Some Minor Corrections for the 2nd Edition Palladium RPG

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Some Minor Corrections for the 2nd Edition Palladium RPG There were two missing WPs in the 2nd edition, they are as follows: W.P. Battle Axe: +1D6 damage at level two, +1 to strike at levels, 1, 3, 5, 8, 12 and 15; +1 to strike when thrown or to parry at levels 2, 4, 8 and 12 (not designed for throwing). W.P. Pole Arm: +2 damage at levels 2 & 8; +1 to strike and parry at levels 1, 3, 6, 9 and 12; +1 to strike when thrown at levels 3, 7 and 12 (not designed for throwing). W.P. Lance for the Knight & Paladins can be found with their OCCs. The Way of the Lance. Palladium Armor Notes: The SDC for Hard Leather armor (full suit) should be 30 The SDC for a half suit of Soft Leather is 10; A.R. 6 The SDC for a half suit of Hard Leather is 12; A.R. 8 The SDC for a half suit of Studded Leather is 20; A.R. 9 A half suit of padded, quilt or cloth isn't worth the while. A Note About Nightowls... The Nightowls Natural Abilities list bio-regeneration at 4D6 M.D. per minute... It should have been 4D6 S.D.C. Magic and MD fire... should be Magic and SDC fire... Same goes for their combat damage the claw strike should be 2D6 SDC not MD. A Note About Elves...

One of the natural abilities of the Palladium Elf is to see in total darkness; nightvision 60 feet (18.3 m). Somehow, this was omitted. A few spells that got missed... Fleet Feet Range: Self or other by spell or ritual up to 20ft away Duration: Two melee rounds per level of experience. Saving Throw: None P.P.E.: 20 Level: 6th level Wizard spell Fleet feet is an extremely popular and powerful magic spell. Its popularity and commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell. While the character is a veriable whirlwind of action, the enchantment does have some drawbacks. The character is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases, a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement. Mask of Deceit Range: Self or other by touch Duration: 10 minutes per level of experience Saving Throw: Everybody who encounters the magically disguised character gets to save vs magic, but are -4 to succeed. A successful save means the true features are seen, not the mask. P.P.E.: 15 Level: 6th Level Wizard spell. The spell magically creates an illusionary mask over the person's own facial features. AGe, gender, skin color, hair, hair length, and specific features are composed by the thoughts of the spell caster. However, the magic is limited to facial features and does not apply to any other part of the body, nor does it add to one's height. The mage can attempt to imitate a specific person's face, but has a mere 20%+3% per level of experience success rate. The disguise skill adds a bonus of +10%.

Radiate Light Range: Self or other by touch Duration: One minute per level of experience. Saving Throw: Not applicable. P.P.E.: 8 Level: 3rd level Wizard spell and 2nd level Air Warlock magic. The spell causes the character's entire body to glow with an illumination equal to 10 candles, but is gentle to the eyes. The light can be used to shed light on the area around the character like a lantern without the flickering. The light also has a calming effect and adds +1 to the charisma of the character who is aglow. Dual OCCs Characters that wish to learn a new O.C.C. must first advance at least one level in their current O.C.C./R.C.C. At second level (or wherever desired), they may opt for training in the new O.C.C. as SOON as they reach that new level (it cannot be done after they have advanced in their new experience level). When the character begins their new training, they are zero-level in the new O.C.C. The character must earn experience points equal to the new O.C.C.'s second level (if Men of arms or adventurers) or third level (if magical or psychic). When that amount of experience points is acquired, the character has passed their apprenticeship and is now at first level in his new O.C.C. Once characters change over to their new O.C.C., they retain their old skills (but frozen at the levels they achieved before the change) but all new PPE, S.D.C., and other increases will be based upon their new O.C.C. ALL new experience points are awarded to the new O.C.C. For the Palladium RPG, the S.D.C. of shields are as follows: Small Large Wood 13 25 Leather 9 20 Wood & Leather 21 35 Iron 30 55 Characters with W.P. Shield get +1 to parry at levels 1,3,6,9,12, and 15. A shield can be used in one hand and a weapon in the other. +1 to strike with shield (1D4 damage) at levels 4,8, and 12. There are no bonuses to strike when thrown.