Magic/Special weapons for Palladium revised rules. Magic/Special Weapon The wielder is in possession of either a magic weapon or a weapon of high tech that has some extraordinary properties. These weapons are generally ancient style hand weapons, but there is no reason modern weapons can not be included in this ability. However, a weapon that uses projectiles or energy clips etc. will still need to use them unless this is specified in the weapon's powers. If the GM allows it the "weapon" can be a pair of like weapons, sai, small pistols or short swords for example. Note that only the powers listed are considered inherent to the weapon. If other powers are to be imbued in the weapon see the power category of "Power Item". The Magic/Special Weapon "Power" is selected as any other super ability would be. A note about the "Can not be used by others" ability. This means that if someone other than the normal weapon wielder gets a hold of the weapon, the base damage is reduced by 1D6, the bonuses to S/P/D do not apply, and none of the special abilities apply. Otherwise, anyone can pick up the weapon and use all of its powers! ---- Level One (1) The weapon is considered to be of excellent quality and as such has either an AR:15 and SDC:200 or an MDC of 200. These apply only if the weapon itself is being attacked and the stats have not been otherwise modified through chosen powers. Base Damage: 3D6 Bonuses: The wielder has normal bonuses through WP, plus an additional +1 to Strike, Parry OR Throw. Special Abilities: Player can choose two of the following. * Weapon is indestructible * Weapon deals an additional 1D6 damage * Returns when thrown * Can not be used by others * Weapon can parry attacks that are not normally able to be parried (Bullets, energy blasts, lasers, etc.) Use 1/2 of any applicable parry bonus * Additional damage +2D6 to one narrowly defined group, ie the undead * Can shoot a bolt of energy (player's choice of type) for 1D6 damage No bonuses apply * Wielder automatically has the WP for the weapon type * Armor piercing +2 ---- Level Two (2) The weapon is considered to be of excellent quality and as such has either an AR:17 and SDC:300 or an MDC of 350. These apply only if the weapon itself is being attacked and the stats have not been otherwise modified through chosen powers. Base Damage: 4D6 Bonuses: The wielder has normal bonuses through WP, plus an additional +2 distributed among Strike, Parry and Throw. Special Abilities: Player can choose four of the following. * Weapon is indestructible * Weapon deals an additional 1D6 damage (player can choose a type) * Weapon can transform into "inert" state, walking stick, coin etc. * Returns when thrown * Can not be used by others * Additional damage +2D6 to one narrowly defined group, ie the undead * Can shoot a bolt of energy (player's choice of type) for 2D6 damage Only the weapon's bonuses apply * Wielder automatically has the WP for the weapon type * Armor piercing +4 * Weapon can parry attacks that are not normally able to be parried (Bullets, energy blasts, lasers, etc.) -2 to any applicable parry bonus * Grants the wielder one of the Advanced Sight abilities (selected once) Note: Use of this ability consumes ALL actions for a melee * Grants the wielder one of the Advanced Hearing abilities (selected once) Note: Use of this ability consumes ALL actions for a melee * If a projectile weapon, the weapon generates its own rounds Note: only one round per attack is possible, no bursts or sprays * Weapon gets +1 to Strike or Throw every other level beginning at level 2 * Weapon gets +1 to Parry every other level beginning at level 3 ---- Level Three (3) The weapon is virtually indestructible and as such, SDC attacks have no effect. The weapon has an MDC of 1000. These apply only if the weapon itself is being attacked and the stats have not been otherwise modified through chosen powers. If the weapon is Magical in nature it can be considered a minor Rune weapon. If the weapon is technical in nature it can be considered sentient. In either case this gives it an IQ: 10, alignment and some form of mental link with it's wielder. Note: GMs or players can opt to NOT use the above rules and can take an additional Special Ability. Base Damage: 5D6 Bonuses: The wielder has normal bonuses through WP, plus an additional +3 distributed among Strike, Parry and Throw. Special Abilities: Player can choose six of the following. * Weapon is indestructible * Weapon deals an additional 1D6 damage (player can choose a type) * Weapon can transform into "inert" state, walking stick, coin etc. * Returns when thrown * Can not be used by others * Can not be taken * Additional damage +2D6 to one narrowly defined group, ie the undead * Can shoot a bolt of energy (player's choice of type) for 3D6 damage Note: All bonuses except WP apply * Wielder automatically has the WP for the weapon type * Armor piercing +5 * Weapon can parry attacks that are not normally able to be parried (Bullets, energy blasts, lasers, etc.) * Grants the wielder one of the Advanced Sight abilities (selected once) Note: Use of this ability consumes ALL attacks for a melee, defensive actions are allowed * Grants the wielder one of the Advanced Hearing abilities (selected once) Note: Use of this ability consumes ALL attacks for a melee, defensive actions are allowed * If a projectile weapon, the weapon generates its own rounds Note: only one round per attack is possible, no bursts or sprays * Weapon gets +1 to Strike or Throw every other level beginning at level 2 * Weapon gets +1 to Parry every other level beginning at level 3 * Wielder can generate a 200 SDC force field. Note: Use of this ability consumes ALL actions for a melee. * Wielder has an additional attack with the weapon ---- Level Four (4) The weapon is indestructible. Neither SDC nor MDC attacks have any effect. If the weapon is Magical in nature it can be considered a Rune weapon. If the weapon is technical in nature it can be considered sentient. In either case this gives it an IQ: 15, alignment and some form of mental link with it's wielder. Also the weapon has one skill program that can be shared with its user (excluding physical and WP skills) Note: GMs or players can opt to NOT use the above rules and can take an additional two(2) Special Abilities. Base Damage: 6D6 Bonuses: The wielder has normal bonuses through WP, plus an additional +4 distributed among Strike, Parry and Throw. Special Abilities: Player can choose eight of the following. * Weapon deals an additional 1D6 damage (player can choose a type) * Weapon can transform into "inert" state, walking stick, coin etc. * Returns when thrown, comes when summoned. * Can not be used by others * Can not be taken * Additional damage +2D6 to one narrowly defined group, ie the undead * Can shoot a bolt of energy (player's choice of type) for 4D6 damage Note: All bonuses applicable to this weapon apply * Wielder automatically has the WP for the weapon type * Armor piercing +6 * Weapon can parry attacks that are not normally able to be parried (Bullets, energy blasts, lasers, etc.) * Grants the wielder one of the Advanced Sight abilities (selected once) Note: Use of this ability consumes One attack per melee * Grants the wielder one of the Advanced Hearing abilities (selected once) Note: Use of this ability consumes One attack per melee * If a projectile weapon, the weapon generates its own rounds Note: Three rounds per attack are possible allowing bursts but not sprays * Weapon gets +1 to Strike or Throw every other level beginning at level 2 * Weapon gets +1 to Strike or Throw every other level beginning at level 3 * Weapon gets +1 to Parry every other level beginning at level 2 * Weapon gets +1 to Parry every other level beginning at level 3 * Wielder can generate a 200 SDC force field. Note: Use of this ability consumes two attacks per melee. Can be used as a defensive action. * Wielder has an additional attack with the weapon ---- Level Six (6) The weapon is indestructible. Neither SDC nor MDC attacks have any effect. If the weapon is Magical in nature it can be considered a Greater Rune weapon. If the weapon is technical in nature it can be considered sentient. In either case this gives it an IQ: 20, alignment and some form of mental link with it's wielder. Also the weapon has two skill programs that can be shared with its user (including physical and WP skills) Note: GMs or players can opt to NOT use the above rules and can take an additional Three(3) Special Abilities. In any case the weapon can ONLY be used by it's wielder and he automatically has the WP for the weapon type. Base Damage: 8D6 Bonuses: The wielder has normal bonuses through WP, plus an additional +5 distributed among Strike, Parry and Throw. Special Abilities: Player can choose ten of the following. * Weapon deals an additional 2D6 damage (player can choose a type) * Weapon can transform into "inert" state, walking stick, coin etc. * Returns when thrown, comes when summoned. * Can not be taken * Additional damage +3D6 to one narrowly defined group, ie the undead * Can shoot a bolt of energy (player's choice of type) for 2D6 + 1d6/level damage Note: Attacks use full bonuses applicable to this weapon +2 * Armor piercing +8 * Weapon can parry attacks that are not normally able to be parried (Bullets, energy blasts, lasers, etc.) * Grants the wielder one of the Advanced Sight abilities (selected once) Note: Use of this ability consumes One attack per melee * Grants the wielder one of the Advanced Hearing abilities (selected once) Note: Use of this ability consumes One attack per melee * If a projectile weapon, the weapon generates its own rounds Note: Both bursts and sprays are possible * Weapon gets +1 to Strike or Throw every other level beginning at level 2 * Weapon gets +1 to Strike or Throw every other level beginning at level 3 * Weapon gets +1 to Parry every other level beginning at level 2 * Weapon gets +1 to Parry every other level beginning at level 3 * Wielder can generate a 300 SDC force field. Note: Use of this ability consumes one attack per melee. Can be used as a defensive action. * Wielder has an additional two attacks with the weapon ------------------------------------------------------------------------------ Power Category: Power Item This power category describes heroes that have their powers because of some external source. This can be many things, from a magic ring, to a power crystal, to a technological wonder belt, to a supercomputer that beams powers from a secret underground HQ. The hero starts with a base number of power points. From these, the player adjusts the attributes of the power item, which in turn, will adjust the number of power points. If a Magic/Special Weapon power is combined with the Power Item category there are two things that need to be considered. First, the durability is determined by the Magic/Special Weapon power alone. Second, any other item modifiers are applied from the Power Category first. Multiple items: Some characters get their power from multiple items. In this case, figure out the points for every item. Use the item with the highest "+" as the base bonus, and add +1 for every additional item needed to make the powers work. GMs can, and probably should, put an upper limit on the total bonus from power items. This only applies if more than one item is needed to use the powers. Paired items that perform the same function, like Spidey's webshooters, do not get this bonus. Base points: The GM can allow the player to roll 1D6+6, or use 10 as the base number. I prefer to use a base number in this category. The following modifiers can add to or detract from the player's base points. Item Modifiers: Size: Tiny (-1) - Item can be hidden in a pocket or easily worn as jewelry Small (0) - Item is a size than can be easily hand-held or carried, this includes all hand weapons, helmets, gloves etc. Medium (+1) - Item is bulky but can be taken with you. Item of this size include suits, backpacks, large crystals or a football. Large (+2) - Item is larger than can be easily carried, but can be transported. This will include anything about man-sized or larger. Immobile (+3) - The item can not be moved from it's location. Location: Well Hidden (-3) - Item is located somewhere where it will never be found, through any normal means. Someone must be looking for it, and even then it is difficult to find. This could be a pocket dimension, the top of a mountain or perhaps the moon. Hidden (-2) - It is unlikely that the item will be found accidentally, and is hard to get to even if being searched for. This could be a remote jungle, a sewer or the like. Mobile (-1) - The item can move on its own to avoid being found. Portable (0) - The item needs to be carried to be used. (Can't be "Immobile") In the open (+1) - The power item is in the open and can be accidentally found and used, though it is not necessarily obvious it is a power item. Obvious (+2) - The item is in the open, usable and is obviously an item of power. Can be used by others: Detrimental to others (-1) - The item can't be used by anyone other then the wielder. Even trying to do so will cause pain or damage. Can not be used by others (0) - The item can't be used by anyone other than the wielder. No harm will come to anyone who tries, but they just won't be able to. Can be used by a select group (+1) - Only a small group can use the power item. This could be the wielder's bloodline, true heroes, a random 1% of the population. Power share (+1) - If someone else tried to use the power item, the wielder and the usurper will share about 1/2 the power each. Anyone can use (+2) - If the item is taken, the wielder will loose their power and the usurper will get the power of the item. Can be re-created: Can be re-created (-2) - If the item is lost or destroyed it can be recreated easily through the means that created it originally with relatively minimal cost or time. Others can reverse engineer it, but at great cost. Easily re-created (-1) - If the item is lost or destroyed it can be recreated easily through the means that originally created it with relatively minimal cost or time. Others can reverse engineer it at minimal cost. Rebuilt at great cost (0) - The item can be rebuilt, but at great cost in time, resources and energy. Reverse engineering, though possible, will cost dearly. Can not be re-created (+1) - The item is one of a kind, or a fluke of engineering or magic. It can never be remade. Durability: Note: if used in tandem with the Magic/Special weapon power, apply a "0" for this category and use the weapon's durability instead. Note2: The durability refers to the item, not the wielder. While it is possible to have a magical super costume, wearing it would not necessarily make the wearer invulnerable. Indestructible (-3) - The item can not be broken or destroyed. There may exist one or two ways to "un-make" the item, but these will be difficult, and are probably not known to many. Nigh Indestructible (-2) - The item is practically indestructible, but has one weakness i.e. fire, cold, Bavarian creme, etc. Alternatively, the item could have no weakness but a high MDC like 1000. Very strong (-1) - The item is strong with an AR:17 and SDC:300 or an MDC of 350. Item can also be a lower SDC or MDC, but self repair. Strong (0) - The item is strong with an AR:15 and SDC:200 or an MDC of 200. Average (+1) - The item has no AR but an SDC of 200. Weak (+2) - The item has an SDC of 50. Fragile (+3) - The item is fragile and will shatter like a wineglass. Recharge: Note: players and GM should take into account what a "recharge" entails. If the player must travel to a remote part of the Himalayas, once a month that may be worth more points than +1. It is assumed here that a recharge involves a minimum, but noticeable amount of time, and resources. Never (-1) - The item just works, it never needs recharged, or at least not for several lifetimes. Rarely (0) - The item will need a recharge, but it will be a length of a year or more. Occasionally (+1) - The item will need recharged about once a month. Daily (+2) - The item needs recharged once a day or it will not function. Hourly (+2) - The item needs recharged after an hour of use. Often (+3) - The item needs to be recharged after each hour, used or not, or after each major usage or battle. Combining this power category with others. There is no reason this power category can't be combined with other categories. Comics are filled with heroes that have their own powers as well as a few power gadgets. Note however, that the character from another super powered category uses their own base power points, and at least one of their base points must be "spent" on the item based power, leaving them a little weaker if they are without their item. A few gadgets and items from sample heroes are listed below. Thor's Hammer: Total bonus: +1 Item size: small (0) Location: portable (0) Used by others: No (0) Recreated: No (+1) Durability: NA Recharge: Rarely (0) trips to Asgard Cap America's Shield: Total bonus: +1 Item size: small (0) Location: portable (0) Used by others: Anyone (+2) Recreated: Great cost (0) Durability: NA Recharge: No (-1) Spiderman's webshooters: Total bonus: +3 Item size: small (0) Location: portable (0) Used by others: Select Group (+1) high dex 25+ Recreated: can be (-1) Durability: weak (+2) Recharge: daily (+1) chemicals costing about $200/week The Rhino's costume: Total bonus: +0 Item size: medium (+1) Location: portable (0) Used by others: no (0) Recreated: no (+1) Durability: indestructible (-3) Recharge: daily (+1) wearer needs 10 hrs rest/day Green Lantern's ring: Total bonus: +1 Item size: tiny (-1) Location: portable (0) Used by others: anyone (+2) Recreated: Great cost (0) alien tech Durability: Very Strong (-1) MDC 250, self repairs 1MD/hr Recharge: occasionally (+1) recharged weekly from power lantern