Damage, Protection, and Powers
The System can represent several Palladium durability and power models at the same time, but it does not make all of them active in every World. Hit Points, S.D.C., M.D.C., Armor Rating, P.P.E., I.S.P., worn armor, ammunition, and other pools are capabilities of the schema. The active Environment and Rules Profile decide which ones matter and how they interact.
Hit Points and S.D.C.
A World can use Hit Points and physical S.D.C. as separate pools, combine them differently, provide class-based starting values, or define special direct-damage rules. The Character stores the realized totals and current values. Starting dice or later permanent gains should be rolled once and stored if the target game requires random permanent growth.
Armor and protection
Equipment definitions describe the reusable item. The Character records the state of the particular copy: current armor value, damage taken, ammunition, charges, whether it is worn, and similar mutable facts. If a World uses Armor Rating, coverage, damage thresholds, natural armor, body armor, force fields, or another protection model, encode those rules in the relevant profile and equipment types.
Mega-Damage is optional
The System contains an Environment structure capable of supporting Mega-Damage, because multiple Palladium settings may need it. That capability is not a declaration that every World is an M.D.C. environment. The World must define its own conversion ratio, interaction with ordinary damage, vulnerability rules, protection, recovery, and exceptions. If the Environment leaves those values unspecified, the GM must not invent them.
P.P.E. and I.S.P.
Potential Psychic Energy and Inner Strength Points can be stored as character resources. Psionic Power files provide a reusable structure for psychic abilities. Worlds that use spell magic, super abilities, mutations, martial arts, cybernetic systems, transformations, or other power families can add dedicated file types when those concepts need their own schema or layout.
A field existing on Character does not grant an ability. A character only has a power when the active World gives it through class, species, training, equipment, a power definition, or another explicit rule.
Permanent versus temporary changes
Permanent resource gains, rolled starting values, and advancement increases must be stored so they cannot be rerolled accidentally. Temporary effects should be stored separately or represented as conditions/modifiers with a duration. Do not overwrite the permanent base because a spell, drug, injury, suit of armor, or environmental effect changed a value for one scene.
Damage routing belongs to the World
The System provides fields for multiple pools; the World defines the route. Which pool is reduced first, whether armor absorbs the entire final hit, whether an attack bypasses S.D.C., whether ordinary damage can affect M.D.C., and how healing works are all game/edition rules. Encode them once in the World and let the GM apply them consistently.
Power families in this System
A World can use several independent power families without forcing all of them into one mechanic. Psionic Power records describe psychic abilities and usually interact with I.S.P. Magic Power records describe spells, invocations, rituals, wards, circles, enchantments, or other magic and can interact with P.P.E. Special Ability records hold natural abilities, racial powers, class abilities, super abilities, martial-arts powers, mutations, and other exceptional capabilities. The active World decides which families exist, how they are learned, what they cost, and how they resolve.
Equipment, augmentations, and vehicle models may grant abilities or change statistics, but their exact effects remain World data. Cross-game conversion is never automatic: when a World supports it, an explicit Conversion Profile states what changes and what remains the same.
World-defined resources
P.P.E. and I.S.P. are common convenience pools in the shared character schema, but they are not the only resource model the engine can carry. A World may define additional named resources with stable keys. Their current and maximum values live on the Character and appear in the additional-resource tracker when the active class/species defines them.