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Palladium Point Buy

This is an attempt at a Palladium Point-Buy system for character creation. It is designed


for use in The Hunt campaign for Hunters who were born, bred, and/or raised to
participate in The Hunt, but it may find use outside of this purpose. This system is very
much dependent on case-by-case GM rulings for specific values, and/or Player-GM
negotiations.
Recommended starting Character Point pool is 700, with an additional 90 points
available per level of experience starting at level 2.

Alignment: Chosen as normal, alignment does not affect Character points, but may
affect what is possible to be purchased as using point-buy does not remove alignment
restrictions or prerequisites.

Attributes: Starting Attributes will be statistical average rounded down, with a singular
exception, noted later. The statistical average of 1D6 is 3.5, and the statistical average
of 1D4 is 2.5. This means if an attribute normally has 2D6 the starting attribute is 7, and
if it is 2D4 the starting attribute is 5. It will be assumed that unless a Racial Kit is
purchased (see below) that the base race for a character is an S.D.C. Human
(Wormwood Humans would be a Racial Kit, as would Manhunter Terrans). For the
classic starting dice-pool of 3D6 the starting attribute is 12, this is the only instance
where the statistical average is rounded up, and not down (specifically 3D6 for one of
the 8 starting attributes, other instances of 3D6 will be 11 per the rounding-down rule).
Unaugmented Humans have an attribute cap of 30, and cannot be moved beyond 30 by
purchasing additional points. Further all attribute bonuses any skills, powers, Racial Kits
or other sources must be applied before any additional points are purchased.
Similarly other races may also have attribute caps (on a case by case basis).
Additionally if a race has a static bonus then the static bonus is added before
purchasing any additional attribute points (for example 2D6+15 has a starting attribute
of 22 before you start purchasing).
A final exception to the rules, if you purchase a power that provides a static minimum
and not just a bonus, like Extraordinary Mental Endurance, then that attribute
supersedes the base attribute BEFORE any additional points are purchased and added.
(also such powers can sometimes override the attribute caps mentioned above).
Once you have the starting attribute, you can then use some of your Character Points to
add to it, as follows:
+1-4 attribute points - 2 character points each
+5-8 attribute points - 4 character points each
+9-12 attribute points - 6 character points each
+13-16 attribute points - 8 character points each
+17-18 (and beyond) attribute points - 10 character points each

Size: Natural Size is per normal humans, or Racial Kit, and is not affected by Character
Points (although some powers/abilities may affect this)

Weight: Same as Size.


Hit Points: P.E. +1D6, unless altered by a Racial Kit, or other powers or abilities.

Starting S.D.C.: Twenty (20). Additional S.D.C. may be acquired through powers,
abilities, or even skills. Starting S.D.C. may be altered or replaced by a Racial Kit.

M.D.C.: By powers, abilities, or Racial Kits only.

Horror/Awe Factor: By powers, abilities, or Racial Kits only.

P.P.E.: 2D6 (yes, an actual random roll), but may be modified or replaced by powers,
abilities, or Racial Kits.

Disposition: Up to the player, but there are some random roll charts to help out with
this if desired (completely optional).

Skills: Skills will be individually purchased using the following chart:


Domestic Skills 10 points each
Weapon Proficiencies - 10 points each (Except WP Sharpshooting & WP Trick Shot,
there are 20 points each)
Regular Skills - 15 points each
Physical Skills - 20 points each (note: all Physical Skill bonuses will be statistical
average instead of rolled, see attributes for specifics).
Mental Skills - 20 points each (these skills only appear in Rifters, and may not be
available for a given campaign)
Advanced & Mastery Skills - 20 points each (these skills only appear in Rifters, and
may not be available for a given campaign)
Bonus Skill Percentage (beyond starting percentage) +2% for 1 point, to a max of
+20% per skill
Note: Skills that cost more than one skill slot have the point cost multiplied by the
number of skill slots required for the skill.

Hand to Hand Combat: Any hand to hand (H2H) combat ability not listed here will be
handled on a case by case basis
H2H Basic - 10 points
H2H Expert - 25 points
H2H Martial Arts/Assassin - 40 points
H2H Commando/Dragon - 50 points
Mystic Martial Arts, non-exclusive - 100 points (powers cannot be exchanged for skill
packages)
Mystic Martial Arts, exclusive - 140 points (powers cannot be exchanged for skill
packages)
Note: A second Mystical Martial Arts form may be selected/purchased, but the cost is 3x
normal (2x normal if the second form is listed in the first forms Can be learned in half
the time section).

Super Powers: Per HU2 and its supplements. Aside from point cost there is an upper
limit of 8 Minor powers, with each Major power using up two minor power slots (to a
maximum of 3 Major powers).
Minor Super Powers - 60 points each
Major Super Powers - 120 points each

Psionic Power: This option cannot be acquired if a Racial Kit that does not have
access to Psionics is also purchased.
Latent Psionics (maximum of two Latent Psionic Abilities) - 3 points
I.S.P is M.E. +1D4, +1D4 per level
Minor Psionics (Maximum of four Minor Psionic Abilities) - 5 points
I.S.P is M.E. +2D6, +1D6 per level
Major Psionics (Maximum of nine Minor Psionic Abilities) - 10 points
I.S.P is M.E. +4D6, +1D6+1 per level
Mystic Abilities - See entry below.
Master Psionics (Access to Super Psionics, no limit on number of abilities) - 20
points
I.S.P is M.E. +3D6x10, +10 per level
Mind Melter (Access to Mind Melter abilities only) - 20 points
Specialist Psionics (Burster, Zapper, etc., unique case-by-case restrictions on
abilities) - 15 points
Power Costs:
o Latent Psi Abilities - 10 points each
o Minor Psiionic Powers (Healing, Physical, and/or Sensitive) - 15 points each
Super Psionic Powers - 45 points each
o Mind Melter Powers - 45 points each

Spell Casting Abilities: This option cannot be acquired if a Racial Kit that does not
have access to Spell Casting is also purchased. (Aside from point cost there will be
case-by-case limits on spell selection).
Half Wizard - 10 points
P.P.E. is P.E. +2D4x10+10, +2D4+1 per level.
There is a limit of 25 total spells that can be purchased, they can be no higher than
level 6, with a maximum of one spell from level 6, four spells level 5 spells, and
seven spells each from any of the lower levels.
Bestowed Spell Casting (like the Mystic Bestowed Power Category) - 15 points
P.P.E. is P.E. +3D4x10, +1D6+4 per level.
There is a limit of 20 total spells that can be purchased, with no more than 8 spells
from any single spell level.
Intuitive Spell Casting - 20 points (This includes Warlock style-classes, duel
elemental warlocks will cost 30 points)
P.P.E. is P.E. +2D6x10+30, +2D6 per level.
Mystic Ability See entry below
Learned Spell Casting - 30 points
P.P.E. is P.E. +3D6x10+20, +3D6 per level.
Spell Costs:
o Spell levels 1-3 - 7 points
o Spell levels 4-6 - 14 points
o Spell levels 7-9 - 21 points
o Spell levels 10-12 - 28 points (not avail till 4th level)
o Spell levels 13-15 - 35 points (not avail till 8th level)
o Spells without level 7-35 points, give or take, possibly more, possibly less,
determined on a case-by-case basis.
o Spells of Legend 105 points, not available unless specifically determined
and allowed by the GM.
Note: As characters advance in level spell cost will be reduced (but will never
reduce below 7 points). Spell levels equal to the characters experience level will
be reduced by 7 points. Spell levels three or more levels lower than the
characters experience level will further reduced by an additional 7 points (these
two effects are cumulate). A spell will always have a minimum cost of 7 points.
Note: Unless specified between GM and Player the above applies only to standard
spells (aka Invocations or Wizard Spells). Access to other schools of magic may have
additional costs associated with them.

Mystic Abilities: There are actually several types of Mystic classes/categories


available. This entry will define the costs and available abilities for those wanting to go
the mystic route.
Base Mystic Cost - 30 points.
For the base mystic cost the mystic may select two of the following abilities
Psionics: The mystic can purchase and use psionic abilities, but is limited to a
maximum of 3 super psionics, which cannot be purchased until level 4 or higher.
I.S.P. is M.E. +1D4x10+20 +1D6+1 per level. Considered a Major Psychic.
Spell Casting: The mystic can purchase and use regular spell/invocation magic, but
is limited to spells equal to or lower than their level of experience (for experience
levels 1-3 that is altered to be level of experience +1). The maximum number of
spells is limited to 10 at level 1, +4 spells at level 2, +3 spells at level 3, and +2
spells per level for each subsequent level. P.P.E. is P.E. +1D6x10+20 +2D6 per
level. Considered an intuitive spell caster.
Specialty Spell Casting: The mystic can purchase and use spells from some certain
specialty schools of magic, made available on a case-by-case basis. The maximum
number of available spells is halved (rounded down). P.P.E. is the same. Special:
This option may be selected a second time, if so the maximum number of spells
returns to the same level as the option above, and the character gains an additional
2D4x10 P.P.E. Still considered an intuitive spell caster.
Phase Powers: The mystic can purchase and use Phase Powers (each Phase
Power costs 30 points). I.S.P. is M.E. +1D6x10+20, +10 per level of. If combined
with the Psionics option above ignore the I.S.P. here and instead add only 1D6x10
to the Psionics base I.S.P. and change the per-level I.S.P to +10 per leve.
Talents: This option can only be combined with one of the spell casting options. The
mystic can purchase and use Nightbane Talents, but is limited to a maximum of 1
per level. Talents cost 60 points each. The Spell Casting option sees the available
number of spells reduced by 50% (yes, this means specialty spell casting is reduced
50% from the original, then 50% again). This option provides no additional P.P.E.
Special Class Abilities: Since this point-buy system mostly eliminates traditional
Classes if a character wants a Special Ability from a particular class the price will have
to be negotiated with the GM. As a general guideline a Skill-Like ability will cost 10-20
points each, but a special power or magical ability could cost between 50 and 200
points. Yes this means that it might be possible to have abilities from more than one
class that one might not otherwise be able to gain.
Note: The above point costs are guidelines, and the actual cost or cost-breakdown will
be on a case-by-case basis.
Additional Note: Sometimes under the abilities section of a class there is a list of
bonuses. Depending on the GM each grouping or listing of bonuses would be
considered a single ability for the grouping, however cost would be dependent upon the
number of bonuses and the amounts of each bonus. Only one grouping of bonuses is
purchasable by a character unless the GM rules otherwise.

Ability Packs: Some classes have several linked abilities, in some cases they comes
with a downside or a drawback, in other cases certain abilities are required to go
together. Whether or not an ability or set of abilities is required to be taken will be up to
the GM, but in those instances the ability bundle will be assigned a cost (usually
between 50 and 300 points), and the entire bundle must be purchased in whole, not in
part. A good example of an ability pack would be Juicer Conversion.

Big Ticket Items & Budget Based: Some abilities or ability sets are not natural or
inherent to the character, nor are they learned, but are available through money and
high technology. Robotics, Bionics, Eugenics, Super Vehicles, etc. Other items are Big
Ticket items that a character might only have one of, to start. Like a modified combat
vehicle, or a Power Armour (if not going the Robotics Route).
Budget Based (Character classes like Bionics, Robotics, Eugenics) - 200 points.
This grants a single roll on the associated budget table.
Big Ticket Item (Power Armour, APC, TW Modified Vehicle, etc) - 100 points
(roughly, depending on what is wanted this cost may fluctuate)
Super Big Ticket Item (Rune Weapons, Starship) - 100-400 points (roughly, items
like Rune Weapons, or Weapons of Order/Chaos may be priced based on abilities
provided, among other things)

Equipment & Money: Unless some form of equipment is purchased the character
starts with nothing, at all, including clothing.
Basic Equipment - 5 points
This is a basic equipment selection; it includes 4D6x10 dollars or credits in their
pocket (4D6 gold pieces), two sets of clothing, a jacket, cloak, or coat, a worn and
faded hat, utility knife, flashlight/lantern, backpack, sleeping bag/roll, small duffle
bag, wallet/purse with local papers or I.D., a couple of bandages, comb, toothbrush,
toothpaste, bar of soap, wash cloth, large towel, sturdy plastic bag,
canteen/waterskin, and a 01-50% chance of having a rusty/junker version of a
common unarmed vehicle, or a basic horse.
Advanced Equipment - 20 points
Includes all Basic equipment, as well as 2D6x1000 dollars or credits in additional
funds (2D6x100 gold pieces), a basic job, and an apartment or some form of living
quarters, everyday odds and ends, personal toiletries, essentially a modest selection
of average personal items that will vary depending on setting of origin. Also includes
a suit of light or medium armour (if Rifts light EBA may be available, but not medium
EBA), as well as one personal weapon of common availability and quality (if a
firearm then fully loaded, with one additional full load). The chance of having a
vehicle or horse is increased to 01-80%, the horse or vehicle will be of a common
local variety, in relatively good condition.
Additional Funds - 1 point for 1D6x1000 in currency (dollars or credits), can spend
up to 100 points here. For Palladium Fantasy it is 1 point for 1D6x10 Gold Pieces.

Racial Kits: Instead of choosing a race or R.C.C. or whatever one can purchase a
Racial Kit. A racial kit is an attempt at breaking down the parts that make up the whole
in order to assign a cost for the whole. Each Race or R.C.C. submission would be
handled initially on a case-by-case basis, but effort will be made to note down assigned
costs for future ease. The breakdown as follows is a rough estimate of what the
breakdown will be. A racial kit is a package, you can purchase all of it, or none of it, and
those are the only two options. You cannot only buy part of it, and you cannot mix and
match, and you cannot have more than one racial kit.
Changing Race (the ability to select a Racial Kit) - 5 Points (You have heard the
phrase Greater than the sum of its parts? Well this is the cost of getting something
greater than the sum of its parts).
+10 points for each PS level the race has over 'normal' (Robotic PS would be +20
points for example)
+10 points per Racial Skill
+25 points if the race is MDC
+25 points if the race has a natural AR of 14 or less, +2 points for each AR point
above 1
+10 or +20 points (GM's call) for natural/intuitive spell casting abilities (plus point
cost for spells, see appropriate section, the maximum number of spells and P.P.E.
will be dependent on the racial description)
+30 points for natural learned spell casting abilities (plus point cost for spells, see
appropriate section, the maximum number of spells and P.P.E. will be dependent on
the racial description)
+5 points if natural Minor psionic abilities (plus point cost for powers, see appropriate
section, I.S.P. and power availability will be based on the racial description)
+10 points if natural major psionic abilities (plus point cost for powers, see
appropriate section, I.S.P. and power availability will be based on the racial
description)
+20 points if natural master psionic abilities (plus point cost for powers, see
appropriate section, I.S.P. and power availability will be based on the racial
description)
+5-150 points per "Natural Ability" and/or Bonuses - GM determination on case-by-
case basis (cost is a rough estimate, may be more, may be less).
+60 points per natural minor super power
+120 points per natural major super power
+30 points for natural Mystic abilities (plus point costs for powers and spells, see
appropriate sections, limits on available abilities based on racial description)

Mitigating Costs and Additional Points


Throughout the various Palladium materials there are limits, down-sides, side-effects,
etc. that are not necessarily considered good. Taking voluntary draw-backs could
mitigate or reduce the cost of some abilities, if ability specific, grant free counterpart
abilities, or provide one with additional Character Points. These will all be handled on a
case-by-case basis. For example, a learned spell caster who cannot cast spells above
level 8 and a 30% reduction in available P.P.E. might find the cost for of the Learned
Spell Caster reduced from 30 to 20 points. In another example the character taking a
vulnerability to magic, psionics, or a common substance, may find themselves with
anywhere from 10 to 50 (give or take) additional Character Points.

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