PPE Recovery


Restore PPE Psionic can be used on yourself or by another to help you

Recording PPE/ISP
You may assume that your character will meditate at the next break in action recovering 10PPE or 6 ISP(or 1hr of meditation per your OCC) . If a break in action can be anticipated you need not note such a small usage.
You may assume that your character will sleep or sleep and meditate to recover 40PPE or 16 ISP overnight. (or 8hr of sleep per your OCC)

Larger expenditures should always be tracked and you should note any extra meditation

PPE is also fully recovered if you walk or rest in a blue zone (40/hour)

Creatures of Magic
Optional player character creatures of magic recover like any other player character unless specifically noted or affected by OCC.

NPC Adult/greater creatures of magic recover at double the normal rate. Often they recover through blue zones or sacrifices or other mechanisms. Dragons are lethargic partially because of the long recovery time.

Other Sources of P.P.E. (slightly adapted from http://www.angelfire.com/pa/thebreach/magic.html)
Practitioners of magic have a few options at their disposal in acquiring P.P.E. to use instead of their own or to supplement what they have. These other sources include magical talismans, ancient artifacts, items created by the gods, ley lines, nexus points, and living creatures, including humans.
Drawing P.P.E. from magic talismans and artifacts: There are some magic artifacts that act as portable P.P.E. batteries that store magic energy from which a mage can draw more power. These items are quite uncommon, but immediately recognized by practitioners of magic. In most case, the energy contained in these devices is finite and drained, they remain empty.
Drawing P.P.E. from other living beings is a fairly easy task. As stated previously, all living creatures have a certain amount of P.P.E. and taking it from them does no damage. However, there are certain conditions and limitations.

  • Drawing P.P.E. without one's knowledge: The mage can usually draw on anybody's P.P.E. without their consent or knowledge. The man of magic simply focuses his concentration on the target from which he intends to plunder the magic energy and tries to absorb it. The intended target(s) automatically gets to save versus magic attack and must roll a 12 or higher to save. A successful save means that the mage was not able to draw the energy into him and must try again or abandon the plan. A character's failure to save means that the mage was successful in absorbing some of his P.P.E.--limited to 1D4 points. Note: A mage can never absorb more than half of the victim's total P.P.E. without the individual's consent. Also note that the P.P.E. can be drawn from animals as well as people (see the animals in Monsters & Animals for the Palladium Fantasy Role-Playing Game for a comprehensive list). The spell caster can attempt to simultaneously absorb P.P.E. from several individuals, as many as one person/animal per level of experience (the exception to this are Druids and Biomancers, they can draw on 1D4 animals (not human(oid)s) per level of experience). Range: 10 foot radius per every level of experiance. Stolen P.P.E. returns at the normal rate of five (5) points per hour of sleep/rest.

  • Drawing P.P.E. from an unwilling subject is impossible: Anyone who is aware that the mage wishes to absorb P.P.E. can resist and prevent his energy from being used. It does not matter why the individual resists, weather its out of fear, hate, anger, dislike, etc., only that he resists is enough. A person who resists/refuses to give his P.P.E. will not give up any of his; an automatic save. The mage must find a more receptive target.Note: In a combat situation, all opponents on the defensive are considered to be unwilling subjects. Likewise, the P.P.E. of frightened animals cannot be draw upon by the mage.

  • Drawing P.P.E. with a person's knowledge/consent: Having willing donors of P.P.E. is much more effective than stealing it from people. What happens when the person is willingly donating his or her magic energy is that the attempt is an automatic success (no save vs. magic attack) and the mage can absorb as much as 70% of that one person's energy! Better yet, several people can link together by holding hands and concentrating on giving their P.P.E. enabling the mage to use 50% from each person simultaneously. However, in order to draw upon more than 10 people simultaneously, a mesmerizing ceremony is required, as well as willingness on part of all participants. This "mass" offering is typically used by members of fanatical cults, covens, tribes and churches.


  • Drawing P.P.E. from other practitioners of magic is impossible! These men and women of magic are too attuned to and in control of their magic energies for it to be plundered. Years of training has built in numerous mental defenses. On the other hand they can give as much of their PPE as they would like

  • Blood Sacrifices! The most terrible method of extracting P.P.E. from a living creature is by killing it. This is where animal and human sacrifices come into play. For reasons unknown to scholars and mages alike, a living being's P.P.E. doubles at the moment of death. An evil mage takes advantage of this by murdering his subjects and absorbing all the victim's doubled P.P.E.! Note: Only characters of an evil alignment will consider a blood sacrifice as a means to acquire magic energy. Most good characters will not even consider animal sacrifices.
  • Self-cannibalization: Should a mage find himself wanting, he is able to put his own health on the line and draw power from his own body. Mages can trade their Hit Points (not S.D.C., it goes directly to Hit Points (or M.D.C. depending on the campaign setting) for P.P.E. points on a 1 for 1 basis. So for every 1 hit point/M.D.C. point the mage sacrifices (s)he gains 1 P.P.E. point. In this way, the mage can sacrifice 70% of his hit points for P.P.E. points. Note: Should the mage reduce his points by more than 50% his original base, he will begin to suffer from fatigue penalties from the strain put on his body (-2 Speed, -2 Initiative, -1 Parry and Dodge, -2 Damage).


  • Drawing ambient energy from nature: All living things have Potential Psychic Energy in them, humans, humanoids, animals, even plants. Only few mages are able to use this method of drawing P.P.E. from the surrounding plant life. The men of magic that have this ability are the Druids (all types, from PFRPG to those in England on Rifts Earth), Biomancers, Earth Warlocks, and Plant Shamans. These men of magic that are closer to nature than most people and as such can draw P.P.E. from trees, plants, flowers, even the grass. This is a delicate operation that can severely upset the balance of nature. Mages can draw a total of 3 P.P.E. points per level of experience the area effected by the mage's drain is a ten foot/level diameter circle based around the mage drawing the energy. This area can be drawn from only once per day as the plants are severely weakened by this draw. PPE drawn from plants cannot be saved or combined with PPE drawn from animals and must be used in an immediate casting.
    Certain selfish or evil mages make a special study of this and can instead get 6 points per level. However, the area of effect (as described above) has now become a charred and blackened patch of earth that will not longer support plant life for at least ten years, as all the Potential Energy was drawn out of it.

  • Drawing ambient energy from ley lines. These rules can be found in any Palladium Books game that deals with ley line energy and P.P.E.