PetertheWookie wrote:Hello everyone. Im new to this forum and the game its self. I was looking for some help with creating a Temporal Wizard? I dont have a working computer atm so trying to do this with my crappy phone is a little intimidating... As far as my dm has told me, we are playing on earth either during or post apocalyptic setting. the others in the group are an apok(i think?) dragon spawn, maybe a juicer, and technowizard. i was thinking of doing 14 years of raider apprenticeship. i dont have a backstory yet but will work on it. are there races in this game and do they have the same affect on pc's like in dnd? i look forward to your help, thanks for reading!
Well I've read your post a few times now and to be honest, I'm not really sure what the "help" is that you're looking for? I'll start with your party makeup...
Apok: A former evil person turned good, on a path for redemption. The dimension/planet (Wormwood) where they originate from empowers these sorts of warriors with special abilities, including natural M.D.C..
Dragon Spawn: Sounds like a Dragon Hatchling to me, there's 8 or 10 or so varieties in total they could be but they all get psionics, magic (eventually), and natural M.D.C..
Juicer: Could be main book standard, or any of the variants from World Book 10. May or may not be natural M.D.C. depending on which type of Juicer (most are S.D.C. though). Regardless though these guys are all quick and hard to hit.
Technowizard: A mage who focuses on imbuing technology with magic. Typically only those with magic or psionics can make the best use of those items, but others can use them with limited ability.
As far as the Temporal Wizards go... a 14 year apprenticeship starts you at a higher level, but you are restricted to only evil or Anarchist alignment so make sure your GM is all right with that before you settle on it. Evil characters in a predominately "Good" party can make the game stressful. You'll also start off with two special insanities from the special insanity table in the O.C.C. section.
As far as races go, Palladium does not treat races in the same way as D&D, where you select Race and then stack a Class on it. Many races in Palladium are considered to have their own, special R.C.C. (Racial Character Class) instead of O.C.C. (Occupational Character Class) and that's it. In some cases the races are allowed to take other O.C.C.'s instead but that can occasionally get confusing since the write-ups don't always do a good job separating what abilities the Race keeps and loses when it moves away from its R.C.C.. This is another situation where you'd want to work with the Game Master to make sure you're not building a character that's more powerful (or weaker) than the G.M. expects.
Hope this was helpful. Any other questions just let us know.