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  • The Adept O.C.C.
    can not tell exactly where this rift is the walker will know whether it is near of far and whether it is big or small Sense magic in use The expenditure of magic in the form of a spell rifting or techno wizardry can be felt up to 100 feet 30 5 m away per every level of experience The will not know the location nor be able to trace it but he will feel its energy and know that magic is being used in the area of his sensing range 2 True Sorcery This unique magic user invents new spells as he she needs them Creating spells that may or not be similar to those spells listed in the books if not similar the GM will have to deterime the P P E required range damage if any and description for the spell Step 1 Character determines the desired effect that he or she wishes to accomplish Step 2 The GM determines what power spell etc best accomplishes the desired effect and assigns rank level to the given power record and save for future reference Step 3 Character rolls dice to determine the length of time needed to invent the spell The creation time of the spell is directly related to the level of the spell wished to be created Creation time is 2D4 melees 2 level of the spell melees extra For example if an Adept wished to create a spell of 5th level it could take anywhere from 12 18 melees depending on the roll When the Adept begins the creation he she goes into a meditative trance While in this state the character cannot take any other action other than a slow walk no dodge parry etc However the Adept is aware of his surrondings and

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/adept.html (2016-04-30)
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  • Anti-Magics R.C.C.
    magic at a rate of 1 of his P P E to 4 outside P P E 2 Impervious to Hostile Magic Just like it sounds hostile magic directed at the character either fizzes out misses or some else happens 3 Negate I S P The Anti Magic can negate I S P at the same rate as P P E see above 4 Negate Magical Creatures By directing his P P E towards a magical creature he is touching the Anti Magic can do 3D6 damage P P E point round to a supernatural creature such as vampires were beasts dragons faeries Generally anything which can t survive without magic is effected by this 5 Change Magical M D to S D Any magical attacks which do M D such as a dragon s punch a rune sword is done in S D to the Anti Magic 6 Negate Magical Attacks This is like 1 2 and 4 Any attack which couldn t exist without magic but isn t physical dissipates upon hitting the Anti Magic doing no damage Example A dragon breathes fire at an Anti Magic and his friends behind him The fire strikes the Anti Magic

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/antimage.html (2016-04-30)
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  • The Caller O.C.C.
    but only works on animals veterinarian so to speak OCC Related Choose 2 more plus 1 at Level 5 10 and 12 Radio Basic Domestic Any Espionage Escape Artist only 20 if a tattoo can be reached but must make a roll to use the tattoo and another to get the animal do get the Caller out and it only works on things the creature can break MILITARY NONE PHYSICAL No types of fighting other than OCC skill but WPs and athletic skills like running are allowed Rogue So long as it doesn t involve computers any PILOT Forget about Robots PA and APC s but anything else Same story for Pilot Related no robot PA or APC stuff allowed Science Any but MD in Cybernetics Technical Same story as for Rogue no computers but anything else WP Any but tends to use ancient weapons Wilderness NO hunting or fishing the nature of Callers causes them to absolutely HATE eating meat they won t comment on others eating meat though but anything else POWERS Can tame any animal and if caught at a VERY early age like just born or hatchling monsters at a proficiency of 60 plus 2 per level Can summon any creature or monster PPE total possible damage in m d c 2 M D C armor 10 p p e cost to call the creaturetechnique for calling monsters is learned the same way as spells with a different technique for each creature The Caller MUST defeat that type of creature at least once before it can be summoned only need a memento or a tattoo of the creature more often a memento the monster if sentient must be of that alignment or gave consent they start with 3 animals 1 monster and 2 lesser monster below calls May have a familiar link like a Shifter speaking of shifters a caller and a shifter can open a rift to an unknown plane or planet in case someone is making some thing on espers and FF3 witch people other can people can go though There s many creatures on this place plain or planet that know about callers and are willing to help note there could be a natural rift open to that place LIMITATIONS If a called monster or creature dies so does the Caller who summoned it THERE ARE NO EXCEPTIONS TO THIS RULE Same story for familiars but the familiar will otherwise live as long as the Caller A caller must be a human or true atlantean ENHANCEMENTS NO CYBERNETICE OR BIO SYSTEMS Bio wizardry is allowed but a Caller will still only get this when ABSOLUTELY necessary and ONLY to replace something that was lost NO enhancements Even trying to get an enhancement will kill the Caller though new things like arms may be added safely if used to replace a lost one Also something peculiar If an enhancement is added against the Caller s will such as being turned into a Slave Borg

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/caller.html (2016-04-30)
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  • The Combat Mage O.C.C.
    the level 1 below his current experience level For instance see the following chart X P Lvl of Spells Max Lvl 2 2 1 3 3 2 4 4 3 and so on Other Bonuses 1 to save vs Psionics at levels 2 3 5 7 and 13 1 to save vs magic at levels 2 4 6 7 8 10 12 and 14 1 to parry and dodge at levels 2 and 7 1 attack at levels 3 and 10 1 to HTH damage at level 5 The Combat Mage and Vampires A Combat Mage may never be turned into a vampire Vampire MD attacks to SD if they are in direct contact with the Combat Mage This means vs Armor and MDC protection spells and psionics the attacks are still full MD but against the skin of the mage they re only SD Finally by using all his melee attacks a Mage can permanently remove 1d6 HP SDC from a vampire This damage is never healed back by the vamp and it can kill a vamp If the vamps HP falls below 30 but it would take to long unless the vamp is properly restrained On the same hand if the vampire that the Mage harmed by this method kills the Mage it gains back all the previously permanently lost HP SD The Combat Mage and Dragons When a Combat Mage is fighting a dragon the dragon s MD attacks on the mage s skin react just as the vampires MD attacks do they convert to SD The Combat Mage and Other Supernatural Foes When other supernatural foes but the above 2 fight a combat mage they re attacks against the skin of the C Mage are reduced by 1 2 The are not converted to SD and

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/commage.html (2016-04-30)
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  • Dark Elf R.C.C.
    raz about 10 years ago in a dimension that was up For Arcannus takeover Day 25 of Observation I write from a Dimension we will call De Alps it is a fairly advanced dimension They are composed of 7 Kingdoms all Under there own Kings but they answer to a head of Dimension they call him De alps Lucard Di Dead Dor He is a powerful Priest and Mage of an Unknown Religious order it appears to be an off shoot of the Dragonwrite religion Day 35 of Observation I write now from a hidden Elven alcove in a forest just 25 miles north of Lucard s Palace I was hunted down the last 7 days Some how or another Lord Lucard has a copy of my first Note My Inquiries to the Arcannus Circle still say the take over is still going to happen Day 48 of Observation Battle The Invasion has started i now fear for my life knowing that within the first day of battle the death count ratio is 10 1 favoring Lucard This appears to be the first down fall of the Arcannus Day 50 of Obsevation After a Discussion with some of the rebels on our side i have come to the conclusion that the Arcannus Must leave I fear Lord Lucard and his Noble men are Dark Elves My guide Treador Kaldean was once a slave for Lucard he explains After some years i notices a change in my master his evil ways have begun to show an aura of Darkness fills his Black Marble Palace Dark Elves Alignment 95 are evil But any are acceptable Attributes I Q 4D6 M E 4D6 3 M A 3D6 3 P S 5D6 P P 4D6 P E 5D6 P B 4D6 SPD 4D6 2

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/darkelf.html (2016-04-30)
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  • Eastern Warrior RCC
    Eastern Warriors are totally impervious to magic but they can ALLOW beneficial magic to affect them if they wish Magic Knowledge None incapable due to invulnerability to it PPE 1D4 Psionics As human but there are no Master level Eastern Warriors Eastern Warriors are a Warrior Race Phase World pg 108 RCC Skills Detect Ambush 20 Detect Concealment 20 Tracking 15 Wilderness Survival 15 Holistic Medicine 10 Horsemanship 15 Prowl 20 Art 10 Literacy Eastern Warrish Japanese 98 Writing 20 WP Sword WP Archery and Targeting Hand to Hand Martial Arts RCC Related Select 10 skills from Domestic Physical Pilot Warr Machines Pilot Related Warr Machines Espionage WP and Wilderness Any at 5 At least 4 must be Physical and all attribute bonuses ARE added to scores and any SDC bonus becomes MDC points Can also select from Concealment Palming Math either Languages 10 Literacy 10 and Lores any 10 Secondary Skills Select 6 from the same list as Related but with only IQ bonus if any and the other usual restrictions on Secondary Skills Standard Equipment Full suit of Samurai style mystic EBA 120 MDC ordinary Katana and Daikyu magic Katana 4D6 MD and Daikyu 2D6 MD and 2x

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/eastrcc.htm (2016-04-30)
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  • The Fairie Dragon RCC
    time the sought independence and thus they sent a group of 5 particularly powerful fairie dragons to assasinate the intelegence After 5 hours of non stop battle the intelegence and all but one of the 5 fairie dragons were dead Soon after liberating themselves the race began to explore the megavers and all of its posibilities Attributes IQ 5d6 ME 5d6 MA3d6 PS 6d6 20 PE 5d6 PP 4d6 PB 6d6 Spd 4d6 6 Flight Spd Spd 5 MDC 1d6 2 times 10 plus 1d4 per level PPE 2d6 10 1d6 every other level ISP see psionics Horror factor 1d6 8 Natural Abilities winged flight 90ft nightvision fire cold resistant takes 3 4 damage regenerate 1d4 10 MDC per minute Alter Physical Structure pick from HU teleport 100ft per level 40 2 per level 2d6 fire breath pick one other Major 2 minor powers from HU Males can metamorph into creatures 3times thier normal size for 24 1 hours per level within a 48 hour period Females can pick one other Major 2 minor powers from HU Plus all have a new power Bionic meld Genetically and magically created to accept bionics fully without many major side affects do NOT lose any of there abilities even if full conversion borg but for each implant roll on the following chart only roll once if full conversion 1 10 gains all attributes of bionics added to his her own 11 85 no penalties or additions attributes are the same as before operation 86 94 Attributs are same as implants and abilities are halved in power and duration 95 00 character will die in 1d4 weeks Note that all effects can be canceled if implants are removed OCC can pick any OCC par GMs rule no CS or gliterboy OCC s or such

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/faerie.htm (2016-04-30)
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  • Halflings
    to be roguish furtive scavengers Regardless of their status on their homeworlds most of them do not consciously seek adventure or power accepting their lot in life Other races especially humans and the gruff dwarves think of halflings as soft puny and unimportant but they are often tougher and more determined than they appear They often learn how to circumvent their small size or even turn it into an asset Even the smallest and most comfort loving halfling can turn into a resilient clever and capable adventurer if they have to Alignment any butusually good or unprincipled even a halfling thief tends to be selfish rather than evil Attributes IQ 3D6 ME 3D6 MA 2D6 PS 2D6 3 PP 4D6 PE 4D6 PB 3D6 Spd 3D6 PPE 3D6 HP Standard Psionics Standard Life Span Varies usually around 110 years Penalties Due to their size may not use large weapons they are restricted to small and medium sized ancient weapons such as short swords and short bows Their size also causes many other races to act condescending towards Halflings or ignore them altogether This can be an advantage or a disadvantage depending on how the character uses it Magic no natural abilities and rarely study it Natural Abilities high physical prowess and physical endurance many races are surprised at how resilient a halfling can be keen eyesight and hearing 2 to dodge attacks from large creatures Wolfen size or larger 1 to strike with slings bows and thrown weapons due to years of tradition with such weapons 1 to initiative can freeze by remaining totally motionless the Halfling may hide at 20 to his or her prowl skill 20 on prowl andcook 10 to rogue skills other than computer hacking 10 to escape artist Skills of note speak native language at

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/halfling.html (2016-04-30)
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