills in privacy leaving game time to adventuring.
To master anything you must devote your full or at least most attention to that subj ect. Even today, in this fast paced society of mass data and high technology, you do not find someone studying computer science , architecture, and biology simultaneously and be able to devote equal time and effort to master each.
Even that rare person who is a jack of all trades and master of none?! Consequently, while simultaneous development of two O. Many systems have provisions for such skills as street sense, diplomacy, bribery, gambling, haggling, and so on.
While these skills do indeed seem appropriate I feel that their inclusion eliminates the players' freedom to role play. I feel that such skills actually reduces the degree of role-playing and restricts the imagination.
A player with skills like those mentioned above will tend to rely on his rolled statistics "oh, he has to believe my character because his diplomacy skill is ". Instead I would like to see a player actually concoct some wild, but convincing yarn or scheme that creates and promotes real interaction between characters. If a character wants to haggle on the price of a sword then let him. The name of the game is role-playing. The more you put into it the more you will get in return.
Consequently, I do not include such skills in this game system, but concentrate on skills that relate directly to character's O. A character's alignment and O. For example, a palladin or character with a good alignment would seldom haggle on an item that is fairly priced. A thief of selfish or evil aligned character may haggle, lie, cheat, or even steal to get the item. When a character reaches the next level in his current O. The new O. Although the character retains his previous O.
Only if the character resumes his old O. Thus, it should not be surprising to see that a mercenary fighter has a large selection of weapon proficiencies and skills like disguise, trac k, horsemanship, and prowl.
Remember these are primitive times and while a man of arms can choose the elective to read and write, litera cy is not crucial to his occupation, wielding a sword and shield are. He begins his new O. All experience points now go to the o. However, he st ill retains the knowledge and skill profici ency of a third level thief. Permanently frozen at third level he can never develop the thief skills while he is of the wizard O.
Howev er, he will always possess the skills he acquired as a thief. This effectively creates a multi c1ass character of thief and wizard. Although many of the skills may ove r-lap into other O. For example, while a handful of O. Likewise, the eight men of arms O. This method of adopting one O.
The trap with this, if abused, is a character who has minor sk ills in several O. Thu s a high level character with one or two O. A player 's character is devoted to developing the skills and knowledge of hi s trade O. Clergy All have a set of clothes, boots, belt, back pack or ,ack, one vial of holy water, one scented candle, bandages, y, dozen sticks of incense, one knife and gold.
There are certain rules and requirements for changing a character's O. I Changing an O. Thus a playe r can only switch to a new O. A player can not decide that his thief, mid way between level two and level three of the thief O. He must wait until his charac ter reaches third level of experience as a thief. Experience points seldom fall upon exact level figures, so as soon as a character achieves the plateau of the next level he can opt to change his O.
If they do not then the player can not take that O. No experience points go towards the abandoned O. The character does retain the skills acquired from that O. If the character should resume his previously abandoned O.
Experience points now apply to the old O. However, the new O. Oplional O. SRI J. Throwing axe W. Battle Axe W. Ball and Chain W. Blunt W. Knives W. Lance W. Pole arms W. Short swords W. Thus, while you may add any possible O. A third level thief switches to the Wizard O. However, the skill doesn't develop any farther until he reaches third level as a Wizard.
At this point the skill is unfrozen ; increasing as the character reaches fourth level, and so on. There is a period of time in which the character must practice his new O.
During this period the character has none of the new O. The length of time should be measured as equivalents in experience levels. Men of Arms: Once the equivalent of second or third level has been attained , delete all those ex perience points and NOW begin at first level in the new O. Amount of gold to buy more equipment under G. Soldiers start off with the same, but are provided with more equipment when they enlist.
See Soldier. Men of Magic All have a set of clothes, boots, belt, large sack, unused notebook blank pages , ink, pen and quills, chalk, candle, one knife. Amount of gold gold. For thi s reason you will no tice that ALL sk ill tables have leve l one throu gh fifte en indica ted wi th steadil y increasin g percen tages. Ind ividu a l O. For more. C is orien ted to a particular area of st ud y and expert ise. Thi s knowledge is divided into three skill categories: You will find th a t eac h O.
Mercenary Fighter; Elective skills: Secondary skills: As a cha racter grows with experie nce he also increases hi s capacity to learn new thin gs. This is renected by enabling cha racters to choose new electi ve and seco ndary skills when ce rlain experience levels are allained. As seen in th e example above a mercenary fi ghter can choose 3 new electives at level three. Thus the player ca n choose three new ski lls listed under th e mercenary O.
However, even though these ski lls are selected a t th ird level , the skill le vel begins at level one. When the character reac hes fourth level the skills selected a t level three beco me seco nd leve l; a t fifth level they become third level; a nd so on.
Lik ewise at eighth leve l the merce nary ca n again select 3 new skills. Again these begin at first level proficiency even though the character is an eig hth level fi ghter. Some peopl e may feel that beca use of the grea ter a mounts of ex perience point s needed to attain hi gher levels, that is is unfair, taking much longer to d evelop these new skill s than it does those selected a t first level. This is not true!
In a rranging this playing sys tem I have tak en into account a ll aspects of th e character' deve lopment. Skills chosen at higher levels mature slower because the character is adding new areas of lea rning while continuing to deve lop hi s o rigina l ski ll s at the same pace.
Don't forget these cha racters spend a lot of time adventuring and other ex tracurri cul a r activities, too. The skills that are most closely associated with th e O. Elective ski ll s are provided to give each cha racter a variety of knowl edge and ab il ities th at th e player can enjoy. In this way , th e player can crea te a truly individual character molded by his personal tastes and judgement. These sk ill s may have been acquired any where a nd incl ude knowledge such as carpen tr y, cook ing, faerie lore, or speak ing an a dditional language.
These O. These numbers are D. Unmodified Forgery skill Forgery with D. The development of thi s knowledge a nd proficiencies inc rease as th e cha racter accumulates experience. This is determined by the roll of percentile dice. To successfully perform a skill , the player must roll under his success ratio. Thi s means he must roll a to crea te a successful forgery. A ro ll of is an unsuccessful a ttem p t crea ting an obviou s fr a ud.
In most cases but not all a character can a ttempt to a chieve a successfu l roll several times, provid ed tim e, materials, skill limitations, and circumstances allow it. Some skills, like forgery, will have two sets of percentages listed. The first usually indica tes th e s uccess rati o to perform that sk ill as exp lained in the previou s parag ra ph.
The second usuall y applies to some additional area of kn owledge as it pertains to that skill. In for ge ry, fo r example, the seco nd percentage numbe r indi ca tes the abilities to recogni ze for ger ies. Another exa mple is medical skills; the first percentage indi cat ing th e success ra tio of co rrectl y diagnosing the pro blem , wh ile the second is the execution o f proper t reatment.
Not all sk ills lis t two percentage num bers pick poc kets, prowl, scale walls for example only have one a nd so me, like hand to ha nd combat, and horsemanship, list specific ab iliti es a nd bonu ses to strike, parry, damage and so on. However, eac h individual skill description will ,explain what the numb ers or abilities mean.
Thi s is indicated by the accumu lation of experience points. Wh en the experience poi nts reach a certa in level , that charac ter The first percentage number indicates the suc cess ratio of creating a convincing disguise preventing recognition , the second is recognize others in disguise.
For some like Druids , it is a mystical ability while for o th ers like Rangers , it is done throug h deductive logi c and knowledge of nature. The percentage number indicates the success ratio of locating fresh water. A person can roll once every melee to sense out the water, but mu st roll tIVO consecutive successful rolls to locate the water. Hand to Hand Combat: Each of the eight men of arms O.
In addition to the eight combat tables , th ere is a ninth for the Non-men of arms O. This is applicable to men of magic and most clergy, however some clergy may be trained in combat skills usually a s mercenary fig hter, soldier, thief, or assassin.
The Hand to Hand combat tables list each of the nine combal skills. The following is a brief explanation of the terms found under these skill abilities. See Combat under Men of arms O. Attacks per Melee: Critical strike: All strikes, dodges, and parries are rolled on a sided die.
The numbers listed indicate when a c haracter rolls to strike, when he infli cts a criti ca l blow doing double damage to his opponent. Critical strikes are applicable only on natural rolls a roll not subsidized by bonuses to strike. Kick attack: It is flOt an additional attack, but an optional attack ability. Again, this applies to a natural unmodified roll to strike.
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