Lost Tribe RCC
(Version 1.00 - Last Modified: 11/03/2002)
The Protoss that left Auir spent many years mastering the art of magic before they were forced off the planet.
Their teachings spread among all of the exiles and soon none of the Lost Tribes had the psionic powers that
normal Protoss possess. In addition, the Lost Tribes became physically different from their Aiur brethren and
the mingling of the original clans caused all of the Lost Tribes to have a similar and unique appearance.
The Lost Tribes spent generations inside of the Xel'Naga spaceships after their exile and through the
intermingling of their divergent clans, all Protoss from the Lost Tribes have a very pale, almost white,
complexion and their skin texture is often rough and cracked. Also, the Lost Tribe Protoss have much shorter
nerve appendages on the back of their heads and while their telepathic abilities appear unchanged they are
now magical in nature, not psychic. In all other respects, the two races are identical biologically and
mentally.
Racial Statistics
- Alignment: Any, but lean towards good or Aberrant, although an evil or
corrupt Protoss is not unheard of.
- Attributes:
- I.Q.: 3D6+4
- M.E.: 3D6+3
- M.A.: 3D6
- P.S.: 4D6+6
- P.P.: 3D6+3
- P.E.: 4D6+6
- P.B.: 2D6
- Spd: 3D6+6
- Size: 7' to 9’ (2.1 to 2.7 m)
- Weight: 250 to 500 lbs (113.4 to 226.8 kg)
- M.D.C.: 1D6x10+40 +1D6 per level of experience in magic rich areas
- M.D.C. Armor Rating: Not Applicable
- S.D.C.: 3D4x10+30 in non-magic rich areas
- Hit Points: P.E.x2 +2D4x10 +2D6 per level of experience in non-magic rich areas
- Armor Rating: Same as Humans
- Average Life Span: 1200 years
- Horror Factor: 6
- P.P.E.: 2D6x10 +5 per level of experience starting at level 2, this is in addition to the P.P.E.
gained from an O.C.C. or any other source.
- Magic Powers: In addition to their natural magical powers (see the Natural Abilities section),
all Lost Tribe Protoss are taught several magical spells: choose three first level spells, two second
level spells, and one third level spell. Every other level of experience, starting at level 3, one
additional spell can be chosen from spell level one to six. These spells develop naturally and cannot
be taught to others. The Lost Tribe Protoss also understand and can operate any magical item.
- I.S.P.: None
- Psionic Powers: None
- Natural Abilities:
- Natural Magic User:
Due to the magical nature of the Lost Tribe Protoss, 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 Lost Tribe Protoss have lost their psionic abilities, they maintain the telepathic power of
their psychic brethren. Also, all direct attack spells, such as Energy Bolt and Sub-Particle
Acceleration, only require one melee action to cast, although their PPE cost is unchanged.
- Survival Abilities:
The special gill-like slits in the Protoss neck allow them to breathe indefinitely underwater
and they have a depth tolerance 5 times as high as a human (can go five times as deep without
suffering any penalties).
- 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: Due to very hard bones, the Protoss inflict double the normal Human damage with each
attack. For example, a normal punch causes 2D4 points of damage plus any PS bonus.
- Bonuses: +2 to save vs. all types of magic, +1 to save vs. psionics, +2 to save vs. horror
factor / awe factor, and +5 to save vs. airborne poisons and toxins.
- Penalties: As a race, the Protoss have too much pride. They believe that their race is
perfect, undefeatable, and the ultimate form of evolution. This causes them to be reluctant to
accept new ideas. The Dark Templar are not as bad, but even they believe that they will solve
all problems simply because they are Protoss. This pride has been badly beaten by the destruction
of Aiur, but still exists.
- R.C.C. Skills:
- Language: Protoss (98%)
- Literacy: Protoss (98%)
- Math: Basic (98%)
- Math: Advanced (75%)
- O.C.C. Selection: Since the Lost Tribes do not have a caste system, Lost Tribe Protoss can choose
any OCC that would be available to the Khalai caste or they can select the Dark
Templar OCC.
- Allies: Protoss tend to respect powerful and honorable warrior civilizations.
- Enemies: No natural rivals or enemies. The Zerg under the control of the Overmind and, later,
independent Cerebrates and Sarah Kerrigan, are considered enemies, but Zerg not under any intelligent
control are considered to be violent animals acting on instinct.