The Bazaar #92: Core Rules System Chapter #1
- Francois DesRochers
- 5 hours ago
- 8 min read
(Traversing the Megaverse)

GENERAL
For many in the Palladium Books community the idea of a central, unified rules system is something of a holy grail. The possibility of a Game Master able to take Player Characters from any one particular setting and then cross-over or merge them with another seems like an ever-elusive goal; the veritable pot of gold at the end of the rainbow. It certainly seems like it should be a feasible thing. Most PB RPGs work off the same basic premise: d20 for the action and most saving throws, d100 for the skill checks and few other cases.
Given the advent of other RPG systems out there that can and do accomplish this, it seems a little unusual that PB hasn’t released something like this in the past. It appeared that the release of Rifts Unlimited Edition (RUE) might have ushered in the possibility, but alas that wasn’t meant to be. We’ve effectively been working with a single version of the game rules for decades now; sure, some quality-of-life updates, but no overhauls as evidenced by other major players in the market.
So here is on GM’s version of what it might start to look like.
BACKGROUND
For any long-time Palladium Books RPG player, you know that the various RPGs are theoretically supposed to cross-function with each other. Those same players also realize that the systems for the core game publications were developed independently, and often don’t synchronize very well. In many cases, the shifting of a Player Character from one RPG setting to another has little to no impact, while in other it breaks the game, or the Player’s character is so underwhelming as to be completely ineffectual. A long-standing issue; I thought I’d give it a crack.

Concepts of “Core Rules System.” A couple of years ago, I posted in The Bazaar 53: Core Rules System (Unsolicited Submission to Palladium Books), an attempt to adapt the various rules across the different Megaversal games into a single, unified and adaptive rules set that any GM could use to move seamlessly from one setting to the next. In that post, I discussed a few of the following:
Proof of Concept
Systems Approach
Backward Compatible
Maintains each individual Game RPG’s Character
Beta Readers and Play Testers. About a year later, I posted in The Bazaar 75: A Call for Beta Readers and Play Testers. I had a number of readers come forward with interest and received some great feedback. One of the biggest shocks was the baselining of Classes to meet with adjusted rules. Nothing grandiose, mostly cosmetic to ensure skills matched up, intent of powers dovetailed with keywords, and then the ever-controversial rationalization of 400+ Rifts OCCs into a manageable list moving forward.
Backward Compatibility. Regardless of what you think of the presentation of the CRS, it remains 100% backwards compatible, and RPG agnostic. There are certainly several changes in how things are presented, but I’d suggest that any new updated version of the rules by PB has some work to do to accomplish the same. I’ve just taken some of the rules compilations a step further (e.g. Resistance and Vulnerability, Action and Action Challenges, Class Transfer Mechanic). In others, I’ve made changes I would openly suggest to Sean and Kevin (e.g. rework the various Hand to Hand options, use of tables and keywords).
DISCUSSION
Just More House Rules? It’s a fair question, and you can certainly look at it like that. No skin off my neck! I would suggest it provides you as the reader, possibly a Player, the chance to see what goes on in other gaming circles/tables. Alternatively, for the reader who is in the role as a Game Master, the following may provide you with possible new approaches to a problem, perhaps reinforce a solution space you’ve already found.
A Truly Megaversal Rules Set. I don’t claim any ownership of the title, but if Palladium Books wants their games to be truly compatible, there is a somewhat significant reset needed to baseline things for a new generation of Players and Game Masters - the ultimate aim for this project. I want Sean and Kevin to launch something that captivates the current market with the incredible game systems and lore they’ve developed, with a single, cohesive rules system. Currently, things are a bit of a hodge-podge of rulings and commentary across a dozen books, more of them NOT the respective core game RPG books. This is just a factor of never going back and collecting the various rules into a single-source document. If Palladium Books wishes to continue to purport their games as such, there needs to be a clean way to dovetail from one to the next.
Less is More. One of the things I noticed while reviewing each and every game (LOL), was the sometimes ‘talkative’ manner that rules were explained. This may have worked back in the 1980s/90s, but as things developed the games became tighter in their presentation and language they used. It’s something I’m tremendously pleased to see PB is starting to process, as evidenced in the TMNT Redux books.
To Color or Remain Black and White? In terms of packaging the rules, how things are presented are an important factor. The marketing of Palladium Books games has been classically supported by a stable of truly impressive artists and a vast library of great art; both in color or just black & white. The new TMNT Redux certainly shows that Palladium Books can crank out a gorgeous fully colored product. I’ll be honest, I’m torn between the two, but know that current market expectations would be a full color product.
Those Text Blocks. One of the things that has become a bit of a staple with Palladium Books publications has been what I can best describe as “paragraph text” presentation. A series of sentences in a block of text describe a rule, an effect, or how to apply something in gameplay. For the most part, the current set-up works, it’s just that it is clunky, not easily skimmed by a GM searching for something, and generally takes up WAY more column-inches than it really needs to. The solution is something so simple, so blindingly obvious: tables, and bullet/point form delivery.
Tables to GM Screens. On of the greatest impacts to a full rules rework is the chance for Palladium Books to go back and select the key elements of their rules that should be reformatted and refreshed into tables that could easily be ported into a GM Screen. From a GM perspective, tables rule the world. Currently we're left skimming a paragraph (sometimes many), sometimes over several books, to find the snippet of text that explains what we require. For a quick rules-related inquiry and decision, a table is what's needed, with bullet points, short phrases, brevity.
Rules Rationalization. Probably the greatest strength of a project like this is the collation of various pertinent rules into a single-source document. This allows both Players and Game Masters the chance to really chew into the game mechanics and understand the flow of the game without having to search through 10+ books for various rules. Furthermore, by simplifying the core mechanics and using keywords, the GM would have a much simpler time referring to rules within the framework. It also allows the GM the freedom to adjust bonuses or penalties as they see fit to match the situation at the table. If you feel the Loss of Initiative penalty should be less punitive, you can adjust it; more punitive, go ahead!
Chapter 1 – TRAVERSING THE MEGAVERSE

General. One of the first parts to tackle is the influence that moving from one setting to another would have on a Player Character, or possibly on a monster/supernatural creature. There are already a hodge-podge of rules and rulings to be found across various publications/games. All this Chapter aims to do is consolidate/normalize various rules, with a couple of changes to match forthcoming adaptations.
Definitions. At its core, it identifies each PB RPG into one of three levels for each of the following categories of Technology, Magic, and Psionics. For each, there is a rubric (table) that the GM can apply to incur penalties/grant bonuses based on the “home dimension” and the “target” dimension. This also provides a GM with something to apply to any bespoke/homebrew adventures or dimensions they choose to create.
Technology. The greatest impact on this category is likely Part 4 – Select Skills, which we’ll get to later on. A Low Tech character (PFRPG) should have zero chance to understand the concepts mental gymnastics required for hydro power generation, or how to pilot or use power armor in combat. Alternatively, at the GM’s discretion, could begin to learn more advanced skills in Futuristic settings, given they have the prerequisites to form a baseline understanding of the principles. It also includes the optional Dimension Energy Matrix rules. The ability of technological constructs to inflict damage or soak up damage remains unchanged from one dimension to the next.

Magic. After defining the three levels of magic and how the RPGs generally fall within, the biggest effect is Table 1 – Impact on Magic & Supernatural, which has some significant impacts for practitioners of magic if they find themselves moving from a setting like Nightbane and into PFRPG, or Heroes Unlimited into Rifts. This is followed by a simple definition for affecting Supernatural Creatures that shift from realms governed by MDC into an SDC environment.

Psionics. Much like the Magic portion, three levels of psionics and where each RPG generally falls within. The self-same table from Magic is largely repeated for psionics, whereby we see effects impacting characters and beasts moving from higher to lower-infused settings and vice-versa. We also get into the Proximity Equals Power, a series of rules that I believe should be applicable across all the games.
Implied Rules. Not to delve too far forward, but some rules are touched upon that might not make sense without further context. They provide a peek into the keyword system I would suggest, which allows the rules framework to rest on something solid, while still allowing the GM a great deal of flexibility to adjust to their adventure as they see fit. Some examples:
Magic Level (+1) is further defined in Part 5 – Magic. As a preview:
o Magic Level makes the target Saving Throw harder
o Magic Level increases the chance of Critical Strike
Psionic Level (+3) is further defined in Part 6 – Psionics. Works exactly the same as the Magic Level keywords.
Action Penalty: Initiative (-4) is further defined in Part 7 – Combat. As a preview:
o How all Action (read: combat-related) Bonuses/Penalties are presented
Vulnerability (1) is further defined in Part 7 – Combat. This formalized the ‘resistance’ and ‘vulnerability’ tags found scattered throughout the RPGs. I just made it into a table.
CONCLUSION
So, there we have it. Chapter 1 of the Core Rules System, all four pages of it. It’s just something to provide a baseline for traversing the Megaverse, and really mostly to support Tables 1 and 2. Alternatively it provides the GM with a mechanic to move from one game system to another with some measure of consistency. There are some effects that hit supernatural creatures or those with magic/psionics in a manner harder than it affects technology, but this is traded off by the limited payloads and Dimensional Energy Optional Rules a GM can use to reign in something truly gonzo. Bear in mind, there are further interactions between technology and magic/psionics yet to explore, so it isn’t all bells and whistles for a Glitter Boy showing up in PFRPG or Heroes Unlimited.
The remaining Chapters will be forthcoming.
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