DISCLAIMER - THIS IS IN NO WAY AN OFFICAL PROJECT IN ANY CAPACITY. PLEASE DO NO TRY TO CONSIDER IT AS SUCH. THIS IS JUST MY PERSONAL OPINION, WITH INPUT FROM OTHERS, AS TO WHAT AND HOW THE PALLADIUM SYSTEM SHOULD WORK IN THIS DAY OF GAMING.
So....this is it....time for someone to take it upon themselves to try and clean up our beloved mess of a rule system and try to set it straight.
I present to you Palladium 2.0
Note - This is to focus only on rules. As such OCC's, powers, spells, etc for specific settings will be listed elsewhere on this wiki.
Character Generation - https://worldofjaymz.fandom.com/wiki/Character_Generation
Hand-to-Hand/Melee Combat Rules - https://worldofjaymz.fandom.com/wiki/HTH_and_Melee_Combat
Ranged Combat Rules - https://worldofjaymz.fandom.com/wiki/Ranged_Combat
Missile Rules - https://worldofjaymz.fandom.com/wiki/Missiles
Vehicle Combat Rules -
Magic Rules - https://worldofjaymz.fandom.com/wiki/Magic
Psychic Rules - https://worldofjaymz.fandom.com/wiki/Psionic_Rules
Psionics Powers -
Giving and Taking Damage -
Injuries and Healing -
Special Rules - https://worldofjaymz.fandom.com/wiki/Special_Rules
Education and OCCs -
Skill Rules - https://worldofjaymz.fandom.com/wiki/Skill_Rules
Complete List of Skills -
Note - there are enough games with both magic and psionics that I am including the main rules for them here.
Setting Specific Material
This will be considered the Default Palladium Game.
(Phaseworld is included as part of Rifts)
Beyond The Supernatural
Magic and Psionic Revisions
Super Power Rules
Morphus Rules -
Ninjas and Superspies
Chi Rules -
After The Bomb
You will notice that TMNT, Robotech, and Macross II are not listed here. That is because they are no longer Palladium products. To that end however for TMNT any changes to After the Bomb can be applied to TMNT while for Robotech and Macross II just use the normal Combat rules since they are pretty straight forward settings just with MDC involved.