Dark Archon RCC
(Version 1.01 - Last Modified: 01/25/2003)
Note
Not recommended for player characters. The Dark Archons are relatively unintelligent and only created to serve as
living weapons to use against the enemies of the Protoss. Dark 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 Dark Archon
might be feasible, but still recommended as an NPC only.
Description
Where the Archons represent the height of psionic power, the Dark Archons represent the height of magical power.
These creatures, formed by the sacrifice of two Dark Warriors, possess incredible magical powers, but require
assistance in using these abilities. Similar to the regular Archons, the Dark Archons are always found in the
company of other Dark Archons and their specially trained handlers, which are always Dark Warriors. Trying to
bring peace and happiness to the lives of the Dark Archons is the purpose of their handlers, but during battles,
the handlers are responsible for receiving orders from their superiors and directing the Dark Archons to follow
those orders.
During periods of peace, most Dark Archons are depressed and easily agitated, and many will commit suicide if
they become convinced that their unhappiness will continue indefinitely. For these reasons, the Dark Archon
population is always kept as low as possible during times of peace and steadily increased during times of war
as disabled and dying Dark Warriors sacrifice their lives to form new Dark Archons.
Racial Statistics
- Alignment: Any, but lean towards good or Aberrant.
- Attributes:
- I.Q.: 2D6+4
- M.E.: 3D6
- M.A.: 2D6+2
- P.S.: 4D6+8 *
- P.P.: 2D6
- P.E.: 4D6+8 *
- P.B.: 2D6
- Spd: 4D6
- 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: 450 years after being created
- Horror Factor: 12
- P.P.E.: 1D6x100 +25 per level of experience
- Magic Powers: In addition to the natural magical spells (see the Natural Abilities section), the
Dark Archons have many other magical spells. Dark Archons also have five spells from each level from
one to eight, three spells from each level from nine to twelve, and one spell from each level from 13 to
15. Also, the Dark Archon can select six spells from one of the following categories: Necromancy, Ocean
Magic, or Temporal Magic.
- I.S.P.: None
- Psionic Powers: None
- Natural Abilities:
- Natural Defenses:
The Dark 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 Dark 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 Magic User:
Due to the magical nature of the Dark Archon, using the following spells will not cost any
P.P.E. and can be used at will: Blinding Flash, Globe of Daylight, and Sense Magic. Even though
the Dark Archon has no psionic talent, they maintain the telepathic power of their psychic
brethren. Also, all invocation spells, except for rituals, only require one melee action to cast,
although the PPE cost is unchanged.
- Survival Abilities:
The Dark Archons do not need to breathe, but they require the same amount of food as a normal Protoss.
Dark 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 communicates 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: +2 to spell strength, +6 to save vs. all types of magic, +4 to save vs. psionics, and +6 to
save vs. horror factor / awe factor.
- Penalties: Dark Archons are not terribly bright and can be tricked fairly easily. This is why most
Dark Archons travel with Dark Warriors. Also, because of their supernatural nature, Dark 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: Expert
- 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 Dark Warriors, to be allies, everyone else is
either an enemy or is ignored as unimportant.
- Enemies: Any enemy of the Protoss is an enemy of a Dark Archon.