Rahmota's house rules
Posted: Thu Sep 24, 2009 2:11 pm
Okay I wasn't sure if Ihad mentioned these before or not but here is the house rules we operate under. What do you think?
Palladium House Rules.
Roll 3d6 for each attribute: IQ, ME, MA, PS, PP, PE, PB, and Spd. Do NOT roll another dice if the roll is 16,17,or 18. the maximum attribute for an untrained or un-augmented human is 18. The maximum with physical training alone is 25 unless otherwise stated. The absolute maximum for any attribute is 100. There are no separate tables for augmented, robotic or supernatural strengths. All attributes continue to climb based on the appropriate pattern for that attribute.
This rule is for human and near human beings. Non-human characters follow the appropriate rules for their races but still use the following table to determine their attribute modifiers.
A characters maximum un-augmented speed is their PP + their PE. This is including physical training.
Apparently the main table of stats didnt translate well.
Different Types of Strength
Mundane strength
This is the normal strength for un-augmented beings. The maximum for un-augmented beings is 30.
Extraordinary Strength
This is Strength that is enhanced due to chemical or mutant means. The maximum for this is 40.
Robotic Strength
Robotic Strength must be bought for each individual robot. The maximum for this is 18 for small robots, 30 for medium sized humanoid robots, 60 for large sized robots, and 80 for giant sized robots.
Supernatural Strength
Creatures with supernatural strength roll for their strength as normal. They then add 30+2d6 points to this score. The minimum strength is 35 while the maximum is 60. Physical training does not add any benefits to supernatural strength.
Skills:
Tasks are broken down into three basic categories. Easy, Average and Difficult. If the task is easy the character has a base chance of twice their skill level before any other modifiers, Average tasks are rolled against the base skill level and Difficult tasks are rolled against ½ the skill level. This means that for an easy task the skill percentage could be well over 100%.
Modifiers for tasks will reduce the percentage chance for success. The following modifiers are all cumulative.
Alien or Super advanced technology: -40% This assumes that the technology shares at least some basic elements with that the character is familiar.
Magical Devices: -60% Again this is if the magical device shares some basic elements.
Low Pressure situation: -10% Minor penalties for failure.
High Pressure situation: -15% Major penalties for failure.
Deadly Pressure situation: -30% In a true life and death situation.
Countermeasures, Traps or Alarms are in place: -15% If the character knows they are there.
Complex task: -15%
Rushed Task: -20%
Trying to perform task while moving: -30%
Frightened or Jumpy: -10%
Minorly wounded: SDC depleted but still above ½ hit points. -5%
Seriously wounded: -15% If hit points are below half.
If the character succeeds at the task and their roll is below 10% there is an additional unintended benefit. If the character fails a skill roll by 90 points or more then there is a critical failure with unintended negative consequences as well as the normal skill failure.
Skills are tied to the appropriate attribute. The following table shows the modifiers for each skill:
1
2
3
4
5
6
7
8
9
12
13
14
15
16
17
18
19
20
-90%
-75%
-60%
-45%
-30%
-20%
-12%
-6%
-3%
+3%
+4%
+5%
+6%
+7%
+8%
+9%
+10%
+11%
Combat
Damage Consists of 4 different levels of destructive power. Structural Damage Capacity which is the ability of normal common items and lifeforms to withstand damage or injury. Enhanced Damage Capacity which is a slightly stronger material. For every 20 SDC there is 1 EDC point. Mega damage Capacity which is considerably stronger materials, mostly military grade. There are 100 SDC, 5 EDC in each point of Mega Damage. Giga Damage is an extremely rare and thus far the most powerful materials. There are 1,000 points of Mega Damage in each Giga Damage point.
Weapons now have different range modifiers.
Range Category
% of Maximum Range
Base Chance to Hit
Point Blank
Within 10 feet
Nominal
Short
10%
-1
Medium
25%
-2
Long
50%
-3
Extreme
100%
-4
So for a rifle with a maximum range of 2000' Point blank is 0-10 feet away. Short range is 11-200 feet, Medium range is 21-500 feet, Long range is 501- 1,000 feet, and Extreme range is 1,001 to 2,000 feet. A target that is beyond maximum range for a weapon cannot be hit by that weapon no matter how many bonuses the character has.
Armor, including power armor and robots as well as vehicles all now have damage reduction of 10% of their total Damage Capacity. This is the same whether the armor is SDC, EDC, MDC, or GDC. An armor with a Damage Capacity of 100 would have a DR of 10 points. This means that the first 10 points of damage from the same level of damage would be ignored per shot. Armor is immune to damage from a level lower and does not get reduction against a higher level.
Example: EDC armor with 100 EDC has DR 10 against other EDC weapons. Ignores SDC weapons. And does not receive Damage Reduction against Mega and Giga Damage weapons.
Further there is Damage spillage for Body Armors. 10% of any damage that makes it through the damage reduction is taken as SDC by the person wearing the armor from kinetic attacks. Energy blasts are absorbed unless they have some kinetic component.
Some weapons are declared to be armor piercing in their function. Not all weapons are. Generally special purpose military weapons receive this designation. Armor Piercing weapons ignore damage reduction.
For Cybernetics:
_N_egligible
Required: Walk-in clinic, standard legal clinic
Surgical Time: 1 hour
Surgical Damage: 1 S.D.C.
Surgical Costs: Included in augment price
Surgical Difficulty: Simple (20%)
_M_inor
Required: Medical center, standard illegal clinic
Surgical Time: 2 hours
Surgical Damage: 1D6+1 S.D.C.
Surgical Costs: 1,000 Credits
Surgical Difficulty: Easy (40%)
_MA_jor
Required: Hospital, large illegal clinic
Surgical Time: 4 hours
Surgical Damage: 2D6+2 S.D.C.
Surgical Costs: 5,000 Credits
Surgical Difficulty: Medium (60%)
_CR_itical
Required: Full Hospital, major illegal clinic
Surgical Time: 6 hours
Surgical Damage: 3D6+3 S.D.C.
Surgical Costs: 10,000 Credits (no one said life was cheap)
Surgical Difficulty: Hard (80%)
_S_pecial
Required: Psychic or Magical surgery
Surgical Time, Damage, Costs, and Difficulties all vary by the nature of the case.
=================================================
Required refers to the minimum facility needed for the surgical process.
Time refers to the minimum amount of time needed for the surgery; this can rise with failed medical rolls at a rate of 1 minute per percent beneath the target number that was rolled. Other complications may arise.
Damage refers to the minimum damage that is taken for the surgery. It may not seem like much, but check out Palladium's healing rates for SDC. Longer surgery causes more damage at the rate of 1D6 S.D.C. per hour.
Cost refers to the flat rate for the surgery, reflecting medical expenditures and the lack of subsidized health care (sorry Hillary). They may seem steep, but most organizations (armies, guilds, etc.) will pay some or all if the accident was work related. GMs, use your discretion.
Difficulty refers to the MINIMUM skill needed by a doctor to perform the surgery in question. As you advance up the ladder, it becomes increasingly hard outside of the military to find knowledgeable individuals, so the GM should feel free to levy a surcharge on the characters for trying to find Ph.D's -- and don't forget that the authorities are usually watching for such activities...
Any non supernatural race is SDC. It does not matter where they come from if they started SDC they remain SDC. Forever and always.
Any and all conversions from other games, other settings and other materials must be approved before being allowed into play and may be revoked at any time by the GM at his discretion.
There are O.C.C. Restrictions in each setting. Characters must be approved by the GM before they may be played.
Palladium House Rules.
Roll 3d6 for each attribute: IQ, ME, MA, PS, PP, PE, PB, and Spd. Do NOT roll another dice if the roll is 16,17,or 18. the maximum attribute for an untrained or un-augmented human is 18. The maximum with physical training alone is 25 unless otherwise stated. The absolute maximum for any attribute is 100. There are no separate tables for augmented, robotic or supernatural strengths. All attributes continue to climb based on the appropriate pattern for that attribute.
This rule is for human and near human beings. Non-human characters follow the appropriate rules for their races but still use the following table to determine their attribute modifiers.
A characters maximum un-augmented speed is their PP + their PE. This is including physical training.
Apparently the main table of stats didnt translate well.
Different Types of Strength
Mundane strength
This is the normal strength for un-augmented beings. The maximum for un-augmented beings is 30.
Extraordinary Strength
This is Strength that is enhanced due to chemical or mutant means. The maximum for this is 40.
Robotic Strength
Robotic Strength must be bought for each individual robot. The maximum for this is 18 for small robots, 30 for medium sized humanoid robots, 60 for large sized robots, and 80 for giant sized robots.
Supernatural Strength
Creatures with supernatural strength roll for their strength as normal. They then add 30+2d6 points to this score. The minimum strength is 35 while the maximum is 60. Physical training does not add any benefits to supernatural strength.
Skills:
Tasks are broken down into three basic categories. Easy, Average and Difficult. If the task is easy the character has a base chance of twice their skill level before any other modifiers, Average tasks are rolled against the base skill level and Difficult tasks are rolled against ½ the skill level. This means that for an easy task the skill percentage could be well over 100%.
Modifiers for tasks will reduce the percentage chance for success. The following modifiers are all cumulative.
Alien or Super advanced technology: -40% This assumes that the technology shares at least some basic elements with that the character is familiar.
Magical Devices: -60% Again this is if the magical device shares some basic elements.
Low Pressure situation: -10% Minor penalties for failure.
High Pressure situation: -15% Major penalties for failure.
Deadly Pressure situation: -30% In a true life and death situation.
Countermeasures, Traps or Alarms are in place: -15% If the character knows they are there.
Complex task: -15%
Rushed Task: -20%
Trying to perform task while moving: -30%
Frightened or Jumpy: -10%
Minorly wounded: SDC depleted but still above ½ hit points. -5%
Seriously wounded: -15% If hit points are below half.
If the character succeeds at the task and their roll is below 10% there is an additional unintended benefit. If the character fails a skill roll by 90 points or more then there is a critical failure with unintended negative consequences as well as the normal skill failure.
Skills are tied to the appropriate attribute. The following table shows the modifiers for each skill:
1
2
3
4
5
6
7
8
9
12
13
14
15
16
17
18
19
20
-90%
-75%
-60%
-45%
-30%
-20%
-12%
-6%
-3%
+3%
+4%
+5%
+6%
+7%
+8%
+9%
+10%
+11%
Combat
Damage Consists of 4 different levels of destructive power. Structural Damage Capacity which is the ability of normal common items and lifeforms to withstand damage or injury. Enhanced Damage Capacity which is a slightly stronger material. For every 20 SDC there is 1 EDC point. Mega damage Capacity which is considerably stronger materials, mostly military grade. There are 100 SDC, 5 EDC in each point of Mega Damage. Giga Damage is an extremely rare and thus far the most powerful materials. There are 1,000 points of Mega Damage in each Giga Damage point.
Weapons now have different range modifiers.
Range Category
% of Maximum Range
Base Chance to Hit
Point Blank
Within 10 feet
Nominal
Short
10%
-1
Medium
25%
-2
Long
50%
-3
Extreme
100%
-4
So for a rifle with a maximum range of 2000' Point blank is 0-10 feet away. Short range is 11-200 feet, Medium range is 21-500 feet, Long range is 501- 1,000 feet, and Extreme range is 1,001 to 2,000 feet. A target that is beyond maximum range for a weapon cannot be hit by that weapon no matter how many bonuses the character has.
Armor, including power armor and robots as well as vehicles all now have damage reduction of 10% of their total Damage Capacity. This is the same whether the armor is SDC, EDC, MDC, or GDC. An armor with a Damage Capacity of 100 would have a DR of 10 points. This means that the first 10 points of damage from the same level of damage would be ignored per shot. Armor is immune to damage from a level lower and does not get reduction against a higher level.
Example: EDC armor with 100 EDC has DR 10 against other EDC weapons. Ignores SDC weapons. And does not receive Damage Reduction against Mega and Giga Damage weapons.
Further there is Damage spillage for Body Armors. 10% of any damage that makes it through the damage reduction is taken as SDC by the person wearing the armor from kinetic attacks. Energy blasts are absorbed unless they have some kinetic component.
Some weapons are declared to be armor piercing in their function. Not all weapons are. Generally special purpose military weapons receive this designation. Armor Piercing weapons ignore damage reduction.
For Cybernetics:
_N_egligible
Required: Walk-in clinic, standard legal clinic
Surgical Time: 1 hour
Surgical Damage: 1 S.D.C.
Surgical Costs: Included in augment price
Surgical Difficulty: Simple (20%)
_M_inor
Required: Medical center, standard illegal clinic
Surgical Time: 2 hours
Surgical Damage: 1D6+1 S.D.C.
Surgical Costs: 1,000 Credits
Surgical Difficulty: Easy (40%)
_MA_jor
Required: Hospital, large illegal clinic
Surgical Time: 4 hours
Surgical Damage: 2D6+2 S.D.C.
Surgical Costs: 5,000 Credits
Surgical Difficulty: Medium (60%)
_CR_itical
Required: Full Hospital, major illegal clinic
Surgical Time: 6 hours
Surgical Damage: 3D6+3 S.D.C.
Surgical Costs: 10,000 Credits (no one said life was cheap)
Surgical Difficulty: Hard (80%)
_S_pecial
Required: Psychic or Magical surgery
Surgical Time, Damage, Costs, and Difficulties all vary by the nature of the case.
=================================================
Required refers to the minimum facility needed for the surgical process.
Time refers to the minimum amount of time needed for the surgery; this can rise with failed medical rolls at a rate of 1 minute per percent beneath the target number that was rolled. Other complications may arise.
Damage refers to the minimum damage that is taken for the surgery. It may not seem like much, but check out Palladium's healing rates for SDC. Longer surgery causes more damage at the rate of 1D6 S.D.C. per hour.
Cost refers to the flat rate for the surgery, reflecting medical expenditures and the lack of subsidized health care (sorry Hillary). They may seem steep, but most organizations (armies, guilds, etc.) will pay some or all if the accident was work related. GMs, use your discretion.
Difficulty refers to the MINIMUM skill needed by a doctor to perform the surgery in question. As you advance up the ladder, it becomes increasingly hard outside of the military to find knowledgeable individuals, so the GM should feel free to levy a surcharge on the characters for trying to find Ph.D's -- and don't forget that the authorities are usually watching for such activities...
Any non supernatural race is SDC. It does not matter where they come from if they started SDC they remain SDC. Forever and always.
Any and all conversions from other games, other settings and other materials must be approved before being allowed into play and may be revoked at any time by the GM at his discretion.
There are O.C.C. Restrictions in each setting. Characters must be approved by the GM before they may be played.