Initiative
I believe this Initiative modification is referred to as "Divided Initiative".
Roll Initiative, divide it by your number of attacks. Take the result and subtract it from your Initiative roll and those are "segments" you go on. If you roll too low, you may lose attacks.
(example: Harry rolls and 18 initiative and has 6 attacks. His attack/action segments would be on 18-15-12-9-6-3. If he had rolled a 4 for initiative, he would go on 4-3-2-1-0 and lose 1 attack for acting too slowly.)
Actions/Attacks:
As we know, in Palladium certain actions like "Power Punch", casting certain level spells, etc.. cost more then one attack. In those few situations, the 2nd or even 3rd attack will come out of your initiative roll. Ie... if you were to go on 18, 15, 12, 9 and 6 and were to cast a "spell" that would cost 3 attacks.. if you initated the spell on "18", it wouldnt go off until "12" as that is where you 3rd action comes in to play. If you cast the spell on "12", then it wouldnt kick in til 6. It is possible that the spell might not kick in til the next melee.
Addendum:
This would also allow for spell/power interuption. If a mage was casting a spell that would take him 3 melee actions and was going on 18-15-12, with the spell activating on "12", if the mage got interupted at "16", he wouldnt lose his action on "15" but would have to start over again with the previous spell.
Sniper skill:
normally counts as two attacks. However, adding Sniper to my modified Aimed/Called shots rule would make it now 4 attacks. Not really fair. As with Palladium critical strikes, I am simply making a Sniper shot combined with say a "Aimed", "WP Rifle" shot count as 3 attacks. Again, certain OCC's/Power Categories may reduce this. Giacomo as an example.
Dealing with A.R.
Note: this is still a work in progress. Constructive criticism wanted - everything else, keep to yourself!
An Armors "ADV" or Armor Defensive Value will be based on its A.R. (Armor Rating)
A natural roll on the D20 higher then the A.R. will be needed to penetrate the Armor.
For Articifical Armor (Body Armor for example), a natural strike roll below the A.R. that is not defended will do damage to the Armor, regardless of total bonuses to strike.
(ie. Bob is wearing armor with A.R. 14 SDC 50. Mike rolls a 12 + 4 to strike [16 total] - Bob fails/declines to dodge. Even though the total "strike" roll is over the A.R., the damage still goes to the armour and not Bob)
A natural roll over the A.R. will strike the victim.
However....
In situation #1: Mike is firing a .45 ACP pistol. Typical damage range is 4D6. If the damage rolled is 15 points or higher, then any damage over the AR number will go to the victim. (In the previous example, if Mike rolled 18 points of damage, then 14 would go to the armor and the remaining 4 points would be taken by Bob.) If Mike rolled 12 points of damage, then all 12 points would go to the armor.
In situation #2: All damage rolled would go to bob, but the weapons base damage would have to have the potential to do more then 14 points of damage (14 due to the AR of the armor). Even if Mike had rolled a 19 to hit naturally, if he was firing a 9mm Glock which typically does 2D6 damage, the rounds "energy" would have been absorbed by the AR). A critical strike would increase the base damage (so a natural 20 would turn the base 2D6 damage of the 9mm to 4D6.)
Advanced/Alien technology could affect this.
Armor Piercing rounds would lower the A.R. of armor Typically AR would be lowered by -1 per damage die of the round. A 4D6 pistol would lower AR by -4. A 2D6 Glock would lower the A.R. -2.
Certain types of AR/Armor would work differently. Natural/Vehicle/Robotic AR would increase the Armor Defensive Value.
Burst damage multiplies would <b>NOT</b> affect the ability to damage the ADV. If one bullet can not penetrate the armor, then 20 will not either.
Sounds complicated, but in theory should work out. Balanced.
Note: Natural D20 rolls are used to determine if A.R. is penetrated. If you roll under the A.R., but your weapon has the ability to damage the armor, then you will do full damage to the armor (assuming the target didnt dodge).
Dodging
Per Palladium rules, dodging will count as your next action unless you have "auto-dodge" and state you are using "auto-dodge". If you merely state that you are dodging, it will count as your next action in the initiative order.
ie: You act on 18-15-12-9-6-3
Badguy on "16" shoots you. You elect to dodge. Whether you succeed or not, you lose your action on 15. Your next attempt to "act" will be on 12. Now if the badguy gets a chance to shoot at you again before your action on "12", then it is possible that you could lose your initiative again. This is how you can put someone on the defensive.
If you have auto-dodge, and use it in an attempt to dodge, then you will not lose your next action, regardless of whether you are hit or not.
PPE/ISP Channeling
Note: Based off of of Jason Richard's article in Rifter #21. I am including ISP/Psionics into this as well.
Mages First:
What this means is that Mages will be able to channel 5 PPE per level of experience in 1 action. If said Mage was 4th level, they would be able to cast a spell with a cost of up to 20 PPE in 1 attack. Always round up. If a spell cost 40 PPE, it would take that same 4th level Mage, 2 actions for the spell to manifest. A 50 PPE spell would cost 3 actions.
"Instant Spells"
If the spells cost is less then 5 PPE, then that spell is casted as an "Instant Action" and does not cost an attack. Up to 1 spell per every odd level of experience may be cast in this way per minute. All PPE costs must be spent. 4th level mage would be able to cast 2 "instant spells" of 5 PPE or less per minute. 5th level mage: 3 instant spells per minute.
Note:
Some magical OCC's/creatures/supernatual beings will be able to channel more/less then the base 5 PPE per level.
Psionics:
ISP Channeling: Works the same as above. By fourth level, most Psi powers should be able to used in 1 action.
ISP Channeling: "Instant Attack"
Works the same as PPE Channeling.
Mages:
When casting spells outside of their expertise (Necromancers casting standard spell magic) channel PPE at a different rate. This rate is 3 PPE per level of experience.
IE: 3rd level Necromancer channels PPE for Necro spells at 15 PPE per action, but standard wizard spells at 9 PPE per action.
Psionics:
Same as above.