Templar Warrior OCC
(Version 1.00 - Last Modified: 08/16/2002)
All members of the Templar Caste receive the same basic training, but there are four important areas of
specialization: Zealot Warriors, Dragoons, Templar Pilots, and the High Templar. Each one is specially
trained in their area and each has their own unique abilities and strengths, but they are all trained in
similar skills. The only member of the Templar Caste that is an exception to this is the Archon.
The Zealots are the most common members of the Templar Caste and several have risen quite far in the ranks,
but most prefer to leave the less aggressive roles to those who are better suited for them. Zealots love
combat and most detest anything that will take them away from it, including roles of leadership. The
Zealots favorite method of combat is hand-to-hand, where they can use their genetically engineered strength
and Psi-Blades to quickly defeat an enemy. But when facing against enemies armed with long-range weapons,
especially missiles or flying power armor, the Zealots suffer from a horrible disadvantage.
After the Aeon of strife the Protoss developed incredibly advanced technology, among these advances was the
ability to create special psynetic implants. The primary purpose of these implants was to create the Dragoon
Combat Armor and allow a recently deceased or badly injured Protoss warrior to survive inside the Dragoon
shell. While this destroys all psychic abilities, it does allow the warrior to continue to fight against the
enemies of the Protoss.
"There is no shame in defeat so long as the spirit is unconquered, and I am still able to serve Aiur to a
degree!"
- Fenix, former Steward of the Grand Army, after his transformation to a Dragoon Full Conversion Borg
Throughout the history of the Protoss there has been a single major clan that has longed to explore the unknown
and conquer new frontiers. The Auriga clan was the first to sail the oceans of Aiur, they were the first to
create a working airplane, and they were the first to breach the atmosphere surrounding Aiur. The Auriga clan
dominates the Grand Fleet and forms approximately 85% of the fleet’s crew and pilots. Combining the skill of the
Auriga clan and the Furinax clan, heavily dominated by the Khalai caste, the Templar caste was able to field two
powerful fighters, the Lightning Interceptor and the Venetir Scout Ship. The pilots of these fighters were the
highly skilled Templar Pilots.
A High Templar represents the pinnacle of psychic power within the Protoss race. All High Templar have been
trained to use their psychic abilities from infancy and are incredibly powerful. The High Templar hold almost all
positions of authority within the Templar caste and the other members of the Templar caste have a deep respect for
the High Templar and follow them willingly. As a Protoss child grows from infancy, they are examined by the Templar
caste to determine their suitability to join the ranks of the High Templar, and those that qualify enter special
training even at such a young age. Through the years of training, the child will grow with its powers and develop
complete control over them, creating an extremely powerful psionic warrior.
O.C.C. Abilities:
- Area of Specialization
When making a Templar Warrior OCC, please select one of the following areas of specialization:
- Zealot Warrior:
Some Protoss children have far more powerful psychic abilities compared to other children, and some have
the ability to enter a blinding rage when they are angry or in danger. These signs are usually detected
early on by the Templar caste, usually before the child can harm himself or the people around him. The
Templar caste removes these children and places them through the most rigorous training program that the
Protoss have ever developed. In the end, the youth, no longer a child, emerges as a Zealot Warrior, in
control of his powers and the rage that is constantly burning in his soul.
- Attribue Requirements: PE of 16, PP of 10, and ME of 14.
- Psionics: In addition to the psionic powers known to all Protoss, the Zealots can create a
Psi-Shield at twice the normal M.D.C. strength and they have 12 Psionic Powers from any of the lesser
categories and gain 1 extra power from any category, including super, every level of experience
starting at level 2.
- I.S.P.: 2D4x10 +10 per level of experience.
- Bonuses: The Zealot's PE becomes supernatural and they gain the following bonuses: +1D6+2 to ME
and PP, +2D6 to PS and PE, +1D6x10 M.D.C., +2D4x10 S.D.C., +1D4x10 hit points. +4 to save vs. horror
factor, +3 to save vs. all types of magic, +3 to save vs. psionics, +2 to initiative, and +1 to strike,
parry, and dodge.
- Skills: Begins with Hand-to-Hand: Zealot and two physical skills of choice (+15% where
applicable).
- Equipment: Begins with two suits of Zealot Combat Armor
and can get additional weapons upon assignment or the approval of a superior officer.
- Dragoon Full Conversion Borg:
The Dragoons represent the long-range capability of the Grand Army. The Dragoons act as tanks for the
Zealot Wariors in addition to provided valuable air defense capabilities. Also, most Dragoons possess
combat experience, which they gladly share with young warriors. Often groups of Zealot Warriors will
work closely with a group of Dragoons in order to have their protection and to learn from these
experienced warriors.
- Attribue Requirements: ME of 20
- Bonuses: +3 to save vs. horror factor, +1 to save vs. all types of magic, +1 to save vs.
psionics.
- Penalties: Loses all I.S.P. and all psionic powers.
- Skills: Begins with Hand-to-Hand: Expert, Weapons Systems (+10%), Read Sensory Information
(+5%), and WP: Heavy Energy Weapons.
- Equipment: Begins with a fully functioning suit of Dragoon
Combat Armor.
- Templar Pilot:
Other Templar sometimes looks down at the pilots because they are considered to be cheating in combat
by using technology to attack their enemies. But the Conclave realized the necessity of creating a
space fleet and fighters to defend Aiur and all of the their colonies throughout the megaverse.
- Attribue Requirements: PP of 14 and ME of 14.
- Bonuses: Add +1D4 to ME, +1D4 to PP, +1D4x10 M.D.C., +1D6x10 S.D.C., +1D4x10 hit points, +2
to save vs. horror factor, +1 to save vs. all types of magic, +1 to save vs. psionics, +4 to
initiative, and +1 to strike, parry, and dodge.
- Skills: Begins with Hand-to-Hand: Basic, but it can be improved to Hand-to-Hand: Expert at
the cost of one “other” skill or to Hand-to-Hand: Templar at the cost of two “other” skills. The
pilots also begin with Read Sensory Equipment (+15%), Weapon Systems (+10%), Navigation: Space
(+10%), Computer Operation (+15%), Pilot: two of choice (+25%), Pilot: Fighter Combat: Elite, one
additional Language skill (+10%), and one additional Literacy skill (+10%).
- Equipment: Begins with two suits of Light Combat Armor
and a single fighter is assigned to them. Other types of fighters can be made available upon special
assignments.
- High Templar:
The High Templar possesses the pinnacle of psychic power in the Templar caste. They often serve as
leaders, commanding officers, and representatives to the Conclave from the caste in addition to their
duties on the battlefield.
- Attribue Requirements: PE of 13 and ME of 22.
- Psionics:
In addition to the psionic powers known to all Protoss, the High Templar knows Psi-Bolt and
Psi-Storm at first level and specializes in one area of Psionics. The High Templar can choose any
one of the following areas of specialization:
- Burster O.C.C.
- Mind Bleeder O.C.C.
- Mind Melter O.C.C.
- Psi-Druid O.C.C.
- Psi-Ghost O.C.C.
- Psi-Slayer O.C.C.
- Psi-Tech O.C.C.
- Shocker O.C.C.
- Other O.C.C. with the permission of the Templar Caste
The High Templar gains all O.C.C. abilities of their chosen class, including all ISP, psionic
powers, OCC bonuses, and special abilities, such as the natural fire abilities of the Burster.
- I.S.P.: The High Templar possesses MEx3 +1D6x10 ISP, which is in addition to the ISP provided
by their chosen area of specialization and their starting amount of ISP.
- Bonuses: Add +1D6+3 to ME, +1D6 to PE, +1D4x10 M.D.C., +1D6x10 S.D.C., +1D4x10 hit points, +4
to save vs. horror factor, +4 to save vs. all types of magic, +4 to save vs. psionics, and +6 to save
vs. possession and illusions.
- Skills: Begins with Hand-to-Hand: Templar, two additional Languages of choice (+20%), two
additional Literacy skills of choice (+15%), Lore: Demons (+25%), and one Lore skill of choice (+10%).
- Equipment: Begins with two suits of Heavy Combat Armor,
but can get additional equipment with the approval of a superior officer.
O.C.C. Skills:
- Language: one of choice (at 80%)
- Detect Ambush (+15%)
- Lore: Aliens (+10%)
- Climbing (+10%)
- Wilderness Survival (+20%)
- Land Navigation (+20%)
O.C.C. Related Skills:
- Select four other skills. Select one additional skill at level 3, 6, 9, 12, and 15. All
new skills start at a level one proficiency.
- Communications: Any
- Domestic: Any
- Electrical: Basic only
- Espionage: Interrogation and Sniper only (+10%)
- Mechanical: Basic only
- Medical: First Aid or Paramedic only
- Military: Any (+5%)
- Physical: Any (+10% where applicable)
- Pilot: Any (+5%)
- Pilot Related: Any
- Rogue: None
- Science: None
- Technical: Any (+10%)
- W.P.: Any
- Wilderness: Any (+5%)
Secondary Skills:
- Select four other skills with no bonuses. Limited to the list provided above.
Standard Equipment:
- All Templar Warriors have supplies and equipment for survival, such as camping gear and similar things.
Also, the warrior is given enough nutritional patches and water rations to survive for about two months.
Templar Warriors are allowed to choose 1 ancient melee weapon of the choice; these weapons are made of
an M.D.C. material and have same M.D.C. value as their original S.D.C. value.
Money:
- Prior to the invasion of Aiur, the Protoss had a rudimentary capitalist system. Each Templar
Warrior starts with 1D6x1000 credits, 2D4x1000 in trade goods, and receives a monthly salary that
depends on their area of specialization. A Zealot Warrior would receive 500 credits per month, a
Dragoon Full Conversion Borg would receive 400 credits per month, a Templar Pilot would receive 600
credits per month, and a High Templar would receive 800 credits per month. Room and board is
provided by the Templar caste.
- After the invasion of Aiur, the Protoss economy is shattered. Most colonies will maintain the
same level of monthly pay, but the Protoss will have only 2D4x100 credits and 2D6x100 in trade goods
to start. Room and board is provided by a surviving Protoss colony.
Cybernetics:
- Starts with none and refuses to receive any cybernetic or bionic implants that would interfere
with its psionic abilities.