Palladium FAQ
Palladium FAQ
Palladium FAQ
Contents
Section 1: General Non-Game-Mechanics Questions
1.01. What is Palladium Books?
1.02. What products has Palladium Books published thus far? UPDATED!
1 03. What products are due to be released in the near future? UPDATED!
1.04. Why is Palladium always release items long after their announced release dates?
1.05. Who writes for/works for Palladium Books?
1.06. What is Palladium's mailing address?
1.07. What is the history of Palladium Books?
1.08. What other media (books, movies, etc.) is Palladium Books involved in?
1.09. What is THE RIFTER?
1.10. What was the "Palladium vs. Wizards of the Coast" lawsuit all about?
1.11. Is it true that Kevin threatened to sue any gaming magazines that published material for Palladium games?
1.12. I have this neat idea for a Palladium game sourcebook. What are the chances of getting it published?
Section 9: Rifts
9.01. What is Rifts?
9.02. Is Beyond the Supernatural REALLY the past of Rifts Earth?
9.03. Where are the stats for Victor Lazlo in Rifts World Book Four: Africa?
9.04. What are Universal Credits exactly?
9.05. What are the prices for vibro-blades and the neural mace?
9.06. How much does railgun ammo cost?
9.07. How do you Trade/Barter for goods?
9.08. What books are the core books necessary to play?/What books are good?
9.09. What do you mean "micro-fission reactors?" That's crazy!
"200-series" books
------------------
Valley of the Pharaohs (Book) ** (1) 200? $ 8.00 0-916211-??-?
Valley of the Pharaohs (Boxed Set) ** (1) 200? $12.00 0-916211-??-?
Miscellaneous materials
-----------------------
RiftworkZ Art Portfolio 799 $29.95 0-916211-99-1
Rifts Miniatures - Twenty different sets: 8001-8020 N.A.
These are out of print, but still $6.95 to $10.95 Retail
Have plenty in stock at Palladium (Currently $4-6 each)
Rifts G.M. Companion (Computer program)** 9000
Rifts T-shirts: Borg 800-TS $14.95 N.A.
Rifts T-shirts: Ley Line Walker * 801-TS $14.95 N.A.
Rifts T-shirts: Dog Pack 803-TS $14.95 N.A.
Rifts T-shirts: Rifts Logo 804-TS $14.95 N.A.
Nightbane T-shirt 805-TS $14.95 N.A.
Palladium Fantasy RPG T-shirt 806-TS $14.95 N.A.
Rifts T-shirts: Coalition Christmas 807-TS $14.95 N.A.
The Magic of Palladium Books MOP $12.95 N.A.
Rifts Briefcase / Book bag (12) BR100 $16.95 N.A.
Palladium Fantasy Briefcase / Book bag (12) BR200 $16.95 N.A.
Palladium Fantasy Dice Bag (12) DB100 $5.95 N.A.
Rifts Dice Bag (12) DB200 $5.95 N.A.
'Real Gamers Use Dice' Dice Bag (12) DB300 $5.95 N.A.
Rifts Psi-Cola Water Bottle (12) BT100 $5.95 N.A.
Rifter #18 Cover Poster PO800 $19.95 N.A.
Rifts (800-series)
------------------
Rifts 800 $24.95 0-916211-50-1
Rifts Silver Edition Hardback (8) 800 $32.95 0-916211-87-8
Rifts Sourcebook (One) 801 $11.95 0-916211-51-7
Rifts World Book One: Vampire Kingdoms 802 $15.95 0-916211-52-5
Rifts Conversion Book 803 $19.95 0-916211-53-3
Rifts Conversion Book - Revised 803 $19.95 0-916211-53-3
Due: September 20, 2002 - Modified for new RPGs, the GM & Magic books.
Rifts World Book Two: Atlantis 804 $15.95 0-916211-54-1
Rifts Sourcebook Two: The Mechanoids 805 $11.95 0-916211-55-X
Rifts 1993 Calendar * 806 $11.95 0-916211-56-8
Rifts World Book Three: England 807 $15.95 0-916211-57-6
Rifts World Book Four: Africa 808 $15.95 0-916211-58-4
Rifts Dimension Book One: Wormwood 809 $16.95 0-916211-59-2
Rifts World Book Five: Triax & The NGR 810 $20.95 0-916211-60-6
Rifts Conversion Book Two: Pantheons of 811 $19.95 0-916211-68-1
the Megaverse
Rifts Sourcebook Three: Mindwerks 812 $11.95 0-916211-69-X
Rifts Mercenaries 813 $15.95 0-916211-70-3
Rifts World Book Six: South America 814 $15.95 0-916211-71-1
Rifts World Book Seven: Underseas 815 $19.95 0-916211-72-X
Rifts Dimension Book Two: Phase World 816 $19.95 0-916211-73-8
Rifts Dimension Book Three: Phase World SB 817 $11.95 0-916211-79-7
Rifts World Book Eight: Japan 818 $19.95 0-916211-88-6
Rifts World Book Nine: South America 2 819 $19.95 0-916211-89-4
Rifts World Book Ten: The Juicer Uprisings 820 $16.95 0-916211-92-4
Rifts World Book 11: Coalition War Campaign 821 $20.95 0-916211-93-2
Rifts World Book Twelve: Psyscape 822 $16.95 0-916211-94-0
Rifts Index and Adventures, Volume One 823 $12.95 0-916211-95-9
Rifts Game Shield & Adventures 824 $12.95 0-916211-96-7
Rifts World Book Thirteen: Lone Star 825 $16.95 1-57457-000-5
Rifts World Book Fourteen: The New West 826 $20.95 1-57457-001-3
Rifts World Book Fifteen: Spirit West 827 $20.95 1-57457-002-1
Rifts Sourcebook Four: Coalition Navy 828 $12.95 1-57457-003-X
Rifts World Book Sixteen: Federation Of Magic 829 $16.95 1-57457-005-6
Rifts Dimension Book Four: Scraypers 830 $16.95 0-916211-78-9
Rifts Index Volume Two 831 $12.95 1-57457-008-0
Rifts World Book 17: Warlords of Russia 832 $20.95 1-57457-010-2
Rifts World Book 18: Mystic Russia 833 $16.95 1-57457-011-0
Rifts World Book 19: Australia 834 $16.95 1-57457-018-8
Rifts World Book 20: Canada (One) 835 $20.95 1-57457-025-0
Rifts World Book 21: Splynn Dimensional Market 836 $16.95 1-57457-027-7
Rifts World Book 22: Free Quebec 837 $20.95 1-57457-030-7
Rifts World Book 23: The Xiticix Invasion 838 $16.95 1-57457-031-5
Rifts: Coalition Wars - Siege on Tolkeen
Chapter One: Sedition 839 $16.95 1-57457-045-5
Chapter Two: Coalition Overkill 840 $12.95 1-57457-046-3
Chapter Three: Sorcerer's Revenge 841 $12.95 1-57457-050-1
Chapter Four: Cyber-Knights 842 $12.95 1-57457-051-X
Chapter Five: Shadows of Evi1 843 $12.95 1-57457-052-8
Chapter Six: Final Siege 844 $20.95 1-57457-053-6
Rifts Game Master Guide 845 $20.95 1-57457-067-6
Rifts Aftermath 846 $20.95 1-57457-068-4
Rifts Dimension Book Five: Anvil Galaxy 847 $20.95 1-57457-0??-?
Rifts Book of Magic 848 $20.95 1-57457-069-2
Rifts Adventure Guide 849 $20.95 1-57457-072-2
Rifts Bionics Sourcebook 850 $13.95 1-57457-0??-?
Release Date: September, 2002. Ready to send to printers at time of update.
Miscellaneous materials
-----------------------
RiftworkZ Art Portfolio 799 $29.95 0-916211-99-1
Rifts Miniatures - Twenty different sets: 8001-8020 N.A.
These are out of print, but still $6.95 to $10.95 Retail
Have plenty in stock at Palladium (Currently $4-6 each)
Rifts G.M. Companion (Computer program)** 9000
Rifts T-shirts: Borg 800-TS $14.95 N.A.
Rifts T-shirts: Ley Line Walker * 801-TS $14.95 N.A.
Rifts T-shirts: Dog Pack 803-TS $14.95 N.A.
Rifts T-shirts: Rifts Logo 804-TS $14.95 N.A.
Nightbane T-shirt 805-TS $14.95 N.A.
Palladium Fantasy RPG T-shirt 806-TS $14.95 N.A.
Rifts T-shirts: Coalition Christmas 807-TS $14.95 N.A.
The Magic of Palladium Books MOP $12.95 N.A.
Rifts Briefcase / Book bag (12) BR100 $16.95 N.A.
Palladium Fantasy Briefcase / Book bag (12) BR200 $16.95 N.A.
Palladium Fantasy Dice Bag (12) DB100 $5.95 N.A.
Rifts Dice Bag (12) DB200 $5.95 N.A.
'Real Gamers Use Dice' Dice Bag (12) DB300 $5.95 N.A.
Rifts Psi-Cola Water Bottle (12) BT100 $5.95 N.A.
Rifter #18 Cover Poster PO800 $19.95 N.A.
Footnotes
---------
(N.A.) Indicates information was not on product (not necessarily that it didn't have one, just that it wasn't present).
(?) Indicates incomplete or possibly inaccurate data.
(*) Denotes that this item is Out-of-Print. And even though it is out of print you may still be able to find it somewhere.
(**) These are very rare products (10-15 years old, generally). They are VERY out-of-print. Many players consider them
collector's items. However, Arms of Nargesh Tor, Valley of the Pharaohs and the GM's Companion are both downloadable from
Palladium's page.
(1) It would appear these products had the catalog #, ISBN or both missing from the actual product packaging. If the number is in
[], it is a number supplied by the company to me, that didn't actually appear on the product.
(2) There are three versions of the Palladium Role-Playing Game. There is the first edition (Early printings of the Revised Edition
continued to include the "Sexual Deviations" table and kept the black & red cover art, instead of the newer full-color cover art),
the Revised Edition, and the Second Edition.
(3) This is a supplement for the After the Bomb TMNT setting. Half of the book is dedicated to Earthspace in the Rifts setting.
(4) All but 577 were 3 episodes each. 577 had 4 episodes (the last 4 of the series), and cost $29.95. The Southern Cross tapes were
#578-585.
(5) There are two versions of the Recon game. The original Recon was a miniature-only game, and was not initially a Palladium
product. Revised Recon is a modern-combat game written with a different system related to (but not 100% compatible with) the
Palladium standard system. Included in Revised Recon are the original Recon miniature rules. However, there have been plans to
make a new, Second edition of the game, using the standard Palladium system.
(6) A tabloid-style newspaper came shrink-wrapped with this supplement.
(7) The very first printing of this game was called Nightspawn, but it was immediately changed to Nightbane due to Todd
McFarlane's bad attitude (who's he gonna sue next - salmon?). All further printings are called Nightbane.
(8) There is a special autographed, limited edition hardcover of several of the RPGs, each with a 600-copy print run. Includes
double-page end sheet artwork on the insides of the covers.
Rifts "Gold" edition - Cat # 8000G, cost $40.00. It is sold out.
Palladium Fantasy RPG "Crimson" edition - Features the Second Edition PFRPG contents, with a leatherette version of the First
Edition PFRPG's original cover (red art on black background). Cat # 4500, cost $40.00. Released 1999, still a few copies available
as of August 2000.
Heroes Unlimited RPG "Blue" edition - Features the Second Edition HU contents, with a Blue leatherette cover. Cat # 5000, cost
$40.00. Released at Gen Con 2000.
(9) The Second Edition has 40 more pages of game material, by Wayne Breaux.
(10) A special edition reprint of the Mechanoids RPG (updated S.D.C. version of Books #1-3) was part of the Palladium 1998 X-
mas Special, with the excess being sold through web orders only (though a few might have gone through normal distribution
channels, or have been sold to retailers as a result of persons making multiple X-Mas Special orders).
(11) A special edition reprint of the collected "The Magic of Palladium Books" pamphlets was part of the Palladium 1999 X-mas
Special, with the excess being sold through web orders only.
(12)These were Promotional items made for Gen Con 2000, to celebrate the 20th anniversary of Palladium, and the 10th
anniversary of Rifts. The book bags are cloth, with The Rifts bag being blue, and the PFRPG bag being black. The dice bags come
in royal blue, black, red, burgundy and charcoal.
Interesting Fact #1: There was also another shirt for sale at Gen Con - not a t-shirt. The shirt was of the type the Palladium staff
was wearing, with red sewn writing "Palladium Books: 20 Years of Adventure". They are not currently listed on the web page,
and any that were not sold or given away at the con MIGHT appear in a future Palladium special (such of the Xmas special returns
for a 4th year), but would be so few that they would be a random item.
Interesting Fact #2: the "Real Gamers" dice bag is a friendly poke at long-time Palladium friend and author Erick Wujcik, who
(with his own company) is the author of the Amber Diceless RPG, based on the "Amber" novels of Roger Zelazny. According to
Kevin and Maryann, Erick got a kick out of the joke.
The full Palladium catalog, which lists all current products, can be found at the Palladium Books web page
(http://www.store.palladiumbooks.com/Merchant2/merchant.mv).
1.04. Why does Palladium always release items long after their announced release dates?
The following is an excerpt from the letter column of The Magic of Palladium Books #2. It explains most of
the details behind this situation.
"Before we jump into letters and questions, I'd like to address the often asked question of "Why do you
advertise books before they are completed?"
There are several reasons. The most basic is that people want to know what's in the works and want to know
when it will be available. Often we will announce a "tentative" date or a "month of" as the release.
Unfortunately, many exuberant fans seem to forget the tentative aspect (that means when we hope to have it
done) or' seem to think that the month of means the first day of the month. That's okay, we appreciate the
enthusiasm, as long as you're not getting mad because the item is delayed.
The other major culprit for actual advance advertisements is that most magazines have a two month lead
time, and some, like comic books, have a three or four month lead time. That means we have to do ads for a
product that will be out 2 to 4 months from today. If we wait until the book is finished, it will be sitting in
our warehouse for a few months with no publicity. Consequently, we have to plan out a schedule and try to
stick to it. But you know what they say about "the best laid plans of mice and men."
There are a number of things that can delay a book. The big three are Writer, Artist, Printer. If the writer or
artist misses his/her deadline the schedule may become jeopardized. Yes, we do plan for delays, but
sometimes things go so wrong that nothing can help. And human beings can only do so much. Then there is
the printer. We have two good book printers, but they have their schedules and personnel problems. Most
people don't realize that it usually takes FIVE weeks to print a book and sometimes six to nine weeks. That
means we've been done with the book for a month or longer (and are already working on new projects)
before we get the finished product to ship to our distributors. We could trim a day here and a week there if
we cut quality corners, like not sewing the pages of the big books together, but I want to give our fans a
durable game, on better paper, that won't fall apart. I think it's worth the extra week.
There are other factors, but those already mentioned are the most notable. I have to admit that most of you
out there are very considerate, polite and understanding. We appreciate that. On the other hand, some of you
are a little too patient. If a book is delayed and you have a mail order with us, we always try to send a post
card letting you know it has been delayed. As soon the late book is back from the printer we mail 'em out
(usually the same day)."
[end MOPB #2 quote]
As for the "other factors" that Kevin and Rick Burke referred to above, here is one of them, that plays a
bigger role than it used to for Palladium, now that Palladium uses so many more freelancers.
Some freelancers live hundreds of miles from Palladium, and revisions require sending the text back, having
the revisions done, sending it back to Palladium, etc., which can take months, if it ever reaches the point of
being printable (example of a completely failed project of this sort: C.J.'s version of Psyscape).
1.08. What other media (books, comics, movies, etc.) is Palladium Books involved in?
Palladium released a trilogy of Rifts novels in 1999, and is debating further fiction ventures.
Riftworkz is a portfolio of covers by John Zeleznik of cover art done for Palladium's products.
Palladium is negotiations for the possible production of video/computer games, movies, and more, via their
contract with Surge Licensing.
In the past, Palladium had the rights to the Robotech TV series and released several video tapes (see 1.02),
but that license has expired. However, this (and the later ownership by no less than three different
companies) has not stopped bootleggers from copying and selling these tapes. If you come across Southern
Cross or Invid-era tapes with three episodes per tape (4 for the last Invid tape), in a generic-looking box with
no mention of Palladium (but using scans of Palladium's box art and episode descriptions, if you're familiar
with them), please report the seller to Palladium and/or Harmony Gold. Tapes of this type were spotted
recently at Gen Con 2000 by myself, and are quite likely being distributed by bootleggers to retailers that
may or may not know that the product is illegal.
Palladium also has a line of T-shirts that you can buy through their catalog, along with miscellaneous stuff
they came out with for Gen Con 2000.
1.10. What was the "Palladium vs. Wizards of the Coast" lawsuit all about?
WotC came out with a line of products that listed conversion notes for items using the Palladium System and
several others (it was a generic game line) and they did not seek Palladium's approval over the use of their
rules and trademarks. Palladium then sued WotC over this. This also sparked a huge flame war, K.S. had a
presence on the net (e-mail) and ended up leaving the net after all the flames he received. The seriousness of
these events exists only in the minds of a few crazed WotC fanatics, as was in fact a friendly lawsuit by all
reports, that resulted in a verdict that prevented the other big shots of gaming at the time (TSR, under
Lorraine Williams, for example), from suits that would have destroyed then-small WotC at the time. After
all, had it been as hostile as the scandal-monger would have one believe, would the president of WotC have
given Maryann Siembieda one of the original promotional Black Lotus cards when Magic: The Gathering
was released a year or two later?
1.11. Is it true that Kevin threatened to sue any gaming magazines that published material for
Palladium games?
Not exactly; it was more of a rights issue that got out of hand. Games Designer Workshop was being a little
prickish, and things got out of hand (may they rest in peace; GDW went out of business in January 1996,
ironically partially due to costs incurred from the lawsuit they lost to TSR over a violation of the non-
compete clause in Gary Gygax's contract, when he did Dangerous Journeys).
What Kevin wanted was editorial pre-approval of any articles GDW would have printed in
their Journeys magazine. This meant that, if a magazine wanted to print a non-review (i.e. adventure or other
supplement) article for Rifts or other Palladium games, Kevin wanted the right to review it, and reject any
part of the article that might conflict with the company's plans for Rifts (especially), etc. There was also the
matter of the potential license difficulties that would have cropped up for TMNT or Robotech RPG articles.
Also, it was perfectly in line with what other magazines Kevin had experience with at the time that had
published Palladium material had offered.
GDW (then publisher of Journeys & Challenge magazines), used to pretty much publishing what they
wanted at the time, took the stance that "We don't need your articles, if your restrictions mean a 1-3 month
delay in an article seeing print." This is amazing, as they had been publishing Star Wars and Star Trek RPG
info without permission (AFAIK) from Paramount, Lucasfilm, or those companies' official RPG licensees,
and the former two entities went after other magazines for unauthorized articles quite viciously during that
period, and were exercising the exact same sort of control with their official licensees as Palladium wanted
from GDW (to the point that even if FASA, Task Force Games or West End HAD given permission for such
articles, without oversight from the line owner, the permission still wouldn't have been legal).
The misunderstandings spread from there, with the result of both companies thinking that the other side
wasn't willing to negotiate at all. And, before they could work it out, GDW had more important things to do
- the TSR lawsuit, which TSR won, winning the Dangerous Journeys RPG andJourneys magazine. Shortly
after that lawsuit was over, GDW went under (partially due to the suit, but also from other external matters),
and TSR collapsed a few months later - a victim of greed and mismanagement.
1.12. I have this neat idea for a Palladium game sourcebook. What are the chances of getting it
published?
It all depends on your skill, and the content. The guidelines for submissions are at the following
address: http://www.palladiumbooks.com/submission/submit.html
Note that stuff released on the internet CANNOT be considered for a book, but CAN be submitted to The
Rifter.
A good set of advice on how to write freelance for game companies is at the following site, by the most
prolific freelancer for Steve Jackson Games, David
Pulver. http://www.sjgames.com/general/guidelines/writers/freelance.html
2.02. How many attacks per melee does a starting character have?
Good Question, but one that's as bad as the one above. DON'T ASK IT! The following is a step-by-step
journey into the morass that is the HTH debate....
A. Initially, it was always assumed that the base listed for a HTH type was the base, except for in Heroes
Unlimited, where characters had an additional 2 attacks each to accent the "heroic" nature of the game.
Beyond the Supernatural's main book NPCs also follow this pattern, but the ones in Boxed Nightmares DO
NOT.
B. Maryann has stated that it is 2 attacks plus HTH (as in HU & BTS). However, NONE of the games
outside HU and BTS support this, in terms of the listed number of attacks of their NPCs printed.
C: In fact, ALL NPCs printed in/for Ninjas & Superspies, TMNT/After the Bomb, Robotech(including
Sentinels), BTS: Boxed Nightmares, Macross II, Nightbane, and PFRPG 2nd Edition books, plus those from
the first 23 Rifts books (Main book through CWC, + Index, Game shield adventures, and Manhunter), have
the non-alien or HU-derived NPCs with HTH skills starting with the base for the style (not base +2), before
counting boxing. Yes, I _DID_ go through the trouble of going through ALL the books to research this.
D. It was at this point that Maryann issued her ruling. But, of all the non-HU books published in the first
year after that ruling, only Rifts New West NPCs and the single NPC from Psyscape obey it (and even the
latter, head of the CS Psi-Bat, is listed as having HTH Martial Arts in her skills, but her combat stats are
written up as if HTH Commando possessed), while the NPCs from Coalition Navy, Federation of Magic,
and Rifts Index & Adventures Volume Two use the old system. This has led to even more confusion.
E. The PFRPG 2nd Edition HTH descriptions SPECIFICALLY state "STARTS WITH" (Emphasis mine) at
the beginning of each HTH description. Again, this seems to preclude the 2+2 system, and it is in their first
"MAIN BOOK" product published after the announcement. (Page 47) Furthermore, in the "Psychic Combat"
section (Page 48), the above is confirmed by the following quote:
"A reminder: Most player characters start off with two attacks per 15 second melee round. Additional
attacks may be acquired as one ADVANCES IN HAND TO HAND COMBAT EXPERIENCE and from the
boxing skill, special bonuses or magic. The average person, not trained in combat, will only have one attack
per melee round. Experienced fighters will have an average of THREE to six attacks per melee, sometimes
more." (Emphasis mine).
Not only does the second sentence specifically state that the additional skills from HTH come from
ADVANCEMENT & EXPERIENCE, the last sentence, concerning EXPERIENCED fighters only make
sense with the HTH base system. EVEN IF SECOND level was considered "experienced" (highly unlikely),
there would be NO POSSIBILITY of characters of 2nd+ level having less than 4 attacks using the 2+2
system. (Basic, Expert & Martial Arts would have 4 or 5, Assassin 5 or 6 - the latter numbers for each being
with boxing).
F. The case is pretty strong, and it does not support 2+2, except for HU (which it actually fits). HU, being a
heroic game, should have such an edge, but the other games not only don't need it, for all appearances,
they've never had it in the first place.
G. The existence of Mecha/RPA combat further complicates things. First, there is the matter of the numbers
of attacks that result from these skills. To quote the Robot Combat section of Macross II (Robotech & Rifts
have analogous text, differing only in terms referential to the vehicles involved), Specifically, the
"Determining the Number of Attacks Per Melee and Combat Bonuses") contains the following quote:
"This is how it works. Players will find two skills that exclusively determine the pilot's number of attacks
when piloting a high-tech robot or power armor: 1) The pilot's normal, hand to hand combat/fighting skills,
and 2) The pilot's Robot Combat skill. Simply combine the number of attacks and from each (and level of
experience). The total number indicates the total attacks per melee possible. Most first level pilots, with both
skills, will have a total of FOUR attacks per melee." Macross II RPG, page 36, left column, 2nd paragraph
under the heading above. The emphasis on "FOUR" is PALLADIUM's, not mine. The text in the description
above FIRMLY supports the "Base-only" interpretation, in ALL the books for M.D.C. games (Rifts,
Macross II & Robotech).
H. Next, we have an exercise in game mechanics, using the various mecha/RPA games' pilot O.C.C.s and
elite combat skills, comparing them to a Heroes Unlimited character with the Sonic Speed power. These
examples are assuming the 2+Base system is correct, and show why it SHOULDN'T BE.
Examples:
a: HU (Revised) character (11th level): 2 + HTH: Martial Arts(2) + 2(advancement in HTH:MA) +
Boxing(1) + Sonic Speed (3 = 2 + 1 at 3rd level) = 10 Attacks;
b: HU (2nd edition) character (11th level): 2 + HTH: Martial Arts(2) + 2(advancement in HTH:MA) +
Boxing(1) + Sonic Speed (4 = 1 + 1 at 3rd, 6th & 9th levels) = 11 Attacks;
c. Glitter Boy Pilot (11th level): 2 + HTH: Martial Arts(2) + 2(advancement in HTH:MA) + Boxing(1) + PA
Combat Elite: GB (4 = 2 + 2 from advancement) = 11 Attacks;
d. Robotech Destroid Pilot (10th level)*: 2 + HTH: Martial Arts(2) + 2(advancement in HTH:MA) +
Boxing(1) + Mecha Combat Elite: Gladiator (5 = 3 + 2 from advancement) = 12 Attacks;
e. (Brace yourself) Macross II Valkyrie Pilot (11th level)**: 2 + HTH: Martial Arts(2) + 2(advancement in
HTH:MA) + Boxing(1) + Robot Combat Elite: VF-2 (4 = 2 + 2 from advancement) = 11 Attacks, PLUS the
character's mecha has AUTODODGE!!!
* Most extreme conventional example I could think of, though several other Robotech & Rifts designs also start off with 3
additional attacks, but don't get their second additional Mecha/RPA attack until 11th or 12th level.
** This is down-right scary, as the autododge means that the character will rarely EVER use any of the 11 attacks for defensive
purposes, unlike the first three examples.
In other words, by 11th level, assuming that no other combat-affecting powers are not taken (such as Natural Combat Ability, or
the Super-Soldier option from the AU Galaxy Guide) by the HU2 character, pilots with Elite combat in their vehicle have as
many attacks than a speedster of the same level, if not more! This equals out a little, when the HU2 Speedster picks up attacks at
12th & 15th levels (plus any more from HTH in that period), but one has to remember that HU2 is NEWEST of these RPGs, and
the revision only serves to equalize an imbalance that by all rights should not exist in the first place! I don't care HOW good a
Rick Hunter or Sylvie Gena is - they shouldn't have more actions than a character more closely related to the late-80s version of
Wally West!!! (the current Flash in DC Comics, Wally wasn't quite the mega-hero he is today - in the 80s, he was only capable of
the speeds used in HU2's Speed powers).
I. On the other hand, the following rule clarification (also from Maryann, after my bringing up this matter)
makes this a little (not much) more bearable. There are ways to tone down the sudden overpowering of
Mecha/RPA characters' actions, without sacrificing game mechanics - but at the expense of quicker game
play. In fact, the first of these methods is part of the game mechanics that is generally overlooked, in terms
of smooth play (and because Kevin never wrote them into his example of how combat works).
Essentially, it revolves around two skills required for most mecha/RPA operation, but not really defined as
to WHAT they are really used for, other than in the most basic terms. To shoot at a target, one must target it,
unless shooting wild (or a spray). To target something, generally the combat and targeting computers must
acquire it, and figure out the appropriate aim. Then, there is the matter of choosing which weapon (and
conceivably, the ammo type as well). There are skills for this: Read Sensory Equipment (R.S. Instruments in
Robotech) and Weapon Systems.
Before combat starts, and whenever new combatants (or non-combatants) enter sensor range, a RSE roll
must be made. This would not take an action, unless one is specifically trying to identify a target as friend or
foe by sensors alone, or if one is trying to use sensors where ECM is being used (the ECM skill is in Rifts
WB11: CWC, but active sensors can be jammed just as easy as - if not more often than - communications,
but makes you an even bigger target for sensor-homing munitions, as jammers overload the sensor with
signal, not obscure it like stealth design). Failure of the RSE should make it more difficult to use the
Weapon Systems skill in combat (say, ½ normal ability?).
Now, for each SINGLE target, a Weapon Systems roll will be needed to lock on, otherwise the shot is
considered a wild shot (no bonuses other than P.P. - if applicable). Penalties from ECM, obstructions, or
other interference from the environment may apply. Acquiring a NEW target (or switching to a new target)
would require a Weapon Systems roll, taking up one of the pilot's actions. Environmental modifiers (as
above) may apply. In other words, changing targets requires a RSE and/or Weapon Systems roll, which may
take up one attack.
Similarly, going for a called shot with a ranged weapon would also require much more effort than normal,
general, targeting, and takes an additional action (over and above that for switching targets, when
applicable). Switching weapons (to/between ranged weapons), while going after the same target as before,
would require a Weapon Systems roll to switch, but may or may not count as an action. (GM call)
When I asked Palladium about these, the response was:
"1) Although the examples presented are subject to situational modifiers and ultimately up to the discretion
of the GM, they are essentially correct.
2) RSE does NOT count as an action if taken before combat actually begins. Once combat is initiated, RSE
counts as an action from then on. Using the WS skill definitely counts as an action. The GM may allow both
skills to count as a single action if they are used simultaneously.
Maryann/Julius
Palladium"
J. However, a much simpler method can be to use the 2+Base system in the S.D.C. games (where the extra
attacks are more appreciated and useful), and remain using the base system in Robotech, Rifts, and Macross
II, as the additional skill rolls will only serve to drag out combat even longer (especially if the players aren't
used to them).
In fact, the following excerpt from the Beyond the Supernatural errata (from MOPB #1) suggests something
similar (though before Rifts or Nightbane came out), and states flat out that BtS characters were NOT
supposed to get the 2+Base method, despite that RPG main book being the only book to ever use it outside
of HU, prior to 1998!!
"PAGE 45: A question about hand to hand combat. Do characters get two attacks per melee
automatically plus two attacks from Hand to Hand combat skills? Well it depends. Randy and I saw the BTS
characters as being more vulnerable, normalish, people. That means they would have two attacks per melee
only if they took a hand to hand skill and ONE attack per melee if they had no combat training. Additional
attacks per melee come with greater hand to hand skill experience.
"However, if you want a more combat oriented game, or if you are combining BTS with Heroes Unlimited
or Ninjas & Superspies, you should probably start the characters off with two attacks plus the two attacks
gained from any hand to hand skills (total of 4 attacks at first level). This will make them more compatible
with superhero types."
Also note that Ninjas and Superspies itself said in its revised edition, in the very first conversion note for
using Heroes Unlimited and Ninjas & Superspies together, that the martial arts ARE NOT combined with
the base two attacks of Heroes Unlimited! And, that even if a HU character (such as physical training) has a
Martial Art Form, only the number of attacks from the Martial Arts Form are gained, not the base two plus
the form. HU 2nd edition contradicts this, however.
K. In another attempt to clarify things, Palladium has (in the new Rifts Game Master Guide) explained
how the 2+HTH system works, and adds them into the base for the HTH skills within, so that the new
version of those skills have the extra two attacks listed as part of the base. Frankly, it's good they're making
the attempt to clarify it, but I still say 2+HTH is a bad idea outside of HU.
L. One, very definitive analysis of the methodology for the Base-only system is on the following web page,
by Dustin Ramsey/Kralizec!
http://www.rifts-rpg.com/adv/attacks_per_melee.html
The following is a shortened version of it...
1. All humans start out with one attack per melee. (This is a 'base' number of attacks) Individuals without
any combat training will gain one additional attack at levels three and nine (Main Rifts book, pg. 28).
2. Learning the hand-to-hand combat skills Basic, Expert, and Martial Arts provides a first level character
with one additional attack per melee. The hand-to-hand combat skill Assassin does NOT provide an
additional attack at level one, but gives TWO additional attacks at level two.
3. If selected, the Boxing skill also provides the character with one more attack per melee.
4. Special occupational training (Bonuses given it the O.C.C.) may give the character extra attacks per
melee. Rifts examples include Juicers & Cyber-Knights, among others.
5. Unless otherwise stated, non-humans are gain and accumulate hand-to-hand attacks in the EXACT same
manner as humans. The exception to this is the base number of attacks that the being starts with. Carte
blanche statements such as "three attacks per melee plus those gained from hand-to-hand combat training"
(Centaurs from the Conversion book, pg. 113) and "four without any hand-to-hand combat training, or four
plus those gained from hand-to-hand combat and/or boxing" (Rahu-Men from the Conversion book, pg.
154) mean that the particular race's base number of attacks is three for Centaurs and four for Rahu-Men.
Statements such as "two without any combat training, or one plus those gained from hand-to-hand combat
and/or boxing" (Wolfen, Conversion book, pg. 86) and "two without any combat training, or one plus those
gained from hand-to-hand combat and/or boxing" (Gigantes, Conversion book, pg. 96) means that characters
without a HTH skill have a base number of attacks of two,
while those with HTH have a base number of one attack per melee.
2.03. Why are Rifts RPA so much more powerful than Robotech mecha?
The Real reason is the age of the Robotech RPG, which was the first game to use M.D.C. Since its creation,
a lot of work had to be done to better balance the system for use in Rifts (example - compare the Abm
Mechanoid stats in Rifts SB 2 to the conversions from The Magic of Palladium Books #2 or the Palladium
Update (an even older company newsletter that I've never seen myself). But, on a purely game mechanics
level, consider the following.
Several things contribute to this situation.
A. Differences in materials technology: While Robotech Earth may have gotten some technical help from
the SDF-1, even the REF designs date from circa 2020. On Rifts Earth, technology evolved under similar
pressure, but directed against planetary enemies, up to the coming of the Rifts in 2098. So, even if Robotech
mecha got a 25-year boost from materials recovered from the SDF-1, it would still be 50 YEARS behind
Pre-rifts technology. So, weapons are weaker, armor is weaker, etc. On the other hand, the laser-resistant
technology of the Robotech universe is vastly superior to the Rifts universe, as it is cheaper, and non-
reflective (meaning that variable lasers probably would not be able to adjust to its manner of resistance).
B. Differences in emphasis: Rifts RPA/mecha are more oriented toward firepower and survivability; hence
the boom gun and ungodly M.D.C. of the Glitter Boy types. The same holds true for most other Coalition,
Triax and independent equipment. Robotech mecha, however, were designed with maneuverability and
speed in mind, as well as the various Veritech mechas' ability to change modes. In order to get such things,
the Robotech mecha sacrifice some protection and weaponry in order to get an advantage in their form of
battle. See the following comparison:
The Macross II mecha seem to have the best of both worlds. Their technology has the same emphasis as in
Robotech, but has had just as much time to develop as Rifts Earth (though the development was in fits and
starts, as indicated in the videos; the Metal Siren was the first radically new mecha in decades).
2.04. Why can some R.C.C.s have a O.C.C. and others can't?
In reality, there should be FOUR distinct classifications:
1) Occupational Character Classes: These are your run-of-the-mill character classes, well described in
Rifts and other RPGs.
2) Races: A Race is an intelligent, usually humanoid, species. A Race has a diverse populace that can select
from a variety of O.C.C. Humans, Elves, and True Atlanteans are all excellent examples of a Race. Some
Races have limits on the classes they can select based on intelligence, genetic or cultural factors.
3) Racial Character Classes: A Racial character class is a race whose incentive (whether genetic or
cultural) to have one particular occupation is so strong that all (or virtually all) members of said species
possess that Occupation. Good examples are: Dragons, Dog Boys and Simvan. This also includes those
species not intelligent enough to select an O.C.C., such as Grimbor or Seekers. Anything less intelligent is
considered a monster or animal. One cannot change from an O.C.C. to an R.C.C. using class-change rules,
but MIGHT be able (GM's call on each specific case) abandon an R.C.C. to be re-educated in an O.C.C. Of
course, transformations like Vampires and Borgs are exceptions to this rule, as they destroy nearly all of
what the character was before conversion, in terms of racial and psychic powers.
4) Psychic Character Classes & Psychic R.C.C.s: P.C.C. are found in original Beyond the Supernatural.
They, and the Psychic R.C.C. types from Rifts, Nightbane, and other RPGs, are like an O.C.C. for the most
part, except that they require a certain ability in psionics to be used. Hence, to take a Psychic R.C.C. or
P.C.C., one has to belong to a race that can have psionics. Despite being more akin to O.C.C., in that they
aren't limited to a specific race, they tend to be grouped with the R.C.C. types because of the genetic
requirement. As with R.C.C., one generally cannot change from an O.C.C. to an R.C.C. or P.C.C. (With the
exceptions noted in R.C.C. above), but MIGHT be able to change to an O.C.C. from the R.C.C. Note that
the non-psychic P.C.C. from Beyond the Supernatural (Arcanist, Parapsychologist, Ordinary People)
SHOULD be redefined as O.C.C. types.
A. However, the first Rifts Conversion Book states otherwise, on page 25, in the section titled "Attributes".
Thanks to Ronald Young for pointing this out. The relevant sentences are quoted below:
"Normal humans always roll three (3) six-sided dice for each attribute. A roll of 16, 17, or 18, means the an
[sic] additional six-sided die is rolled and added to that attribute. If a six is rolled, another six-sided die is
rolled and its number also added to that particular attribute."
This method is also used in both Heroes Unlimited 2nd Edition, and Palladium Fantasy 2nd Edition, but is
not found in any of the other games. However, it would explain some "blips" in NPC stats, such as Lynn-
Kyle's M.A. of 25 in the Robotech RPG. The clearest explanation of this method comes from PFRPG 2nd
Edition, page 14.
"An exceptional roll for humans and other characters who determine an attribute with the roll of three six-
sided dice (3D6) is a roll of 16, 17, or 18. If any of these numbers are rolled, the player gets to roll an
additional one six-sided die (1D6) and add it to his total. If a six is rolled, the player adds the six to his or her
character's attribute and roll 1D6 again, and add that number also to his character's total attribute number.
However, even if this last roll is a six, the player does not roll again. Note that such rolls are relatively rare,
so it is very unlikely for a human player to have several attributes (4 or more) with attributes higher than
18."
B. Note that some games (Robotech II: The Sentinels, being one of them) give the bonus die for 2D6 for an
11 as well.
C. Nowhere is it stated that dice with bonuses do not get the bonus die. If they did not get the bonus, it
would mean that a person with 3D6 for a stat has a higher potential maximum attribute score than one with
3D6+1, or even 3D6+5! Logically, you should roll the dice, check for the bonus die, roll the bonus die (if
warranted), THEN add the racial bonuses.
D. Races with 4+dice (including dice times a multiplier for optional R.C.C.s from Monsters & Animals,
Rifts Conversion Book, etc.) DO NOT get bonus dice in that attribute. However, Aliens Unlimited allows
Alien characters do get bonus dice on ANY 16-18, not just natural 16-18 from the die roll, and for any
number of dice.
The following web page has an alternate treatment for this situation:
http://www.rifts-rpg.com/adv/attribute_dice.html
STANDARD ROF:
A Semi-Automatic Weapon. If the weapon has an ammo capacity of 9 or more rounds, the character can fire
short bursts through rapid pulling of the trigger, but CANNOT fire long or full melee bursts. Short bursts use
3 rounds, or 20% of the magazine, whichever is larger. If by some odd chance the weapon has an ammo
capacity over 30, then 6 rounds is the maximum size of the burst. Regardless of ammo usage, such a burst
on one target only does x2 damage.
PULSE WEAPONS:
Not just energy weapons, but projectile weapons (like the M16A2) that have a setting that fires a burst of 3-5
(differs by weapon) rounds as a result of one trigger pull. Despite the low number of rounds (compared to
ammo capacity), this burst is considered a short burst for damage (unless pulse damage already given), and a
long burst can be attempted by firing multiple, rapid trigger pulls (usually 4) at one target. Full melee/empty
magazine bursts are not possible with this weapon type, unless it has a fully automatic setting as well.
2.07. How Does Mini-Missile Guidance work? The different RPGs conflict each other!
There are two different types of mini-missile guidance: internal and command.
Internal guidance is the type used in Macross II, and seems (from references in the book) to be the type
used by the Coalition RPA in Coalition War Campaign (Rifts World Book 11). Such guidance is
essentially a more limited version of that of larger missiles.
Command guidance, however, is that used by Robotech and (other) Rifts mini-missiles, and they are often
mistakenly referred to as having no guidance at all. Command guidance means that the missiles are
controlled by the launcher. In the high-tech games, this is by laser designation of the target, or use of laser
signals to the missiles themselves to alter their course; but older, 20th century tech missiles got similar
performance by way of wires or fiber optic cables that spooled out from the back of the missile in flight, on
which the commands were sent. Radio signals were not used, as they could be too easily jammed. With laser
designation, the missiles automatically calibrate to that SPECIFIC launcher's laser frequency in the targeting
computer, and when launched will track the reflected light to the target. However, the target must be
designated up to the time of impact; with ranges of a mile or less, this isn't a problem with mini-missiles,
unless you want to change targets. Changing from one target at a range over 1 kilometer (0.6 miles) to any
other takes one attack to let the missiles in flight reach their target.
* Easier said than done, considering the speed of the missiles. Firer must first realize the mistake in missile flight, and then to
redirect requires a strike roll with no bonuses, and a penalty equal to the pilot's PP-20; PPs over 20 DO NOT get a bonus this way,
only no penalty. The redirection can be at nothing (i.e. the empty space beyond the original target, or another target within 50
feet/15m of the original. A pure miss on the redirection attempt means the original target is still hit; a miss due to penalties hits
halfway between the old and new targets, and a miss due to dodge is treated normally. Note that, depending of the situation, both
the old and new targets may still be in the blast radius of a miss, or even a successful redirection!
How Command Guidance Works (optional rule): It is commonly thought that mini-missiles are totally
unguided. This is not true. In fact, they are more accurate than most guided missiles! Mini-missiles use what
is known as COMMAND GUIDANCE; in other words, it is the launcher, not the missile itself that provides
the steering commands. The exact process is described below.
Step One: Laser Designation. Also called "painting the target." For Robotech mecha, this is the primary
purpose of the targeting system that pops out of the shoulder of GR-103/GR-97-equipped Cyclones; the RL-
6 has its own internal system that serves the same function. All Rifts RPA and weapons that fire mini-
missiles will have similar systems. The targeting laser is aimed at an impact point chosen by the pilot, on
which the missiles will home. Mini-Missiles CAN be used for single-missile called shots, but at normal
penalties.
Step Two: Launch. The missiles are launched at the target; remember that only single missiles can be used
for aimed shots, as multiple missiles would interfere with each other when trying to hit such a small target.
One or two missiles are +3 to hit, three or more are +1 to hit (as per WP rules; If WP Heavy actually
possessed, use its bonuses instead). Add in bonuses for High P.P., the targeting system, and/or Cyclone
Weapon Systems, if applicable.
Step Three: Tracking. Remember that these missiles have to track to their targets; if the firer has to dodge,
the missiles will no longer have guidance, and will continue on their last course in a straight line. Unless the
target is stationary, this will always result in a miss.
Any target under 500 feet distance requires less than a second to reach, and won't interfere with a firer's
autododge (except vs. simultaneous attacks).
Targets at 501-1500 feet force the firer to waive the ability to dodge for one attack sequence.
Targets at 1501 feet to 1/2 mile cause the firer to lose the next attacks' action (if one possessed), WITH
ONE EXCEPTION. If the firer still has both attacks and missiles remaining, he can fire another salvo at the
same target while guiding the first missiles in (requiring another strike roll). The first volley of missiles hit
at the end of the second action sequence, the second volley (if fired) at the end of the third, and so on. As
long as missiles & attacks remain, continuing fire can be used.
Targets at 1/2 mile to 1 mile range can only be hit by certain mini-missiles. The rules are the same as for
the last range, except that TWO attacks, not one are lost. The Continuing fire option is still available,
however.
2.08. Why should my character worry about a fall? My armor will take it...
It is a common misconception that persons in body armor (especially M.D.C. armor) are protected from the
impact of long falls. After all, falling damage is S.D.C. However, the damage from falling is from the
sudden stop at the end, and is from the compression that results from the stop as much as from the surface
impacted. As a result, body armor, force fields, or even magical and psionic protections from impact damage
(Armor of Ithan, Invulnerability's additional energy field, Psychic Body Field, etc.), do NOT have any affect
on reducing the damage from the impact. This was confirmed by the Siembiedas in the March 23, 1999
online chat on the Palladium web page.
2.09. What’s with all these rule changes? They’re slowing combat!
I know what you mean. Recently, Palladium has even gone on record making (as of HU2) a roll with Impact
take an action, and saying that PP bonuses don’t apply to RPA/mecha weapons, when originally, the
opposite was true for each (and an integral part of the game - without PP bonuses, what differentiates Max
Sterling from someone with minimal stats, but the same skills?). Add to these the addition of two attacks per
round to RPGs not designed for them (I.E. all the M.D.C. games), power creep and more, and you get a real
mess.
The following is a suggestion on how to handle things. Essentially, the current rules, versus a set of fast-play
rules (which are actually the ORIGINAL rules, in most cases). Using the latter will generally speed play,
and make the game more enjoyable.
(a) Note that the disproof of these are in The Magic of Palladium Books, in answers Palladium gave 9-12 years ago to the
questions asked then. To this day, it still bewilders me why they insist the current answers are the way it's always been, when they
just reprinted LAST YEAR 10-year-old statements that prove otherwise.
(b) Alternatively, one could possibly argue that (despite the Rifts and Macross II rules saying otherwise), the addition of HTH and
P.P. bonuses to mecha combat might only apply to Robotech mecha, because of the inherent symbiotic nature between a
Protoculture/Robotechnology mecha and its pilot, as described in the RPG (and to a lesser extent, all other Robotech sources). A
secondary case could be made that it might apply to Macross II as well, from the inherently high technology of that setting
compared to Rifts.
2.10. What do you mean, "Save versus Pain"? Or "Wards"??? What are all the Palladium system
save types?
The compiled list of save types are as follows. "Unless otherwise stated" means that most saves of this type
may be different, from additional strength given to the magic type, due to a higher-level caster.
* the O.C.C.s specializing in these types of magic list base save as 14 for Ward Magic, and 16 for Circle Magic, as does the list of
saves in the section on magic terms, while the general save area in the PFRPG and other books list the smaller numbers. The
larger numbers are correct, or you may choose to say they apply to the magic of mages who pick up those magic types as
secondary forms of magic (like adult dragons).
Horror Factor is like a save, but is dependent on the actual H.F. rating of the viewed creature. It's not an
official rule, but many people allow repeated exposures (and made checks) to a specific creature type's HF to
mollify, even eliminate, the check, and/or allow M.E. bonus.
3.02. What changes are there between the 1st and the 2nd Editions?
1. Five major changes have occurred.
2. The adoption of Structural Damage Capacity for living creatures, such as characters (matching the
other in-print games).
3. Revision of the magic system to use P.P.E.
4. Revision of the Psionics into the standard four categories from BtS, Rifts and Nightbane (instead of
being level-based).
5. Revision of the skill system to a Rifts-style system.
6. The deities and dragons have been moved to the new product, Dragons & Gods.
3.04. Whatever happened to those little pamphlet supplements for weapons, castles, etc.?
After a decade of being replaced by compiled books (which actually left out one whole book, and parts of
others), they have been re-released in 2002, with new cover art (and i hope new graphics inside, as well). As
of 1 June 2002, two were released, the third was at the printer, and a fourth scheduled for a 10 July release.
In reality, they were never actually supplements to the Palladium Fantasy RPG, predating it by 1-3 years
(though the weapons were done in what would become the standard Palladium system).
3.05. What is the "sexual deviations" table?
The Sexual Deviation table is a subsection of the Neurosis insanity table that was included in early printings
of the Palladium RPG. Ironically, it was written by a psychologist. It was removed from later printings for
several reasons, ranging from the reclassification of Homosexuality as not being an insanity, to the total
unsuitability of many of the rest for a role-playing environment (such as pedophilia, etc.). Maryann has
specifically asked that this table not be presented here, so I have pulled it in my revision. If you want to play
(or be) a depraved psychopath, go buy White Wolf's Black Dog games products.
Birds
Animal Book & Page Animal Book & Page
====== =========== ====== ===========
Birds of Prey AtB 81-82 Hummingbird RH 6
Eagle, Falcon, Hawk, etc. Kookaburra MDU 14
Budgie, Parakeet AtB 84 Magpie MiA 14
Cassowary MDU 13 Owl AtB 83
Chicken AtB 101-103 Parrot AtB 86-87
Buzzard RH 6 Pigeon AtB 88-89
Condor RH 6 Pigeon, Passenger AtB 89
Coot MiA 11 Peacock MiA 15
Crow AtB 85 Perchers, Songbirds AtB 87-88
Diatrymon (extinct bird) TDT 26 Puffin MiA 16
Duck AtB 86 Roadrunner RH 7
Emu MDU 14 Sparrow, etc. AtB 90-91
Flamingo MotY 12 Swallow MiA 18
Game Birds AtB 88 Swan MiA 18
Partridge, Grouse, Quail, etc. Toucan MotY 20
Goose AtB 86 Turkey AtB 91
Gulls, Sea Birds AtB 90 Vulture RH 7
Heron MiA 14 Woodpecker MiA 19
Extinct Animals
Mesozoic Era (dinosaur era) Cenozoic Era (Mammalian Era)
Animal Book & Page Animal Book & Page
====== =========== ====== ===========
Allosauroid (Throwback) AtB 103-104 Argentadon (bird) TDT 26
Allosauroid (true dino) TDT 17-19 Diatrymon(flightless bird)TDT 26
Ankylosauroid TDT 19 Glyptodon TDT 26
Brontosauroid TDT 20 Hominidon TDT 16
Dromaeosauroid TDT 20 Hyaenodon TDT 27
Duckoid TDT 21 Mastodon/Mammoth TDT 27
Hypsilophoid TDT 22 Megatherion (Giant Sloth) TDT 28
Pachycephaloid TDT 22 Paraceratherion TDT 28
Pterasoid TDT 23 Smilodon & Thylacosmilus TDT 29
Saurinoid TDT 24 Thylodon TDT 29
Stegosauroid TDT 23
Triceratops TDT 25 Pigeon, Passenger AtB 89
Tyrannosoid TDT 25
Mammals, Placental
Animal Book & Page Animal Book & Page
====== =========== ====== ===========
Aardvark TMNT 29 Leopard AtB 108-109
Ape: Gorilla & Orangutan TMNT 29 Lion AtB 107
Ape: Chimpanzee AtB 104 Manatee MotY 15
Armadillo AtB 78 Margay MotY 12
Baboon TMNT 30 Marten AtB 121
Badger AtB 78 Mink AtB 121
Bat AtB 79 Mole AtB 121-122
Bear AtB 80 Monkey AtB 122
Beaver AtB 80 Moose AtB 122-123
Buffalo AtB 99-100 Mountain Lion AtB 109
Camel AtB 92 Muskrat AtB 123-124
Cat, Domestic AtB 110-112 Otter AtB 126
Cat, Wild (Bobcat/Lynx) AtB 108 Paca (Agoutis) MotY 16
Cheetah TMNT 38 Packrat RH 11
Chipmunk AtB 105 Pigs, Boars, etc. AtB 135-137
Coati RH 7 Pika TT 31
Cow/Bull AtB 98-101 Porcupine AtB 125-126
Coyote TMNT 35 Prairie Dog RH 12
Coypu MiA 12 Pronghorn RH 10
Deer AtB 105 Rabbit AtB 126
Dingo MDU 15 Raccoon AtB 129
Disk-Winged Bat MotY 8 Rhinoceros TMNT 43
Dog, Domestic AtB 95-98 Ringtail RH 11
Dolphin RH 8 Rodent AtB 129-132
Donkey RH 8 Sea Lion RH 12
Elephant AtB 106-107 Sheep AtB 132-133
Elk AtB 105 Shire Horse MiA 16
False Vampire Bat MotY 9 Skunk AtB 134
Felines (general info) AtB 107-112 Sloth MotY 16
Fisherman Bat MotY 10 Squirrel AtB 134-135
Fox AtB 93-94 Tapir MotY 19
Giant Anteater MotY 13 Tree Kangaroo MDU 24
Giant Armadillo MotY 13 Tree Porcupine MotY 21
Goat AtB 113-114 Tree-Climbing Anteater MotY 20
Goat, Spider-Goat AtB 114-116 True Seal RH 13
Hedgehog MiA 13 Vampire Bat MotY 10
Hippopotomus TMNT 40 Walrus RH 13
Horse AtB 116-118 Water-Vole MiA 18
Human AtB 119-121 Weasel, Ferret AtB 139-140
Jaguar AtB 108-109 Whale RH 13
Jaguarondi MotY 11 Wolf AtB 94
Kinkajous MotY 14 Wolverine AtB 140
Other Animals (playable as characters)
Animal Book & Page
====== ===========
Octopus RH 9
Pig, Flying AtB 138
Pig-People AtB 137-138
Rabbit, Pleasure Bunnies AtB 127-128
4.03. Why did Palladium drop the Teenage Mutant Ninja Turtles license? What happened to the
planned Second Edition?
This is from an open letter by Kevin Siembieda, as posted on the Palladium web site in January 2000:
"Saying good-bye to the Ninja Turtles is like saying farewell to an old friend. So it is with a touch of sadness
that I must announce Palladium Books' decision to let go of the Teenage Mutant Ninja Turtles role-playing
game license.
I know this news will disappoint many fans, particularly those who have been anxiously anticipating the
release of the Second Edition of the Ninja Turtle RPG. There will be no Second Edition or any new
T.M.N.T. product from Palladium.
A tiny handful of distraught fans on-line, have suggested Palladium does not care about our fans, because if
we did, we would come out with T.M.N.T., 2nd Edition no matter what. If only it were that simple and easy.
What these folks do not understand is that Palladium and Mirage (the T.M.N.T. people) have been keeping
the game-line afloat for the last several years because we care.
At its peak, Palladium Books was selling over 4,000 copies of the T.M.N.T. game every month! Nearly
200,000 copies of the basic rule book, alone, have been sold since we first released it in the fall of 1985. The
late 1980's also saw the black and white comic book outselling many color comics, with sales (I believe) of
over 100,000 copies an issue. In fact, the explosive success of the T.M.N.T. comic book helped give birth to
the "independent" comic book publishing industry, as hundreds of other creators began to "self-publish"
their own comics and form new companies. The success of the Ninja Turtles encouraged hundreds of new
entrepreneurs to take a chance, and it created a level of excitement that the comic book industry had not seen
in decades (at the time, other than a few tiny, independent publishers, there was only Marvel and DC).
Meanwhile, role-playing was experiencing its own "boom" time, and with carefully executed licenses like
the Ninja Turtles® and Robotech®, Palladium Books was quickly recognized as one of the top publishers of
RPGs.
The mass market exploitation of the Turtles created hundreds of licensed products worldwide. That was
cool, and made the original creators, Kevin Eastman and Peter Laird, some serious money. Toy
manufacturers, the film studio, the TV cartoon people and scores of others made millions of dollars as the
Ninja Turtles became a pop culture phenomenon -- the Pokemon of their day. There were three movies, a
long-running TV cartoon, a zillion action figures and toys, comic books, coloring books, and clothes for
little kids, to name just a few of the 150+ licenses that once existed. A huge success by any standard. And it
could not have happened to two nicer guys, 'cuz Kevin Eastman and Peter Laird are the best!
Ah, but you know how you always hear how everything (especially fame and success) comes with a price?
Well, it is true. On one hand, the T.M.N.T. folks got to see their creation become an international mega-hit,
with millions upon millions of children falling in love with the Ninja Turtles, bringing joy and fun to them
all.
On the other hand, the successful "mass marketing" killed the Teenage Mutant Ninja Turtles in the comic
book and role-playing game markets where they first took off. Weird, but true. You see, the Turtles were
what I refer to as, "kiddified." The once gritty, satirical, hard-hitting Turtles became cuddly, fun-loving,
pizza-swirling heroes to little kids -- ages 3-10 -- and joined the ranks of Mickey Mouse, Donald Duck and
the Smurfs! While this made them a viable mass market property, it hurt them in the small, specialized
market of role-playing. Basically, no self-respecting teenager or pre-teen wanted anything to do with the
Ninja Turtles. Why? Because they had become "little kid stuff." It didn't matter that the role-playing game
(and b/w comic book) was the same gritty, butt-kicking, imaginative and fun game it had always been. The
Turtles were taboo to the teen market.
Role-playing sales plummeted overnight, from 4000+ copies a month to 1,200. A short time later sales fell
to less than 100 copies a month. And sourcebooks ... forget about them.
No matter what we or Mirage did, nothing helped the RPG sales. We kept delaying the Second Edition
T.M.N.T. game in a futile attempt to promote, hype and build excitement. We spent over $20,000 on
promotional advertisements that appeared in Marvel Comics and offered the first 600 people to respond, a
free copy of the current T.M.N.T. game. We sent out 600 copies, but saw no increase in sales. We hyped it
up on-line, in The Rifter, at conventions, etc., to no avail. After nearly three years of hype we had 30
advanced mail orders for the Second Edition compared to 300 for Rifts Canada after only six months of
hype. To make matters worse, half our distributors were not interested in carrying the Second Edition, and
the other half were only willing to "try" a tiny amount. Despite our best attempts and advertising dollars (not
counting the few thousand spent on the cover and interior artwork, some of which appears in this issue), few
seemed to want it. To do T.M.N.T. Second Edition was throwing good money after bad. For Palladium
Books, at least, the day of the Ninja Turtles had come to an end.
What drives me crazy is that to this very day I hear from gamers everywhere who first discovered role-
playing games because they tried the Ninja Turtle RPG. Even more maddening is the fact that most of them
absolutely love the game, and many still even play it! And why not?! It was (is) a truly GREAT game and
loads of fun!! I think it's one of game designer/writer, Erick Wujcik's, crowning achievements. Not to
mention the fact that it helped spread Palladium's universal game system (one set of basic rules, a
Megaverse of adventure) to thousands of new gamers. Well, we had plenty of good years, got to know a
couple of great guys in Kev and Pete (Gary, Jim, and Eric too). Furthermore, I'm proud to know that the
Teenage Mutant Ninja Turtles & Other Strangeness RPG ranks as one of the best selling role-playing games
of all time. And we had a blast doing it. Eastman and Laird recognized our expertise and let us run with it.
They were always friendly, imaginative, helpful and cooperative even after they became millionaires. I'm
telling you, these guys are the best!
I want to make it clear that the good folks at Mirage Studios were willing to renew our license for another
two years. It was Palladium Books who declined and asked to terminate the license. Sad and disappointing
as it may be, it is just time for us to let the Ninja Turtles go and pursue other, new realms of adventure.
Sorry.
We wish Kevin Eastman, Peter Laird, Gary Richardson, Jim Lawson and all the fine people at Mirage a
bright and happy future. Thanks everybody, it has been a grand 15 years working with you. I guess we'll just
watch the next 15 years of the Turtles' success from the back seat instead of the front.
5.02. What discrepancies are there between the RPG and the series?
The largest discrepancies are two-fold: Firstly, the RPG claims (in Invid Invasion) that the Invid returned
some years after the Regis' departure, contradicting both letter and spirit of the last episode, providing an
artificial reason not to end the role-playing campaign when the show ends. It is this liberty that has drawn
the most fire from fans (though others have accommodated it into their campaigns).
Elsewhere, (in The Sentinels) Siembieda takes liberties with the number of ships that supposedly departed
with the SDF-3 to Tyrol. According to all the known Sentinels reference material, the SDF-3 was supposed
to be alone. However, Siembieda seems to be attempting to address problems in Macek's version of the
Sentinels; one ship leaves, and hundreds (fully crewed) return. Likewise, he has the REF spend an
indeterminate time sweeping the Galaxy clean of the Regent's Invid, where in the outlines for the Sentinels
TV show, the REF was to have returned not long after the capture of the Invid's home-world.
One minor fault is that the Robotech Master's home world is Tyrol (also spelled "Tirol"), which orbits the
giant planet Fantoma. The RPG somehow managed to swap the two names. The probable reason may be the
reference to the Masters' home world in the Sentinels' video as "the moon of Fantoma" (which it is, because
it orbits Fantoma), which was taken at Palladium to be like the reference to the planet Endor in "Return of
the Jedi" as "The Moon of Endor", because of its small size.
Another thing that irks some fans of the original Southern Cross series, is that the Battloids were so different
from their original designs. The GMP Battloid of the RPG was the REP Battloid in the anime, and all of the
other Battloids (SC and EBSIS) were assigned to the wrong forces - some were not even Battloids at all, but
power armor! However, in Robotech, we never see Battloids being used in any manner that would assign
them to any given part of the SC, and most we do not see in action at all, and their brief appearances are
easily missed. Assignation of some of these designs to the EBSIS (a Palladium invention, though a fairly
logical one for its time of origin) served to give a purpose for these unused designs.
The biggest anime to RPG goofs are as follows:
Macross goofs:
RPG Version What it really was in the Japanese shows
Lancer One Space Fighter The Oberth Class space destroyer, which is several
hundred feet long! Multiply all M.D./M.D.C. numbers by
25 for a more accurate description. Crew is around 100,
and ship capable of interplanetary flights. Anti-UWG
forces hijacked one of these, used it to destroy another
that was being used to evacuate Mars Base (how Riber
died), which was in turn destroyed by Gloval in a third
(his first space command). This happened around the
time of the flashbacks we see of Claudia and Roy on
Macross Island in "A Rainy Night" (ca. 2007-2008). The
Miranda and Circe were POSSIBLY of this class, or of the
one below.
Daedalus and Prometheus Ships like them were shown in space in the first few
episodes before the fold accident and later when Dolza
attacked. It is probable these ships had artificial gravity
and contra-grav capability to allow them to reach orbit
under their own power to help defend Earth, as well as
ferry supplies to the Oberths, ARMDs, and the SDF-1,
none of which were intended to ever land on Earth after
launch.
The UF-14 fighter Actually belonged to the forces fighting AGAINST the
United Earth Government! Real Name: Karyovin. Note,
also, that the "Falcon" fighter was really named "Dragon",
but due to how the kana were written in the art books
used by Palladium as a source, it was very easy for the
name to be misread.
* In the original Southern Cross series in Japan, all the ground forces (except the ATAC) were part of the TC, and used this
Battloid type to one extent or the other, if they did not have a design of their own. The only statistical difference between the three
types were their head units, and the resulting differences in sensors and weaponry, with the actual M.D.C. remaining the same for
all three (as the RPG's TC Recon). And yes, this does mean the RPG was wrong about the R.E.P. not using Battloids, because they
did use both the recon and combat models. Note that there was also a another Battloid design mentioned by Southern Cross
Japanese source material, but it never had a published or drawn version (other than possibly a FOOT shown in one scene that
doesn't match any other design).
5.04. Why hasn't there been any books for these RPGs recently?
First of all, Palladium decided not to renew the license for Macross II, as that universe not only was
practically disowned by its creators, but all of its existing source material had been exploited. As for
Robotech, Harmony Gold was working on a new Robotech project. Originally calledRobotech 3000, it was
to be a fully CGI program (like Transformers Beast Wars) with Netter Digital (who used to do CGI for
"Babylon 5"). However, the initial designs of that project met with horrible reviews, and Netter ran into
financial difficulty, at about the same time. As a result, the CGI series was canned before it even started, and
current plans now are for a traditionally-animated series, done in Japan by some of the same people who
worked on the original series that became Robotech. See http://www.robotech.com for updates, but don't be
surprised if this new series is never made.
Robotech 3000 initially caused all Robotech licensing to grind virtually to a halt, until more information
was released concerning the new series. While minor items could be published by Palladium (Like my own
ABP-Z4 REF Pod design published in The Rifter #5), no full-book-sized items were possible. In fact,
Palladium had two manuscripts they WANTED to publish (one centering on the space colonies founded
after the SDF-3 departure), but had to sit on, until the situation cleared. With the demise of Robotech 3000,
the situation never cleared, and when the license came up for renewal, not only was Harmony Gold insisting
that Palladium sign on for the next series' rights, sight unseen, but that those rights would be separate from
original Robotech. Even more bizarre, HG wanted Palladium to agree to a SUBSTANTIAL raise in rights
fees, while simultaneously insisting that nothing be published for the old series until the new series was
premiered.
Faced with insanely stupid demands, Palladium let the license go. Other items at HG and robotech.com have
since surfaced, indicating that (IMO) the owners of Robotech don't give a damn about their property, only in
sucking as much money out of consumers, while they can get away with it on the short-term, instead of
trying to make it a longer-term moneymaker (sort of an anime Enron).
6.02. What are the changes from First & Revised editions, to 2nd Edition?
First of all, the book has been expanded in a major, almost obscene way, having over 350 pages (and still
costing only $24.95). There some minor changes, and some major ones. The minor changes include the
tweaking of the character generation system (see section 2.5), the addition of all the Villains Unlimited &
Aliens Unlimited powers to the main book, and a reworking of the skill program system to be more
streamlined (including giving all characters language, math and automobile skills for free), yet more
flexible.
Major changes include the conversion of the Magic system to the P.P.E. system used in the other games,
many new powers, more powerful write ups of existing powers, and the Mega-Hero class of Hero, which
emulates the more powerful types of heroes found in comics.
7.03. Where is Mystic China? How about the sourcebook for it?
After a delay of several years, the Mystic China supplement was finally released in early 1995. However, the
promised source book for Mystic China was canceled, due to lack of time for Erick Wujcik to work on it (it
was believed that it would be better to cancel it completely, than have a possible repeat of the 5-year "it will
be out soon" snafu of the original Mystic China book). Of course, Erick being one of the most intense
authors when it comes to focusing on a single project till its completion, it's unlikely he'll ever drag himself
back to do the MCSB. In the period since then, he's played a major part in the new editions of PFRPG &
AtB, in addition to his own company's Amber RPG, so it might really be too much to ask for him to revive a
project dead nearly a decade.
Section 8: Beyond The Supernatural
8.01. What is Beyond The Supernatural?
Beyond the Supernatural (BtS) is a modern horror-type game, the predecessor to Rifts. Character classes
range from the mage, to several varieties of psychic, to parapsychologist, to the nega-psychic, a character
whose disbelief in magic and psychic powers negates said powers in his presence. One of the game's most
fascinating concepts is the system of geomantic ley lines of mystic energy which crisscross the earth.
Currently out of print, a new, updated, edition is due out later this year.
8.02. Whatever happened to the Nostromo: Agents of Darkness and Darklings supplements?
The person who proposed these left Palladium before they could be finished.
8.03. I've got some questions about the first printing? Some things are confusing or missing.
The Beyond the Supernatural Errata from The Magic of Palladium Books #1
Beyond the Supernatural has been selling great and will be going into its second printing soon.
Unfortunately, a number of errors slipped themselves into the first printing. Damn Gremlins!!!
Here are the corrections:
PAGE 31: Metallurgy and Parapsychology are listed as available science skills, but there is no description.
This is because I deleted them from the skills, but they were accidentally left on the skill list. There are no
metallurgy or parapsychology skills for the typical character. Parapsychology is a special P.C.C. skill
available only to the parapsychologist character class.
PAGE 45: A question about hand to hand combat. Do characters get two attacks per melee
automatically plus two attacks from Hand to Hand combat skills? Well it depends. Randy and I saw the BTS
characters as being more vulnerable, normalish, people. That means they would have two attacks per melee
only if they took a hand to hand skill and ONE attack per melee if they had no combat training. Additional
attacks per melee come with greater hand to hand skill experience.
However, if you want a more combat oriented game, or if you are combining BTS with Heroes Unlimited or
Ninjas & Superspies, you should probably start the characters off with two attacks plus the two attacks
gained from any hand to hand skills (total of 4 attacks at first level). This will make them more compatible
with superhero types.
PAGE 60: The Nega-Psychic clarification: Range of disruptive nega-psychic energy is 10 ft (3m). The
nega-force lasts as long as the nega-psychic is within the 10 ft range. The nega-psychic can NOT turn off his
negative energy. Affects only group magic, Icy line powered magic, and group psychic powers (seance) by
disrupting the flow of P.P.E.
PAGE 63: Special Equipment: These are items available only to the Parapsychologist, although a few
similar items are available in the general equipment list.
PAGE 94: Drawing P.P.E. From Others! This is a major. error. First, NO P.P.E. can be drawn from
an unwilling subject. Only 2D6 P.P.E. can be drained from an unaware person (a person not aware that his
P.P.E. is being syphoned off). Willing subjects can give up to 70% of their P.P.E. as stated and blood
sacrifice is always two times (double) the victim's full P.P.E. at the moment of death. Second, drawing
P.P.E. from animals: Animals are always considered to be unwilling victims. That means P.P.E. can only be
gotten through a blood sacrifice of that animal.
PAGE 99: The number of spells known at levels 1-3 is 1D6. The example of 2D4 is wrong! Sorry.
NOTE: Magic can not be cast from the astral plane into the physical world. Thus, an astral traveler
can not appear in a room and hurl a lightning bolt at some helpless human victim in our physical plane of
existence. However, an astral traveler can cast magic on other beings in the astral plane while he is in astral
form.
Section 9: Rifts
9.01. What is Rifts?
Rifts is practically a game which defies explanation. Is it cyberpunk? Is it post-apocalyptic? Is it a mecha
game? What *IS* it? As I'm at a loss to describe it, I'll cop out and fall back to Kevin's own words....
" Rifts are tears in the fabric of space and time. They are found at the nexus points where several "lines" of
natural energy (that mankind calls magic) intersect and create a surge in the lines of power. It is a terrifying
and exciting extrapolation of the concepts of magic and ley lines as presented in the Beyond the
Supernatural role-playing game. The science of geomancy had vanished centuries before. Only myths and
crackpot practitioners of magic had any inkling about ley lines and mystic energy. Consequently, no one
could have anticipated the fate that awaited mankind.
Nuclear holocaust ignited the destruction of the world as we know it, but it was not the primary instrument
of destruction. The sudden destruction of a billion people triggered a surge in the ley lines. ... The sudden
influx of psychic energy (P.P.E.) sent the energy rippling through the mystical crossroads of the earth like an
earthquake. ... At ley line intersections (nexus points), rifts in space and time tore open, releasing even more
energy. The earth shuddered and heaved. Millions more died, increasing the energy level of the rifts.
From the rifts spewed forth energy that tore through man's citadels of steel and concrete like a tornado
through a city built out of match sticks. For every million or billion lives lost, the ley lines surged and
destroyed billions more; a nightmare of geometric proportions.
The ley lines and the rifts that they spawned were not some insidious evil, nor a plot of some malignant
intelligence from another world. It was an aspect of nature that science did not even know, let alone
understand. Like a child playing with matches in a pool of gasoline, humankind dropped a match into the
pool and was instantly engulfed. Once the match was lit and dropped, there was nothing that could be done
to undo what had been done. Yet in a strange way, all this death was part of the birth of a new age. And
through it all, humankind would persevere. Even the cosmic fury of a world gone mad could not completely
eradicate all human life. However, it would take mankind hundreds of years to crawl out of the abyss that
swallowed him. It is at this moment, as humankind finally craws back into the light of a new dawn that our
story unfolds.
Rifts is a role-playing game that explores the earth created by the rifts. An earth that has been irreparably
changed and is still changing. An earth more alien than any world one might find in another galaxy. A world
where man must not only conquer himself and the environment, but a place where the environment is ever
changing and the life forms one must compete against are not human."
[Taken from Rifts by Kevin Siembieda, p.7. Used without permission.]
9.03. Where are the stats for Victor Lazlo in Rifts World Book Four: Africa?
The first printing of "Rifts World Book 4: Africa" has a printing error in which several sections of text,
including the stats for Victor Lazlo, are missing. The stats for Victor Lazlo are reprinted in "Rifts
Sourcebook Three: Mindwerks", as well as in later printings of Africa. In fact, if you have one of these first
printing copies, use it as an excuse to by the latest printing, with the new cover art.....
The other sections clipped are the XP tables for the various classes and part of the description of the Tree
People R.C.C. They can be found at the following link... http://www.palladiumbooks.com/oops.html
9.05. What are the prices for vibro-blades and the neural mace?
These have been included in later printings of the Rifts book.
Vibro-knife 7000
Vibro-sword 11000
Neural mace 8000
Vibro-sabre 9000
Vibro-claws 11000
Examples -
A Rail Gun does 6D6 MD for a 40 round burst: Cost of ammo is 36 CR per 40 rounds, or 90 CR per
100 rounds.
A Rail Gun does 1D4x10 MD for a 50 round burst: Cost is 40 CR for 50 rounds, or 80 CR per 100
rounds.
Boom Gun: 3D6x10 MD per shot: 180 CR per round.
Modifiers:
From Gun Manufacturer: -1D4x5% of cost.
Scavenged/Salvaged being resold: -2D4x10% (-1D4x5% if Pre-Rifts Boom Gun Ammo that has been
proven legit and still in good condition)
Silver Ammo: Base x 5 (Manufacturer modifier still applies).
DU Rounds (Triax): Base x10.
U-Rounds (Triax): Base x 100.
War Zone: Base x (1D4+1), unless weapon type not normally used by either side in the conflict.
Rarity (Shemarrian, alien, military-only or no local source): Base x 10 for startup (plus at least one
unused sample of the ammo) and purchase of at least 1,000 shots (bursts for MG type rail guns).
Further purchases, once the person has plans for the ammo, are at double cost. There is also a
chance of a misfire with this ammo on a natural 1 until 1,000 shots of it made by this source are
used under normal battlefield conditions (literally; if they set aside the first 1,000 shots, or use
them only on a firing range in order to circumvent this rule, keep it in effect with all ammo from the
source until 1,000 shots ARE used in real combat. The purpose is to find the flaws in the ammo so
that the manufacturer can correct the flaws in his manufacturing.)
9.07. What about rules for bartering?
These rules were developed for the ammo price system above, but can be used for any trade, not just ammo.
Bartering: Figure relative prices for both sides' items.
1. Take the two persons involved in the barter's MA attributes; subtract the lower from the higher.
This is the bonus for the Higher MA's roll.
2. Factor in a modifier in the +10 to -10 range into the "purchaser's" roll for the likelihood that the
"seller" will have a use or buyer for the item being traded for the desired substance. (+5 for
precious metals, -10 for obscure pre-rifts artifacts with no military use, 0 for typical military item
trades, etc. The GM decides the actual modifier - these are just examples).
3. For actually role-playing the barter session, the GM can add in whatever modifier he sees fit, based
on how well/poorly the role-playing of the situation goes. Previous encounters between the two
parties (good and bad; especially the latter) also fall under this category.
Both sides Roll 1D20, factoring in modifiers. The person with the higher roll
gets the better deal, getting +2% per point of difference in terms of cost.
Examples:
"Seller" wins by 5 = gets 10% more of traded item, or only trades 90% of the requested substance.
"Buyer" wins by 8 = gets 16% more of stuff wanted for original offered item, or gets to keep 16% of item
offered.
Yes, I know that the percentages don't really balance, but it is the GM, not the players, who decides which
side of the bargain is affected.
9.08. What books are good?/What books are vital to a Rifts game?
Everyone has differing opinions on these. What is vital and interesting to one, is hackneyed and boring to
another. So, I'm going to concentrate on what items really are necessary for a game.
Core Books:
Main Book
Rifts Game Master Guide
Rifts Book of Magic
Conversion Book One
Game Shields
Rifts Adventure Guide (for the P.A. 109 world updates)
Stand-alone settings:
Dimension Book 1: Wormwood (can tie in to Europe/Africa easily)
Dimension Books 2-3: Phase World
Scraypers (minor ties to Phase World)
Rifts: Manhunter
Mutants in Orbit (minor ties to most settings)
A. Fission is based off one thing, primarily - critical mass. To get a fuel to work as in the RPG in such a
small power plant, it could not be ANY currently used nuclear fuel. In fact, it would have to be so unstable
that a short fall (even being pushed over, while turned off!) would cause the fuel to compact and detonate
like a nuclear device, destroying blocks!!!!
B. A radioactive decay system, which is what satellites use for power, is not fission, and doesn't provide
enough power to walk a power armor, anyway. Sure, Voyager broadcast using such a power source back to
Earth from Neptune, and we got pretty pictures - but the microwave in your kitchen uses radio waves
thousands of times as powerful as its transmitter! Anything powerful enough to power a PA (let alone a
robot vehicle) would have a power supply lifetime of weeks, if not days or hours!
C. Contamination - fission reactors are by nature extremely hostile to the environment when their
containment fails. Ignoring the war between Tolkeen and the CS for the moment, look back to the one 100
years earlier between Chi-Town and the Federation of Magic. If it happened anything like what was
described, and if fission reactors were used, then all of Rifts is a myth. Why? Because the radiation leakage
from a few RPA reactors would have poisoned ALL of the Chi-Town area for decades beyond the current
date, like the area around Chernobyl, today. All it takes is ONE reactor breaking containment and melting its
way into the water table, resulting in a radioactive steam explosion - what's called "the China Syndrome"
(yes, like the movie). You want a good explanation of why RPA fission reactors are bad ideas - just watch
that movie and listen to what they describe - and this is coming from someone who's pro-nuclear-energy in
real life!
On the other hand, the obvious means of power for the RPA is fusion power. Why, you ask? For one thing,
"nuclear" energy could refer to fission or fusion - in fact, its original usage was such that it was more
properly used for fusion, not fission (which is more accurately called "atomic" energy). It's just that the
definitions got blurred by anti-war and anti-power-plant protests over the decades. Other reasons for Fusion
power for RPA...
D. Fusion power is cheap, once it becomes technologically possible - one type of fuel can be separated from
water (as the deuterium & tritium isotopes can be found to an extent in normal water's hydrogen - it's just a
matter of concentrating it). Helium 3 (another, better, type of fuel for fusion) could be produced as well
easily, through manipulation of tritium, as well as in normal helium deposits.
E. Fusion power can be done at many different scales - all you need is a force-field or magnetic bottle
technology and lasers to focus on the fuel. Theoretically, size can be made exceedingly small, or as large as
needed. All you have to do to turn off the power plant is shut off the lasers that provide the additional heat
needed to go over the critical temperature, or alternatively, expand the bottle to where the pressure falls
below the critical point (see G. below).
F. Fusion power is cleaner - You end up with Helium, Lithium, and other low-end elements, and nowhere
near as much radiation or radioactive waste.
G. Fusion is safer - If you lose containment on a fission reactor, you get a Chernobyl. If you lose
containment on a fusion reactor, you get a small plasma explosion, at most on the scale of a plasma SRM for
PA, MRM for Robot vehicles, and if a city-sized power plant, MAYBE one like in that hokey movie a few
years ago, that could level several dozen blocks - if you were stupid enough not to put it into a containment
chamber of Rifts-era military grade material as secondary protection, about the size of a basketball arena
(which might cause the surrounding blocks to experience a bit of shaking if the primary containment failed).
And cleanup would take weeks, compared to decades or centuries.
H. Even the fuel is safer - You leak fission fuel, you get people dropping dead of radiation sickness and
cancer for decades. You leak hydrogen or helium, even the "heavy" hypdrogen isotopes, it's lighter than air,
and escapes into the upper atmosphere. At worst, you could have a hydrogen fire that would produce a bit of
heavy water, which you'd have to dig up (and process to recover the heavy hydrogen), or dilute. Something a
lot less lethal than plutonium or enriched uranium.
I. The final argument for fusion is that all the other RPA/mecha RPGs had fusion in use before 2009. IF you
want to get technical, the Macross universe had it a year before the SDF-1 crashed, having developed it
WITHOUT alien help. Robotech had it then, or within a couple years, but only used it as a secondary power
source for their mecha. Sure, it was with alien technology helping, but there have been REPEATED
statements in CB1 and other places that, ignoring Protoculture itself, all other Robotech equipment is
inferior to that of Rifts Earth. Then, why would Rifts Earth not have fusion power at all, if so much more
superior? It can't be from any kind of superiority of fission, because fission by its very nature is vastly
inferior to fusion, even by today's science.
In other words, having fission in use in Rifts is about as nonsensical as having all the computers salvaged
from 2098 ruins being 1998 technology.
UPDATE: Recently, McFarlane found out what it was like to have the tables turned on him. Courtesy of
Damien Darkstrom.
"It seems that a St. Louis hockey player named Tony Twist has objected to the use of his name in Mr. Todd
McFarlane's Spawn comic. For those of you who have never read it, seen the animated series or heard of the
character, Twist (the character, not the hockey player) is a fairly fat Mafia boss. Twist then proceeded to
SUE McFarlane's ass off! The jury recently awarded Twist $24.5 million.
Lesson for today, kiddies: Life is a circle. What goes around, comes around."
The award was thrown out later, as being excessive. Much like Todd's ego.
Issue #1: Introduction, a FAQ section about the myths about what RPGs are, the history of the RPG,
Glossary, character creation, Alignments (stolen directly from Robotech; the Robotech character names used
as alignment examples were left in :), Experience, Setting (1½ pages covering the time between the original
RPG and the Comics), 5½ pages of O.C.C.s (5 total, one with an error).
Issue #2: Skill list (the editors of the comics lost the page with Military & Medical skills, plus part of the
Mechanical list, but otherwise complete), 3 more O.C.C.s (and correction of #1's error), Hand to Hand
combat / S.D.C. section.
Issue #3: Player Character race Descriptions (including a robotic race and a former Mechanoid slave race
that can warp space and is effectively a low-power Master psionic as well), new M.D.C. weapons, body
armor and a set of power armor (closer to the current exoskeleton stuff from Rifts) for one race.
All told, there were about 60 pages of game information in the three comics. The story itself took up where
Homeworld left off, with the Mechanoid threat returning after a 200 year absence, and the discovery of both
the Gideon E survivors on the Mothership, and the genetic connection of the Mechanoids to humanity. More
would have been explained in the next issue, but it never came.
Section 12: Recon
12.01. What is Recon?
Recon is a modern-warfare miniature game. Revised Recon is a modern combat game that uses a system
simpler than Palladium's regular system. Characters are easier and faster to make, as well as easier to kill.
#2 August 1988 -
Cover: B&W reproduction of Robotech II: The Sentinels cover
Contents:
M.D.C. Modifications for The Mechanoids (not directly compatible with the listings in Rifts
Sourcebook 2). Includes the M.D.C. and M.D. weapon settings for the human equipment as well as
the Mechanoids themselves.
An article on how to locate Japanese models & toys for the series that were made into Robotech
(just the Japanese products; none of the actual Robotech toys/re-labels of imports covered).
Ideas for light, comic relief, game sessions based on TV shows (like stranding TMNT characters with
Gilligan & co., having HU characters encounter Inspector Gadget). The author also suggests going
the other direction, using serious (even deadly) shows and story ideas from TV or movies.
More letters (including the correction of the 1D4x100 - should be 1D4x10 M.D. - typo for the
Robotech Zentraedi Fighter Pod).
#3 March 1989 -
Cover: Art from inside of Transdimensional TMNT, but COLORED expressly for putting it on the cover of
MoPB.
Contents:
The MR-02 Protector Battloid (left out of Robotech: Southern Cross, but references accidentally left
in the first few printings of the book)
More Letters
Color Art of the AWESOME Cyclone costume made by a fan (has CVR, Gallant, EP-37, and EP-40
separate from the Cyclone, and the Cyclone itself (a VR-052-F with the Arm missiles) HAS BOTH
MODES, AND ATTACHES TO THE CVR (with help) to go from being a motorcycle to the battle armor!
N&S (old) errata
A TMNT mini-adventure: The Owl & the Pussycat
The Experience Point Tables left out of the first printing of Robotech: Invid Invasion.
#4 September 1989
Cover: Two combined Sketches, colored - A VR-041 Cyclone cutting into the top of an Invid Trooper with
its sabers, and Raphael & Donatello striking a dramatic pose with their weapons.
Contents:
"Bitter Fruit for Mutants" - Erick Wujcik's answer to those who kill off Doc Feral too soon; after all,
the public at large sees Feral as a benefactor. Mutants killing him would only make people believe
his anti-mutant diatribe, elevating him to martyr. This leads to the formation of the Office of
Mutant Affairs and the Mutant Detention Logistics Agency (stats given in article for OMA & MDLA
agents and equipment).
Ad/preview of Robotech: Return of the Masters.
The LRV-558 Land Recon Vehicle: Designed in the MoPB article as an Invid-era nuclear scout car, it
was recently redone in Robotech: Strike Force as a protoculture-powered LRV-588 (which KS said
was a typo that instead of being corrected, the correct number got changed - sort of like the
incident with one of the AD&D monsters during their 2nd edition changeover). One thing that Strike
Force doesn't have is the NICE full-page color art of the Battloid LRV-558 by Kevin Long. Note: in
both the case of the LRV-558 and LRV-588, the art doesn't reflect the stats, as there are references
to doors, etc. which aren't present in the art (which appears to have a cockpit-style hatch).
A tribute To Kevin S.'s mother, who died in July 1989.
#5 February 1990
Cover: A color still from the first TMNT movie (of Leonardo).
Contents:
Compendium of Weapons, Armor & Castles errata: The chart for bows, slings, spearthrower &
blowgun that was accidentally left out of the book.
6 pages of stills and info for the first TMNT movie (2 pages of which are in color)
The first mentions of Rifts (including rough sketches of the CS armor helmets)
#6 June 1990
Cover: B&W; Robotech, Rifts & TMNT emblems, with art for each.
Contents:
Announcements of the Mechanoids comic and BtS: Nostrodom (the first, cut short, the second,
never released)
4 Pages of Rifts Art
4 pages of Additional material for Robotech: Lancer's Rockers; mostly floor plans cut due to space
constraints (space? When they put in an unneeded full page drawing of Lancer, another character
sheet for those silly instrumecha, and a full page ad for the Sentinels Video in the module? - sorry
for editorializing. Stan)
*****************
There was also a list specifically dedicated to the Palladium Fantasy RPG. I've no data as to if this list still
exists.
To subscribe to the Palladium Fantasy list, send a message from the address you wish to receive list
messages to:
dolist@altnews.com.au
With the text: join palladium-frp in the text body.
*****************
There are several Onelist Palladium lists. One of them can be found at
http://www.onelist.com/subscribe/palrpg
At least a dozen others can be found by searching the onelist site. Other than the one above, I have no idea
how many of these are active.
*****************
Finally, there is the Robotech Cantina. A somewhat sporadic list, if you join, speak up, and we'll start
talking. Otherwise weeks might go before someone posts.
Excerpts from Robotech Cantina FAQ and Introduction V. 3.52
===================================
Written by:
Michael White ( mikew@atcon.com, aj331@ccn.cs.dal.ca )
Last Updated August 13, 1996.
----
What about the novels, comics, RPG, etc.
Domo shrugs. "Sure, whatever's your thing. Just keep this in mind: the show is pretty much considered
central to this whole place, and there are a lot of differences between it and the novels, RPG, comics and
whatnot. Not everyone enjoys them all.
What about PBEM RPG games?
"Ah, a gamer," Domo says, smiling. "Yes, Play By EMail RPG games *are* allowed here. We're a pretty
small place, though, so we can only host two, maybe three games at any one time. We only have three tables
large enough to accomodate them in any case.
"If you want to start a PBEM game as a GM, email one of the managers. You'd do well to get players
beforehand, but it's not necessary. If the mail load proves too much, though, the managers may ask the GM
of the third game to take it to private mail, perhaps to be re-invited to the list if the mail load drops. Also, the
managers may ask you to take a game to private mail if it stretches on too long and there's a demand for the
table.
"If you want to join in a PBEM game as a *player*, email the GM of the game you want to join. The GM is
second only to the managers in authority over the game. The managers reserve the right to limit the number
of players a game can have, though, in an effort to limit the mail load.
"Finally, remember that *all* messages related to the game *must* contain the tag [PBEM] in the header.
Not everyone wants to read these games, and the tags allow them to delete the messages without reading
them."
----
*The Cantina web page is located at:
http://jaddams.csw.uic.edu/cantina/
15.02. What online resources are there for the Palladium player/GM? (Archives, player finders, etc.)
There has not been an actively kept site (to my knowledge) in quite some time. The last site that tried to
archive everything was Thunderstrike, which is now defunct. There's a listing of links on the Palladium
Books web page, that will take you to a lot of active and dormant sites. And, most people who post stuff to
the Palladium lists have their own web pages to archive their stuff personally.
There's also many, many different web rings dedicated to the games, as well (in the cases of the licensed
games) as to the sources of some of these game universes. The Palladium Web Ring, The Quality Palladium
Material Web Ring, The Robotech Page Web Ring, The Disciples of Zor Web Ring, and several others, are
linked on my web page's entry page.
Another resource is Shawn Merrow's Palladium Gamers Registry, where you can register your location, and
favorite games, or search that database for other players in your area.
http://members.aol.com/ShawnM011C/GamersRegistry/index.html