Archon RCC
(Version 1.00 - Last Modified: 08/16/2002)
Note
Not recommended for player characters. The Archons are relatively unintelligent and only created to serve as
living weapons to use against the enemies of the Protoss. Archons do not usually leave the company of other
Protoss to go adventuring or traveling. If a group was playing all Protoss characters, then having an Archon
might be feasible, but still recommended as an NPC only.
Description
The Archons represent the height of Protoss psychic power. Created from two High Templar, each Archon has
incredible psionic powers. By overloading their psychic energies during a special ritual, two High Templar can
combine and form a single Archon. The psionic energy from the two High Templar surrounds the Archons and their
minds are constantly filled with pure psionic energy.
The Archons can be found among large groups of Zealot Warriors during an attack against an enemy. Archons live
for only one purpose: to destroy any enemy of their race. Once the two High Templar are combined, the new Archon
loses all former goals or ambitions and a new being is created. The Archons never advance in rank and never
command other troops and they allow themselves to be ordered by other Templar, but they recognize the chain of
command and will not recognize an order that countermands one given by a higher-ranking Templar.
Outside of combat, most Archons simply meditate and try to bring some semblance of peace into their lives. Most
Archons live apart from other Protoss, except for specially trained members of the Templar caste who care for the
needs of the Archons. During periods of peace, most Archons become depressed and agitated, some even commit suicide
to end the chaotic swirling of energy through their bodies and minds. For these reasons, the Archon population is
kept quite low during times of peace. Even during times of war, most High Templar consider the sacrifice still too
great to create many Archons. Though, similar to the wounded warriors who become Dragoons, injured High Templar
sometimes choose to sacrifice their bodies in order to help their race after they die.
Racial Statistics
- Alignment: Any, but lean towards good or Aberrant.
- Attributes:
- I.Q.: 2D6+2
- M.E.: 4D6+12
- M.A.: 2D6+2
- P.S.: 4D6+12 *
- P.P.: 2D6
- P.E.: 3D6 *
- P.B.: 2D6
- Spd: 3D6
- PS and PE are considered supernatural
- Size: 9' to 12’ (2.7 to 3.7 m)
- Weight: 300 to 600 lbs (136.1 to 272.2 kg)
- M.D.C.: 4D6x10 +15 per level of experience in magic rich areas
- M.D.C. Armor Rating: Not Applicable
- S.D.C.: 6D6x10+30 in non-magic rich areas
- Hit Points: 1D4x100 +20 per level of experience in non-magic rich areas
- Armor Rating: Same as Humans
- Average Life Span: 400 years after being created
- Horror Factor: 12
- P.P.E.: 1D4, almost all has been burnt off during the eruption of psychic energy.
- Magic Powers: None, no archon ever studies magic.
- I.S.P.: 1D4x100 +20 per level of experience
- Psionic Powers: In addition to the natural psychic powers (see the Natural Abilities section), the
Archons have many other psionic powers. Archons also have 6 powers from each of the lesser category, 4 from
the super category, and 2 Mind Bleeder powers. Each new level, the Archon gains 2 lesser psionics and 1
super psionic or Mind Bleeder power. For purposes of savings throws, treat all archons as master psychics.
- Natural Abilities:
- Psi-Shield:
The Archons permanently have a Psi-Shield around their bodies. The shield can withstand 600 M.D.C.
before it is depleted. The shield regenerates at a rate of 5 M.D.C. per melee, even if completely
depleted.
- Psi-Bolts:
The Archons can fire 2 Psi-Bolts every melee round at first level and an additional Psi-Bolt at
levels 5, 10, and 15. Each Psi-Bolt takes one attack per melee and does 2D6x10 M.D. if it hits.
Each bolt has a bonus of +5 to strike and a range of 2000' (610 m).
- Natural Defenses:
The Archons exist partially outside of normal reality and as such, they have several natural defenses.
Due to their nature, they constantly shift into and out of reality, which makes physical weapons such
as bullets and hand to hand attacks not as effective and will only cause half damage. Lasers and Plasma
weapons are also affected by the shifting nature of the Archons and will only cause 75% of their normal
damage. All other types of energy weapons, magical weapons, and psychic attacks will cause normal damage.
- Natural Psychic:
Due to the psionic nature of the race, using the following powers will not cost any
I.S.P.: Mind Block, Nightvision, and Telepathy. All Archons also possess the following
unique psionic abilities: Psi-Blades and
Psi-Storm.
- Survival Abilities:
The Archons do not need to breathe, but they require the same amount of food as a normal Protoss. Archons
are not affected by pressure or extremely cold temperatures and can survive in space and on the bottom of
the ocean floor with no problems. They are also immune to Mind Control and Possession and communicate
through telepathy only.
- Experience Level: Average experience level of 1D6+3.
- Combat Skills: Starts with 2 attacks per melee (this is in addition to Hand to Hand combat
skills).
- Damage: See supermatural damage table in the Rifts Game Master Guide.
- Bonuses: +5 to save vs. all types of magic, +6 to save vs. psionics, and +6 to save vs. horror
factor / awe factor.
- Penalties: Archons are not terribly bright and can be tricked fairly easily. This is why most
Archons travel with other members of the Templar caste, such as zealots or dragoons. Also because of
their supernatural nature, Archons take double damage from magical attacks, triple damage from rune
weapons, and four times damage from millennium tree weapons.
- R.C.C. Skills:
- Language: Protoss (98%)
- Literacy: Protoss (98%)
- Math: Basic (60%)
- Detect Ambush (+10%)
- Land Navigation (+15%)
- Hand to Hand: Zealot
- R.C.C. Related Skills:
- Select four other skills. Select one additional skill at level 4, 8, and 12. All
new skills start at a level one proficiency.
- Domestic: Any (+10%)
- Medical: First Aid only
- Military: Any (+5%)
- W.P.: Any
- Wilderness: Any (+10%)
- Experience Table: Use the dragon experience table.
- Allies: Only considers other Protoss, especially the Templar caste, to be allies, everyone else is
either an enemy or is ignored as unimportant.
- Enemies: Any enemy of the Protoss is an enemy of an Archon.