The Palladium Fantasy Roleplaying Game 2nd Ed 2000
The Palladium Fantasy Roleplaying Game 2nd Ed 2000
The Palladium Fantasy Roleplaying Game 2nd Ed 2000
The Second Edition Palladium Fantasy RPG is a dramatically revised and updated second edition of the original fantasy game rules the first significant revision since its release in 1983.
The emphasis on the Second Edition will be on making the game better than ever, with clean, entertaining descriptions, exciting concepts, quick playability, and a better presentation of information and ideas.The end result will be the first step into the bold and dangerous world of high fantasy. A world of magic and conflict. A world dominated by a human civilization built on the bones of the non-humans who reigned before them. A world of unparalleled heroic adventure filled with magic, inhuman creatures and intrigue!
The Palladium World is one of epic fantasy. A world torn in conflict with the non-human barbaric races, creatures of magic and supernatural forces.
Non-Human playing characters provide a host of unusual creatures as regular characters. They include the feared changeling who can assume the shape and appearance of any humanoid. The giant races of troll, ogre and wolfen. The small and agile goblin, kobold, gnome and the mighty dwarf, as well as elf, human, and dozens of optional creatures found in both the Palladium RPG and Monsters & Animals.
The skill system embellishes characters with knowledge and abilities that make him or her more than a simple fighter or mage.Combat is realistic, with strikes, parries, dodges and considerations for shields and armour. Yet it remains extremely quick and playable.An Experience System in which characters are rewarded for acts of ingenuity, ideas, cunning, discretion, trickery and bravery. Not hack and slash.
Magic: Over 300 spells, plus elemental magic, circles, symbols and runes are yours to command. The most original forms of magic found only in the Palladium RPG are the Diabolist and Summoner. The Diabolist casts no spells, instead he uses the nearly forgotten magic of wards (mystic symbols) and circles of power. The Summoner too, is versed in the mystic arts of magic circle making, but his is a far more dangerous and often malevolent power, for he dares to summon and command creatures of magic.
The wizard, warlock,priest and other more traditional characters also break away from their more common game molds, with a vast array of spells and abilities that make them truly unique.