Player's Handbook · Chapter 7

Conditions, Equipment, Vehicles, and Encounters

Palladium play changes more than Hit Points. Characters can carry ongoing injuries and effects, spend ammunition and resources, damage armor or machines, and move through encounters whose initiative and round state must survive from one turn to the next. The System models those changes explicitly so the GM does not have to remember them from chat.

Conditions

A Condition is a reusable definition: injury, disease, poison, fatigue, stun, paralysis, unconsciousness, mental/emotional effect, magical or psionic status, and similar ongoing state. The Character's Active Conditions / Injuries list is the live application. It records whether the effect is active, its duration, stacks or intensity, source, and notes. A World supplies the actual effects, saves, durations, treatment, and recovery rules.

The short Conditions chip list remains available for simple ad-hoc labels. Use structured Active Conditions when the effect has rules or must persist reliably.

Equipment copies

Equipment files are catalog definitions. Your inventory row is your copy. Current payload, charges, S.D.C./M.D.C., status, loaded ammunition, and repair notes belong on that row. A weapon can expose multiple attack/use modes, but which mode is legal and how it resolves comes from the active World.

Vehicles and machines

A Vehicle Model is the shared specification for a vehicle, robot, power armor suit, or exoskeleton. A Character's Owned / Assigned Vehicles entry carries the live instance: main durability, location damage, payload state, disabled systems, access relationship, and notes. Do not damage the shared model.

Encounters

An Encounter file holds shared ordered-scene state: participants, initiative values, round, current turn index, scene conditions, objectives, and aftermath. Personal action counters stay on each Character. This split lets the AI GM resume a fight accurately without pretending conversation history is a combat tracker.

Money and awards

Characters can record funds by World-defined currency and keep an experience-award log. The World decides what currencies exist, how equipment is priced, and when XP is awarded or applied to advancement.

As everywhere else in this System, the schema tells Craft what can be tracked; the World tells the GM what the rules actually are.

Manual updated Aug 22, 2026.