Archon-Zero
ToC
Introduction
Summary
Archon-Zero is a science fiction one-shot adventure that will take a team of psionically enhanced humans on a journey of exploration and salvage as they board the long-range science vessel Archon Rising. However, their mission will be derailed by the appearance of a dangerous techno-virus known as Archon-Zero, named after the ship that serves as ground zero for its appearance. This hive-mind virus is determined to restore the ship to operational status and spread to the nearest planet or space station to infect humanity. The team will be forced to change their objectives, preventing the virus from taking over the ship while ensuring their own survival and escape.
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Resources
Throughout the Archon-Zero one-shot there will be Blue Spoiler Buttons just like this one with more details on a subject or section. This allows you to keep a lot of information condensed and closed for ease of navigation and only opening what you want to focus on. This is especially true when a section provides you multiple different ideas for something.
Several other resources and navigation tools are placed within this article. In the upper right hand corner the is a TOC or Table of Contents tab hiding details shyly out of view. Hover over this pop-out floating tab to show a list of major headings to navigate to.
In addition there are multiple Article Blocks embedded which link to more details or the ease of having a separate tab open like in the example of the Archon-Zerro Thralls or Antagonist. If you notice any mistakes or have feedback please feel free to leave comments below. I hope you and your players have as much fun playing this adventure as I have had creating and playtesting it.
Setting
The year is 2257
It was the third age of mankind and we have unlocked the secrets within ourselves and beyond our world. We now fly to the stars like raptors of technology riding wings of steel and light, our colonies terraforming and seeding distant worlds. We have unlocked the psychic potential of mankind allowing some to perform tasks great and small with only the effort of their mind. But space can be a dangerous place with the most dangerous predator still being man.
System
The Archon-Zero One-Shot is presented using the 2d20 System Reference Document by Modiphius which is provided on DriveThruRPG at no cost. Please look at the Reformatted 2d20 SRD which is a cleaner formatted document and has a pay what you want price including free. I will highlight some of the important rules in the embedded Article Block including homebrewed changes or extensions to the SRD. All page number referenced in the Article Block reference the Reformatted 2d20 SRD. This adventure is intended to be a narrative adventure first and less of a move your character square by square. This adventure would work the best with a Modiphius 2d20 system, storyteller or storypath system.
Story Hook
This section provides several examples of story hooks and origins for the characters to help shape the theme of this one-shot adventure. You may choose an origin for the characters or discuss it with the cast to determine which direction they prefer. The cast can either play as the Ready-Made Characters provided or create their own characters. You are welcome to use any system of your choice or utilize the mini-system that is attached. It is recommended that the adventure start immediately in route after their communication from Gavin with no other stops or preparation beyond the time you allot for the trip to the Archon Rising ship.
Vanguard 27 RRT
Priority communications chime ...
Processing and decoding priority command communication ...
Standby ...
A holo-vid of the Sector Vanguard Commander, Gavin fills the view screen. "Vanguard Unit 27, I am afraid your return to command for R&R will have to be delayed. A long range science ship the Archon Rising has initiated a distress beacon, however not the beacon and their signature system are both dark. The Archon is a private sector research and survey vessel for PenTex BioTech. Coordinates are included in the data packet and will only detour you slightly from your return." The team will most likely have questions and want to collect some data and research the Archon Rising, Narren Striker and PenTex BioTech so proceed to the Main Act Scene 1 below.
Vanguard 27 Rapid Response Team
<Gabloop>Priority communications chime ...
Processing and decoding priority command communication ...
Standby ...
A holo-vid of the Sector Vanguard Commander, Gavin fills the view screen. "Vanguard Unit 27, I am afraid your return to command for R&R will have to be delayed. A long range science ship the Archon Rising has initiated a distress beacon, however not the beacon and their signature system are both dark. The Archon is a private sector research and survey vessel for PenTex BioTech. Coordinates are included in the data packet and will only detour you slightly from your return." The team will most likely have questions and want to collect some data and research the Archon Rising, Narren Striker and PenTex BioTech so proceed to the Main Act Scene 1 below.
Bounty Hunters
Priority communications chime ...
Processing and decoding priority guild communication ...
Standby ...
A holo-vid of a very serious director Gavin fills the view screen. "Sorry to be a joykill but your break time is over this is a Mag 5 bounty and I can't just assign that to anyone. Within this data packet is the last know where abouts of a Narren Striker, founder of PenTex BioTech, a biotech engineer which seems to be a cross between a high tech medical doctor and a mad scientist. So either way I am not really caring what his title is, but he will be brought before a planetside tribunal for, lets say more than a few questions. Including in this data packet is the last known location of his long range science ship he uses for a lab when he does not want to stay in one place for too long. The name of that vessel is the Archon Rising and its signature system is now dark. So lets get a move on." The team will most likely have questions and want to collect some data and research the Archon Rising, Narren Striker and PenTex BioTech so proceed to the Main Act Scene 1 below. Inspiration: Killjoys The cast are a team of agents, bounty hunters sword to the Helios Guild.
Bounty Hunters
<Gabloop>Priority communications chime ...
Processing and decoding priority guild communication ...
Standby ...
A holo-vid of a very serious director Gavin fills the view screen. "Sorry to be a joykill but your break time is over this is a Mag 5 bounty and I can't just assign that to anyone. Within this data packet is the last know where abouts of a Narren Striker, founder of PenTex BioTech, a biotech engineer which seems to be a cross between a high tech medical doctor and a mad scientist. So either way I am not really caring what his title is, but he will be brought before a planetside tribunal for, lets say more than a few questions. Including in this data packet is the last known location of his long range science ship he uses for a lab when he does not want to stay in one place for too long. The name of that vessel is the Archon Rising and its signature system is now dark. So lets get a move on." The team will most likely have questions and want to collect some data and research the Archon Rising, Narren Striker and PenTex BioTech so proceed to the Main Act Scene 1 below. Inspiration: Killjoys The cast are a team of agents, bounty hunters sword to the Helios Guild.
Aye Pirates!
<Gabloop>
Tightbeam relay communication chime ...
Processing and decoding communication ...
Standby ...
The holo-trans communication downloads and begins playback on the console. Captain Gavin's face fills the screen with his infectious smile and then leans back in his seat. "Good I caught you. I need parts pronto for the ship, specifically refrigeration and backup life support systems. I have enclosed a shopping list with the items needed and quantities. The frosty box is a dirt stack of rag-tag garbage and while it is trivial now, it is on the same system as life support, so do not take your time. And don't bring me back any more shark skin belts those are garbage."
After a few moments of flagging keys words, filters and replays you have a much shorter and more important message decoded. Some of the important keywords of Casino Can't are ...Box (Target)
Rag (Non-Functional)
Shark (possible other competition)
Using the position of items in the list and quantities you query out the last known coordinates of a ship with a now silent distress beacon and dark signature system. A quick search returns a science and discovery vessel called the Archon Rising. The team will most likely have questions and want to collect some data and research the Archon Rising, Narren Striker and PenTex BioTech so proceed to the Main Act Scene 1 below.
Aye Pirates!
Inspiration: Firefly TV Series The cast are members of a pirate crew that makes their living on the grey edge of civilizations rules and laws. Their captain orchestrates and dispatches teams for salvage and lucrative shady jobs while still holding to their personal code.<Gabloop>
Tightbeam relay communication chime ...
Processing and decoding communication ...
Standby ...
The holo-trans communication downloads and begins playback on the console. Captain Gavin's face fills the screen with his infectious smile and then leans back in his seat. "Good I caught you. I need parts pronto for the ship, specifically refrigeration and backup life support systems. I have enclosed a shopping list with the items needed and quantities. The frosty box is a dirt stack of rag-tag garbage and while it is trivial now, it is on the same system as life support, so do not take your time. And don't bring me back any more shark skin belts those are garbage."
After a few moments of flagging keys words, filters and replays you have a much shorter and more important message decoded. Some of the important keywords of Casino Can't are ...
Using the position of items in the list and quantities you query out the last known coordinates of a ship with a now silent distress beacon and dark signature system. A quick search returns a science and discovery vessel called the Archon Rising. The team will most likely have questions and want to collect some data and research the Archon Rising, Narren Striker and PenTex BioTech so proceed to the Main Act Scene 1 below.
Cast
Player Characters
The team comprises four specially bio-engineered members who are tasked with boarding the ship and completing their goals. Each member has been activated with an exotic and unique spice, which unlocks their psychic abilities and enhances their innate talents. As a result, they are extremely proficient at what they do. Four Ready-Made Characters are presented for an quick start and each is named using their handle which allows for gender freedom.
Fury
Fury
Codename Fury possesses psychokinetic abilities that grant control over fire and unseen forces. However, their behavior often mirrors the raw and unpredictable power, leading to impulsive actions and overreactions. Fury specializes in crowd assault and group defense with secondaries in hand-to-hand and piloting.
Thunder
Thunder
Codename Thunder received their moniker not only for the impressive powers of electrokinesis, but also for the thunderous decibels of music unleashed while displaying those powers. With their psychic abilities, Thunder can interface with and manipulate electricity and electronic devices in a variety of ways. Thunder specializes in technology and ranged assault with secondaries in sniping and piloting.
Razor
Razor
Razor finds nothing more exhilarating than engaging in close-quarters combat with worthy foes. As a biokinetic, their body responds to every command, endowing them with tremendous physical abilities. Razor specializes in close combat armed or unarmed with secondaries in ranged assault and piloting.
Doc
Doc
The Doc is an uncommon fusion of a monk and a healer. They possess advanced martial arts techniques, however abhors causing letgal harm to others and takes no pleasure in breaking bones or inflicting injuries. As a vitakinetic, the Doc holds the power of life and death literally in the palm of their hand, and is always careful to ensure the survival of an opponent. The Doc specializes in healing and non-lethal close combat with secondaries in technology and piloting.The Enemy
The Archon-Zero Virus is a biotech virus bent on exterminating humanity immediately. It must integrate and repair the damaged ship Archon Rising so it may head to the closest planet or space station. If for some reason they can not return the Archon Rising to working order they will focus on reactivating the destress beacon and taking over the first ship and crew that makes contact. Once humanity has been exterminated the Archon-Zero Virus will find quiet and harmony from the chaotic creatures of flesh.
Strengths
Hivemind Virus The Archon-Zero is both a hivemind and a virus so it has not large scale physical structure or body but must use biological thralls to achieve its goal. This also means that destroying the thralls does not defeat the virus and it is always linked to its thralls knowing what they know or experience.
Of Two Worlds Being partial biological and partially technological Archon-Zero is highly resistant to anything that would target one or the other of those. For example mind control falters when trying to connect with its technological based hivemind while technokinesis control runs afoul of the biological virus micro-structure. This should be information for the Storyteller to parse out in bits and pieces as the team interacts with the residual virus and thralls throughout the adventure.
Strengths
Driven As the Archon-Zero never sleeps, never rests and rarely gets distracted you could say it is driven in its goal to eradicate humanity. This is an excellent way to make sure the team knows the Archon-Zero is always making progress and a way to impose a tension clock on the team. This one-shot is not an adventure for short rests and retreat. This is an adventure of being all-in win or loose.Hivemind Virus The Archon-Zero is both a hivemind and a virus so it has not large scale physical structure or body but must use biological thralls to achieve its goal. This also means that destroying the thralls does not defeat the virus and it is always linked to its thralls knowing what they know or experience.
Of Two Worlds Being partial biological and partially technological Archon-Zero is highly resistant to anything that would target one or the other of those. For example mind control falters when trying to connect with its technological based hivemind while technokinesis control runs afoul of the biological virus micro-structure. This should be information for the Storyteller to parse out in bits and pieces as the team interacts with the residual virus and thralls throughout the adventure.
Weaknesses
The Archon-Zero virus has the ability to infect or integrate into local technology, however existing as a hybrid biological and nanotech virus the only means of movement across vast space is by using the very biological species they seek to eradicate. In addition they may only infest the bodies of biologicals within moments of death as they take over their nervous system and use their bodies as a means to an end. This give the portrayal of space zombies which is really the closest easy comparison.
End-Goal Focus
Archon-Zero considers the eradication as the primary goal and tends to ignore most things that do not appear to oppose that goal. It has an increasingly difficult time predicting the behavior of the chaotic biologicals. The virus generally considers proximity or harm to its thralls or necessary systems as condition to focus on something other than the primary goal. This an excellent opportunity for the Storyteller to lean into if there is a botch that would be otherwise boring or the team is bogged down with inaction.
Hybrid Archon-Zero being a hybrid is a paradox that the virus currently ignores. Because if the primary goal is to eradicate all biological species than the goal is also to eradicate itself. Much like an old episode of Star Trek the Original Series dealing with robots this can be used in creative ways to help the team extract from a dangerous situation, help buy time for a final end-game showdown plan. The Storyteller should only hint at this will exceptionally good tests referencing biological medicine or in-depth technology diagnostics. This also does not take Archon-Zero out of the game as the system quickly learns to adapt and shunts this paradox concept deep into a sub-routine and buries it as background noise to deal with at a later time. Each time something like this is attempted the system learns increasing the difficulty one level, the virus becomes confused and reacts as if there proximity or harm.
Weaknesses
Limited MobilityThe Archon-Zero virus has the ability to infect or integrate into local technology, however existing as a hybrid biological and nanotech virus the only means of movement across vast space is by using the very biological species they seek to eradicate. In addition they may only infest the bodies of biologicals within moments of death as they take over their nervous system and use their bodies as a means to an end. This give the portrayal of space zombies which is really the closest easy comparison.
End-Goal Focus
Archon-Zero considers the eradication as the primary goal and tends to ignore most things that do not appear to oppose that goal. It has an increasingly difficult time predicting the behavior of the chaotic biologicals. The virus generally considers proximity or harm to its thralls or necessary systems as condition to focus on something other than the primary goal. This an excellent opportunity for the Storyteller to lean into if there is a botch that would be otherwise boring or the team is bogged down with inaction.
Hybrid Archon-Zero being a hybrid is a paradox that the virus currently ignores. Because if the primary goal is to eradicate all biological species than the goal is also to eradicate itself. Much like an old episode of Star Trek the Original Series dealing with robots this can be used in creative ways to help the team extract from a dangerous situation, help buy time for a final end-game showdown plan. The Storyteller should only hint at this will exceptionally good tests referencing biological medicine or in-depth technology diagnostics. This also does not take Archon-Zero out of the game as the system quickly learns to adapt and shunts this paradox concept deep into a sub-routine and buries it as background noise to deal with at a later time. Each time something like this is attempted the system learns increasing the difficulty one level, the virus becomes confused and reacts as if there proximity or harm.
Ancient Enemy
Ancient Enemy
The Archon-Zero virus is a remnant of an ancient machine enemy thought long extinct has now returned from the pages of history to exterminate the human species seeking harmony and quiet.
Bad Blending
Bad Blending
The Archon-Virus is the culmination of bad blending between biological samples and cybernetic systems hoping to create something greater than both, yet unleashing something far worse. Its creators have opened Pandora's box and were consumed by it leaving others to clean up their mistakes.
Alien Invasion
Alien Invasion
The Archon-Virus is the first salvo in an Alien Invasion. The tyrannical race of aliens known for destroying weaker species and collecting their resources tends to let their virus do the heavy lifting. Why lower themselves to subduing inferiors when they can stroll in and pick up the pieces. And with humanities recent break through in activating psychic powers it is best to get this under control now.Minions
The following are the minions of the Archon-Zero Virus known as Thralls. These are also located in a separate article to make it easy to have them open in a another tab for reference. While this section is great to first read about the Archon-Zero Thralls, any mention of these Thralls in scenes will be linked to the Thrall Article, again for each of reference.
Herd
Archon-Zero Thrall
Captain Terrance could see their lifeless black eyes and pale skin as his former security team and lab technicians closed in on him. Despite their sluggish awkward movements they continued to advance allowing him to see odd pieces of the ship embedded in their bodies as an eerie blue film coated them in places. He felt the gun vibrate and glanced at the yellow caution light indicating a low charge, as he leveled it at his former chief of security and fired. He continued backing down the hallway as Darren collapsed under the press of the approaching horde. "Hey Darren ... your fired!"
Herd are the grunt force used by the Archon-Zero virus to achieve its goals. These are the "hands" used to manipulate and repair equipment and tools, including spaceships. Even advanced Thralls with more specific purposes start as Herd and are uplifted and augmented for their tasks. The Herd is made from the dead bodies that the Archon-Zero virus assimilates and re-animated into its "hive mind".
Primary Test TN9 2d20<=9
Close Combat Damage 1[CD]
Secondary Tests TN7 2d20<=7
Desparation Tests TN5 2d20<=5
Defense 3
Stress na
Health 1
GRASPING
The NPC often seeks to grab its foes, and its equipped to do just that. The NPC may spend 1 Threat when it succeeds at a melee attack to gain the Snare damage effect. While it has a target entangled, the NPC may not attempt a melee attack against any other target but reduces the Difficulty of any melee attacks against the entangled enemy by 1.
INFECTION
When a Thrall succeeds with an attack they will spend one success to inflict the Archon-Zero Touched condition on any target that does not already have this condition. For more details see the Archon-Zero Infection section below.
MINDLESS
The NPC is an unintelligent being, driven purely by instinct or rudimentary programming. Unless it is commanded to do something specific, it will mindlessly move towards, and attack the nearest enemy with any weapons it possesses. If it cannot detect an enemy, it will move towards the nearest source of bright light or loud noise, or otherwise move around randomly if no such source exists. A Mindless NPC cannot attempt Reactions, cannot be affected by any mind-influencing effect, cannot suffer Trauma, and cannot be persuaded, influenced, or suffer any effects from social conflict.
UNLIVING 1
The NPC is not a living being, but a machine, some form of cybernetic organism, or something not made of living flesh and blood. The NPC is highly resistant to environmental conditions, reducing the Difficulty of skill tests to resist extremes of heat or cold by two, and they are immune to the effects of suffocation, hard vacuum, starvation, and thirst. Further, the NPC’s solid construction (or unfeeling, unliving substance) grants it 1 Armor Resistance.
Archon-Zero Thrall
Herd
Captain Terrance could see their lifeless black eyes and pale skin as his former security team and lab technicians closed in on him. Despite their sluggish awkward movements they continued to advance allowing him to see odd pieces of the ship embedded in their bodies as an eerie blue film coated them in places. He felt the gun vibrate and glanced at the yellow caution light indicating a low charge, as he leveled it at his former chief of security and fired. He continued backing down the hallway as Darren collapsed under the press of the approaching horde. "Hey Darren ... your fired!"
Herd are the grunt force used by the Archon-Zero virus to achieve its goals. These are the "hands" used to manipulate and repair equipment and tools, including spaceships. Even advanced Thralls with more specific purposes start as Herd and are uplifted and augmented for their tasks. The Herd is made from the dead bodies that the Archon-Zero virus assimilates and re-animated into its "hive mind".
Primary Test TN9 2d20<=9
Close Combat Damage 1[CD]
Secondary Tests TN7 2d20<=7
Desparation Tests TN5 2d20<=5
Defense 3
Stress na
Health 1
GRASPING
The NPC often seeks to grab its foes, and its equipped to do just that. The NPC may spend 1 Threat when it succeeds at a melee attack to gain the Snare damage effect. While it has a target entangled, the NPC may not attempt a melee attack against any other target but reduces the Difficulty of any melee attacks against the entangled enemy by 1.
INFECTION
When a Thrall succeeds with an attack they will spend one success to inflict the Archon-Zero Touched condition on any target that does not already have this condition. For more details see the Archon-Zero Infection section below.
MINDLESS
The NPC is an unintelligent being, driven purely by instinct or rudimentary programming. Unless it is commanded to do something specific, it will mindlessly move towards, and attack the nearest enemy with any weapons it possesses. If it cannot detect an enemy, it will move towards the nearest source of bright light or loud noise, or otherwise move around randomly if no such source exists. A Mindless NPC cannot attempt Reactions, cannot be affected by any mind-influencing effect, cannot suffer Trauma, and cannot be persuaded, influenced, or suffer any effects from social conflict.
UNLIVING 1
The NPC is not a living being, but a machine, some form of cybernetic organism, or something not made of living flesh and blood. The NPC is highly resistant to environmental conditions, reducing the Difficulty of skill tests to resist extremes of heat or cold by two, and they are immune to the effects of suffocation, hard vacuum, starvation, and thirst. Further, the NPC’s solid construction (or unfeeling, unliving substance) grants it 1 Armor Resistance.
Plasma
Archon-Zero Thrall
A glowing hand wreathed in fiery plasma grabbed the doorframe as the metal and plastic sizzled at its touch. Next was the silhouette of his beloved Anne standing in the doorway, but wrong ... so wrong. How bad was it that her being animated from death, pale drawn skin and multiple burns was not the biggest highlight of this situation. He paused a tear sliding down his cheek. "Oh Anna, I am so sorry ..." Her eyes glowed mismatched with fiery red and green plasma churning in their sockets. He raised his shotgun slugger pointing it at her chest. "Consider this a divorce."
The Pyrith burn with an internal flame of intention and possible malevolence as they show the slightest hint of enjoyment from the suffering of others. They are meant for close combat and power generation. For example the virus uses them to ignite the inner spark of Swarms, Wreckers and other nasty surprises.
Primary Tests 7d TN11 2d20<=11
Close Combat +1e Fire Damage 2d20<=11
Secondary Tests TN9 2d20<=11
Desparation Tests TN7 2d20<=11
Defense 3
Stress 7
Health 3
INFECTION
When a Thrall succeeds with an attack they will spend one success to inflict the Archon-Zero Touched condition on any target that does not already have this condition. For more details see the Archon-Zero Infection section below.
Plasma Core
Any successful close combat attack against these creatures causes burning, pain and possibly scaring. Any close combat weapon used gains the damaged condition until repaired. Upon a second successful attack the weapon is destroyed beyond repair.
Plasma Touch
Any successful touch by these creatures causes burning, pain and possibly scaring. After a successful attack by the creature any armor gains the damaged condition until repaired. Upon a second successful attack the armor is destroyed beyond repair.
Debilitating: The difficulty of any skill test to treat the physical harms of this weapon is increased by +1.
Persistent 2: The attack or hazard has a lingering effect. If one or more [!] are rolled, the target suffers X[CD] damage (of the same type as the initial attack or hazard) at the end of the affected character’s Turn, for Rounds equal to the number of [!] rolled.
UNLIVING 1
The NPC is not a living being, but a machine, some form of cybernetic organism, or something not made of living flesh and blood. The NPC is highly resistant to environmental conditions, reducing the Difficulty of skill tests to resist extremes of heat or cold by two, and they are immune to the effects of suffocation, hard vacuum, starvation, and thirst. Further, the NPC’s solid construction (or unfeeling, unliving substance) grants it 1 Armor Resistance.
Archon-Zero Thrall
Pyrith
A glowing hand wreathed in fiery plasma grabbed the doorframe as the metal and plastic sizzled at its touch. Next was the silhouette of his beloved Anne standing in the doorway, but wrong ... so wrong. How bad was it that her being animated from death, pale drawn skin and multiple burns was not the biggest highlight of this situation. He paused a tear sliding down his cheek. "Oh Anna, I am so sorry ..." Her eyes glowed mismatched with fiery red and green plasma churning in their sockets. He raised his shotgun slugger pointing it at her chest. "Consider this a divorce."
The Pyrith burn with an internal flame of intention and possible malevolence as they show the slightest hint of enjoyment from the suffering of others. They are meant for close combat and power generation. For example the virus uses them to ignite the inner spark of Swarms, Wreckers and other nasty surprises.
Primary Tests 7d TN11 2d20<=11
Close Combat +1e Fire Damage 2d20<=11
Secondary Tests TN9 2d20<=11
Desparation Tests TN7 2d20<=11
Defense 3
Stress 7
Health 3
INFECTION
When a Thrall succeeds with an attack they will spend one success to inflict the Archon-Zero Touched condition on any target that does not already have this condition. For more details see the Archon-Zero Infection section below.
Plasma Core
Any successful close combat attack against these creatures causes burning, pain and possibly scaring. Any close combat weapon used gains the damaged condition until repaired. Upon a second successful attack the weapon is destroyed beyond repair.
Plasma Touch
Any successful touch by these creatures causes burning, pain and possibly scaring. After a successful attack by the creature any armor gains the damaged condition until repaired. Upon a second successful attack the armor is destroyed beyond repair.
Debilitating: The difficulty of any skill test to treat the physical harms of this weapon is increased by +1.
Persistent 2: The attack or hazard has a lingering effect. If one or more [!] are rolled, the target suffers X[CD] damage (of the same type as the initial attack or hazard) at the end of the affected character’s Turn, for Rounds equal to the number of [!] rolled.
UNLIVING 1
The NPC is not a living being, but a machine, some form of cybernetic organism, or something not made of living flesh and blood. The NPC is highly resistant to environmental conditions, reducing the Difficulty of skill tests to resist extremes of heat or cold by two, and they are immune to the effects of suffocation, hard vacuum, starvation, and thirst. Further, the NPC’s solid construction (or unfeeling, unliving substance) grants it 1 Armor Resistance.
Swarm
Archon-Zero Thrall
The first thing you notice is the sound of angry metal insects skittering across decking. In the dim emergency lighting, you catch sight of a dozen red points of light glowing from the life support return vent. Slowly, they emerge from the vent flying and crawling to swarm the area, revealing themselves to be hundreds of insect-like creatures made of various ship parts, none of them alike. Each one glows with a red light from within, and the vent cover falls off clanging to the deck, smoking with acid residue.
The Archon-Zero virus uses the swarm to reach places inaccessible by other thrall. This swarm allows a certain measure of precision destruction and repair.
Primary Dice Pool TN11 2d20<=11
Close Combat +1e Acid Damage TN11 2d20<=11
Secondary Dice Pool TN11 2d20<=11
Desparation Dice Pool TN11 2d20<=11
Defense 3
Stress 7
Health 3
Acid Bite
Any successful bite by these creatures causes burning, pain and possibly scaring from a highly corrosive gel that become acidic when released. After a successful attack by the creature any armor gains the damaged condition until repaired. Upon a second successful attack the armor is destroyed beyond repair.
INFECTION
When a Thrall succeeds with an attack they will spend one success to inflict the Archon-Zero Touched condition on any target that does not already have this condition. For more details see the Archon-Zero Infection section below.
Swarm
The swarm can occupy another creatures space or another creature can occupy a swarms space. The swarm may move and flow through tiny spaces. The swarm may only attack its own space. Being a Swarm they are immune to any grapple attempts. With their Blatant buzzing and skittering they are automatically heard and noticed unless the targets are hindered in their senses.
UNLIVING 1
The NPC is not a living being, but a machine, some form of cybernetic organism, or something not made of living flesh and blood. The NPC is highly resistant to environmental conditions, reducing the Difficulty of skill tests to resist extremes of heat or cold by two, and they are immune to the effects of suffocation, hard vacuum, starvation, and thirst. Further, the NPC’s solid construction (or unfeeling, unliving substance) grants it 1 Armor Resistance.
Archon-Zero Thrall
Swarm
The first thing you notice is the sound of angry metal insects skittering across decking. In the dim emergency lighting, you catch sight of a dozen red points of light glowing from the life support return vent. Slowly, they emerge from the vent flying and crawling to swarm the area, revealing themselves to be hundreds of insect-like creatures made of various ship parts, none of them alike. Each one glows with a red light from within, and the vent cover falls off clanging to the deck, smoking with acid residue.
The Archon-Zero virus uses the swarm to reach places inaccessible by other thrall. This swarm allows a certain measure of precision destruction and repair.
Primary Dice Pool TN11 2d20<=11
Close Combat +1e Acid Damage TN11 2d20<=11
Secondary Dice Pool TN11 2d20<=11
Desparation Dice Pool TN11 2d20<=11
Defense 3
Stress 7
Health 3
Acid Bite
Any successful bite by these creatures causes burning, pain and possibly scaring from a highly corrosive gel that become acidic when released. After a successful attack by the creature any armor gains the damaged condition until repaired. Upon a second successful attack the armor is destroyed beyond repair.
INFECTION
When a Thrall succeeds with an attack they will spend one success to inflict the Archon-Zero Touched condition on any target that does not already have this condition. For more details see the Archon-Zero Infection section below.
Swarm
The swarm can occupy another creatures space or another creature can occupy a swarms space. The swarm may move and flow through tiny spaces. The swarm may only attack its own space. Being a Swarm they are immune to any grapple attempts. With their Blatant buzzing and skittering they are automatically heard and noticed unless the targets are hindered in their senses.
UNLIVING 1
The NPC is not a living being, but a machine, some form of cybernetic organism, or something not made of living flesh and blood. The NPC is highly resistant to environmental conditions, reducing the Difficulty of skill tests to resist extremes of heat or cold by two, and they are immune to the effects of suffocation, hard vacuum, starvation, and thirst. Further, the NPC’s solid construction (or unfeeling, unliving substance) grants it 1 Armor Resistance.
Wrecker
Archon-Zero Thrall
He sealed the hatch and put in an override security code, this should buy them plenty of time. Next the hatch rang like it had been struck by the force of a battering ram and caved in showing a deep depression from the other side. The second and third assault were the same as the hatch gave way shattering into the room. A mechanical arm built like a magnetic force hammer withdrew as the pistons compressed and oily fluid leaked down the remains of a human arm. The creature stepped into the door way its form 10 feet tall filling the opening as its dead eyes crackled electric blue while it surveyed the room and its prey. Layers of heavy plates cover its barely human body with veins of blue electric crossing under the plates. The horror of its design giving a grim look like something out of an old scifi holo flick with the tag line, "I have come back".
The wrecker is the tool for quick destruction allowing Archon-Zero to breach a hatch or quickly destroy a piece of equipment.
Primary Test TN13 2d20<=13
Close Combat 4[CD] Damage 2d20<=13
Throw 4[CD] Damage 2d20<=13
Secondary Dice Pool TN11 2d20<=11
Desparation Dice Pool TN9 2d20<=9
Defense 1
Armor 5 (2 + 2 + 1)
Stress 8
Health 4
ARM DRIVERS - BRUTAL 2
In addition to size and bulk the wreckers arms and hand have been modified to hit structure with the force of heavy assault equipment. This is devastating to organic creatures and can make short work of hatches and internal bulkheads. The wreckers may use a minor action to rip free furniture or light structure and an action to launch it at targets with Far range. It is encouraged for drama and cinematic action for a storyteller to send several pieces flying at characters. The NPC relies on overwhelming brute force in melee. The NPC adds 2[CD] and the Knockdown effect to the damage of its melee attacks.
Armor +2
Melee Damage +2[CD]
Knockdown
Launch Debris (Minor)
INFECTION
When a Thrall succeeds with an attack they will spend one success to inflict the Archon-Zero Touched condition on any target that does not already have this condition. For more details see the Archon-Zero Infection section below.
SCALE 1
The NPC is larger than most characters. Normal characters are assumed to have a Scale of 0. Each point above 0 signifies that the NPC is approximately twice the size of the Scale below.
The NPC’s size means that they interact with damage slightly differently. When the NPC suffers damage from a physical attack (ranged or melee), add X to the amount of damage needed to inflict a Wound – so, for a Scale 2 character, 7+ damage inflicts a Wound, instead of the normal 5+.
In addition, the NPC suffers +1 Difficulty on any skill test where their size or mass would be a problem. They may also be prohibited from entering specific places that are too small for them.
House Rule Variant
12 Feet Tall
Stress Threshold +1 (6)
Hatch Movement +1 Difficulty or Minor Action
UNLIVING 1
The NPC is not a living being, but a machine, some form of cybernetic organism, or something not made of living flesh and blood. The NPC is highly resistant to environmental conditions, reducing the Difficulty of skill tests to resist extremes of heat or cold by two, and they are immune to the effects of suffocation, hard vacuum, starvation, and thirst. Further, the NPC’s solid construction (or unfeeling, unliving substance) grants it 1 Armor Resistance.
Archon-Zero Thrall
Wrecker
He sealed the hatch and put in an override security code, this should buy them plenty of time. Next the hatch rang like it had been struck by the force of a battering ram and caved in showing a deep depression from the other side. The second and third assault were the same as the hatch gave way shattering into the room. A mechanical arm built like a magnetic force hammer withdrew as the pistons compressed and oily fluid leaked down the remains of a human arm. The creature stepped into the door way its form 10 feet tall filling the opening as its dead eyes crackled electric blue while it surveyed the room and its prey. Layers of heavy plates cover its barely human body with veins of blue electric crossing under the plates. The horror of its design giving a grim look like something out of an old scifi holo flick with the tag line, "I have come back".
The wrecker is the tool for quick destruction allowing Archon-Zero to breach a hatch or quickly destroy a piece of equipment.
Primary Test TN13 2d20<=13
Close Combat 4[CD] Damage 2d20<=13
Throw 4[CD] Damage 2d20<=13
Secondary Dice Pool TN11 2d20<=11
Desparation Dice Pool TN9 2d20<=9
Defense 1
Armor 5 (2 + 2 + 1)
Stress 8
Health 4
ARM DRIVERS - BRUTAL 2
In addition to size and bulk the wreckers arms and hand have been modified to hit structure with the force of heavy assault equipment. This is devastating to organic creatures and can make short work of hatches and internal bulkheads. The wreckers may use a minor action to rip free furniture or light structure and an action to launch it at targets with Far range. It is encouraged for drama and cinematic action for a storyteller to send several pieces flying at characters. The NPC relies on overwhelming brute force in melee. The NPC adds 2[CD] and the Knockdown effect to the damage of its melee attacks.
Armor +2
Melee Damage +2[CD]
Knockdown
Launch Debris (Minor)
INFECTION
When a Thrall succeeds with an attack they will spend one success to inflict the Archon-Zero Touched condition on any target that does not already have this condition. For more details see the Archon-Zero Infection section below.
SCALE 1
The NPC is larger than most characters. Normal characters are assumed to have a Scale of 0. Each point above 0 signifies that the NPC is approximately twice the size of the Scale below.
The NPC’s size means that they interact with damage slightly differently. When the NPC suffers damage from a physical attack (ranged or melee), add X to the amount of damage needed to inflict a Wound – so, for a Scale 2 character, 7+ damage inflicts a Wound, instead of the normal 5+.
In addition, the NPC suffers +1 Difficulty on any skill test where their size or mass would be a problem. They may also be prohibited from entering specific places that are too small for them.
House Rule Variant
12 Feet Tall
Stress Threshold +1 (6)
Hatch Movement +1 Difficulty or Minor Action
UNLIVING 1
The NPC is not a living being, but a machine, some form of cybernetic organism, or something not made of living flesh and blood. The NPC is highly resistant to environmental conditions, reducing the Difficulty of skill tests to resist extremes of heat or cold by two, and they are immune to the effects of suffocation, hard vacuum, starvation, and thirst. Further, the NPC’s solid construction (or unfeeling, unliving substance) grants it 1 Armor Resistance.
Infection
Archon-Zero Infection
Archon-Zero Thrall or Thrall (object or creature)
Archon-Zero Touched or Touched (object or creature)
When a Thrall is in contact with another creature or object for 3 rounds the target gains the Touched condition. The Archon-Zero virus will begin corruption of the target taking time based on its size. The Touched condition switches to Thrall. Any Thrall is now part of the hive-mind and at the command of Archon-Zero, however it is still limited by its function and form. For example a Thrall may fire a DNA locked laser pistol by pulling the trigger but the laser pistol may not be fired just by command without depressing the trigger unless it were altered to do so.
Organic creatures may carry the virus but are not subject to the corruption process until the moment of their death. Enhanced psychic humans may carry the virus but are not infected by it even after death and the virus deteriorates after one day. If a Thrall is successful with a close attack it will spend 1 success to inflict the Touched condition on a non-touched creature.
Archon-Zero Touched or Touched (object or creature)
When a Thrall is in contact with another creature or object for 3 rounds the target gains the Touched condition. The Archon-Zero virus will begin corruption of the target taking time based on its size. The Touched condition switches to Thrall. Any Thrall is now part of the hive-mind and at the command of Archon-Zero, however it is still limited by its function and form. For example a Thrall may fire a DNA locked laser pistol by pulling the trigger but the laser pistol may not be fired just by command without depressing the trigger unless it were altered to do so.
Organic creatures may carry the virus but are not subject to the corruption process until the moment of their death. Enhanced psychic humans may carry the virus but are not infected by it even after death and the virus deteriorates after one day. If a Thrall is successful with a close attack it will spend 1 success to inflict the Touched condition on a non-touched creature.
Size & Infection
Rank | Size of | Infection Time |
---|---|---|
0 | Person / Hatch | 1 Minute |
1 | Hover Car | 1 Hour |
2 | Small Cargo Bay | 1 Day |
3 | Small Ship | 1 Week |
Battle Bot
Archon-Zero Combat Bot
Strange Residue
The first time the Archon-Zero Virus encounters the players characters it realizes they are different, they "smell" different. Their enhanced genetic activation makes them immune to infestation however there is no need to tell the players this, yet. In each instance that a thrall succeeds in physical combat with a PC they will expend 1 success to "Mark" that character. The virus will only attempt to mark a PC if they are not marked, or no longer marked.The Virus does not yet understand it cannot truly infect their bio-pattern. This however can be noticed with Stunts on awareness, medical diagnosis or possible some use of psychic powers and should cause the PCs great concern.
On-Location
Location 1 - Team Ship
During the brief trip to the last known coordinates of the Archon Rising the team should be able to do some basic research on the Narren Striker and Pentex BioTech. Based on their research they should be able to discover the following information. Narren Striker was a troubled child with a history of trauma yet a gifted and driven genius. He dedicated himself to creating PenTex BioTech and having an impact in the medical and science. Over the years he has traded his dream and morals for power and dark knowledge. The Storyteller has the option to dig deep with the linked articles and provide even more.Location 2 - Archon Rising Ship
The mission takes place onboard the Archon Rising which is one of the two medium ships that make up the long-range planetary vessel dubbed the Archon. The Archon Rising normally serves as mission security for long range survey and science missions. This provides the Storyteller with both a mystery and options for continuing the story. A separate deck plan article block is embedded below so that it may be opened for ease in another tab.A special thank you goes out to Ryan Wolfe of 0-hr for limited permission to use the ship I backed on a recent Kickstarter for this non-monetized Adventure April one-shot. If you love space opera, science fiction and bad ass ships you really need to check out his offerings on the 0-hr shop. He offers physical and pdf high quality deluxe deckplans, posters, and miniatures.
Main Act
The following are a collection of important or anticipated scenes for the Archon-Zero one-shot adventure. Feel free to remove any that you don't need or add any that you would like. Keep in mind that a scene should only last as long as it is interesting. Feel free to narratively conclude a scene that has concluded its momentum by wrapping the scene narratively and moving the team forward based on their choices. If the team bogs down feel free to ramp up the tension with Archon-Zero taking an interest in them or pushing a countdown clock front and center as a reminder. "Your team feels the pulse of the engine-priming sequence through the ship."Scene 1 - Approach
This scene revolves around the team making their space approach to the Archon Rising ship and gathering information before deciding their boarding approach. Feel free to provide some or all of the following information based on the teams questions and scans. While not a difficult task the roll will generate momentum which may be spent on questions.Suggested Attributes & Skills - Difficulty 1
Highlights
Suggested Attributes & Skills - Difficulty 2
Reward 1 Fortune
End of Scene Reward 1 Fortune
This scene will be based on the method the team wants to use boarding the Archon Rising. The most common approach will be to suit up and berth their ship adjacent to the Archon Rising engaging the docking tube and docking rings.With the Archon Rising anchored and without power this is a minimum task Difficulty 1 and not worthy of a roll. While the teams ship will acknowledge a soft seal it alarms out on hard seal because of the other ships failure to communicate and have the systems interact. The team will need to overcome the Archon Rising docking system to achieve a hard seal to gain access to the Cargo Hold Area 1.
Airlock
We are focusing on the airlock because it is central to gaining access to the Archon Rising and a key system to most spaceships. Under normal circumstances the airlocks have security terminals inside and outside of the hatches, in addition to a manual access and lever overrides. Security access is determined by permission levels while the manual access panel may be reached used a removal tool unique to the ship model and serial number. These tools are secured in the engine room and on the legs of VacSuits for emergency. Both hatches are interlocked so they may not be opened at the same time without the highest level of permission. Below we will focus on Zones which are a critical mechanic to modern narrative TTRPGs instead of counting five foot squares.Airlock Chamber Zones
The three main ways to access and enter the airlock ...
Suggested Attributes & Skills - Difficulty 2
Spotlight
Now that the team is local to the Archon Rising this is an excellent opportunity for Thunder to provide external power to the Archon Rising hatch using Electrokinesis - Burst and opening it using Electrokinesis - Access. Any use of Psychic powers will alert the Archon-Zero virus to the proximity of something unique while also increasing the threat level by +1 from 2 to 3.End of Scene Reward 1 Fortune
Scene 3 - Welcome Party
This scene starts with the team gaining access to the Cargo Hold Area 1 but will include several other zones that are open and connected. It is intended to add each wave one round after another to get the party started. However protip to the GM this is meant to expose the team to this new and unknown threat and also to break in their combat test and powers. If they are plagued with bad roll or getting pounded feel free to cancel or reduce any wave. And on the other hand if they are not even breaking a sweat feel free to add extra herd on wave 2 and 3 or add and extra plasma or wrecker. But this should produce threat, danger and a taste of the unknown.
Your suits systems show life support is still functioning at minimum levels, yet the air will be stale from improper recycling and handling. The ships power appear to be out with the exception of some strange blue film almost like liquid electric covering walls, consoles and decks haphazardly. A shuffling of movement can be seen and heard from beyond the cargo hold in the vehicle bay. The faint soft white interior lights of the hover car can be seen from the vehicle bay as shambling and jerky silhouettes move towards you. The sound of metal on metal skittering can be heard as dozens of small red points of light flow out of the air vent as the vent drops to the deck with a bang.
Upper Deck Locations
Antagonist List - Wave 1
Antagonist List - Wave 2
Antagonist List - Wave 3
Once the thralls are defeated it is worth mentioning that the cargo hold has a lift which does not operate because of the lack of power. Thunder could easily give this a juice of power with his Burst ability and take this from the cargo hold to the lounge. Just a reminder to be flexible as players will also explore and poke methods you do not plan for and support them while improvising your way through them.
Inside the Hovercard
During the play test the Hovercar gained an extraordinary amount of attention starting with the group firing it up and forcing it down the stairs to ram the approaching Wrecker while wedging it in the opening. Next the Hovercar served as the battlefield set piece with the more maneuverable characters fighting atop its roof as other shot out the windows firing through it. The wrecker tossed it back up the stairs and against the far wall.
Later the team managed to fire it up again and use it strategically right up until the Psychokinetic slammed a molten hot slab of metal into the battery as a fumble. The point is to make sure the team is encouraged to interact with the environment and the map to use items in creative ways and to gain traits out it. And if they decide on something cool like a hovercar then lean into it.
End of Scene Reward 1 Fortune
Intermission
The following sections are not vital to the competition of the story but can offer to extend the adventure if desired as well as off some extra choices for the characters. Feel free to improvise any exploration of these areas.Launch System - Area 5
There are the Archon Risings main missile launchers like the ones used during the approach to the ship. These could be used as a method of destroying the ship or the team could decide they want to disable the launchers so if and when they make an escape they remove a potential problem.Crew Quarters - Area 7 (x2)
The now abandoned crew quarters hold the echo of the crews past life before being killed and becoming Thralls for the Archon-Zero Virus.Restroom
Exactly what is says and is in serious need of cleaning.Scene 4 - Heart of the Matter
This is meant to be a showdown scene between the team and the antagonists. The team will face the Archon-Virus Thralls but will also face an embodiment of the Archon-Virus in a robot body.
Upon descending to the ships bridge the ship shudders as full backup power kicks on the room being bathed in red emergency lighting. A select few systems and consoles begin to boot up screaming warning messages about power, life support and engine boot up sequence. The ship shudders again as you feel the emergency thrusters trying to tear against pylons embedded in the asteroid and cables. The hatch between the bridge and the lounge grinds open with a flurry of unnatural activity beyond.
Lower Deck Locations
Antagonist List - Wave 1
Antagonist List - Wave 2
Final Battle
After the last Thrall falls the sound of metal tearing and pressure tubes releasing comes from just out of sight in engineering. A mechanical horror standing some 12 feet tall and just as wide that looks cobbled together from ships parts and systems emerges from the alcove of engineering. It flexes it crab like leg extensions as tracking lasers and sensors scan the area.
Final Test
Facing the antagonists including the Archon-Zero Battle Bot is only part of the issue. The ship need to be destroyed with all trace of the virus eliminated before they ca breath a sigh of relief. This should be a collaborative teamwork effort and should require a primary actor with the entire team assisting. This is a good time to finish off with a fortune point and any remaining momentum to push this over the top. The storyteller should entertain all creative ideas with a few examples here. Possible Destructive MethodsSuggested Attributes & Skills - Difficulty 5
If the party missed the Difficulty then a trace of the virus will remain possible dormant or embedded in their own ship or a piece of tech. If they toss to many complications many the virus has mutated and hitched a ride on Thunder using his electrokinetic field to sustain itself.
“I say we take off and nuke the entire site from orbit. It’s the only way to be sure.”
Future Sections
Twists
The 2d20 World Builders logo is a trademark of Modiphius Entertainment and is used with permission via the OBS Community Content program. All 2d20 rules in this product are copyright 2022 Modiphius Entertainment Ltd.
Word Count
Archon-Zero
Word Count
Word Count
Words | Article |
---|---|
6600 | Archon-Zero Plot |
700 | Mini System |
700 | Character 1 - Fury |
900 | Character 2 - Thunder |
800 | Character 3 - Razor |
800 | Character 4 - Doc |
1700 | Archon-Zero Thralls |
-1700 | Embedded Antagonists / Thralls |
500 | Narren Striker |
500 | PenTex BioTech |
1 | Archon Rising Deck Plan |
25 | S3 - Ship Signature System |
25 | LDS3 - Life - Distress - Signature |
50 | VX Enhanced Vac Suit |
300 | Quick Threat |
100 | Archon-Zero Virus |
15 | Articles |
12,000 | Total |
Key Concepts
Popcorn & Movies
In this adventure, I'll use well-known TV shows and movies as a frame of reference for the theme and as a source of inspiration. This can help storytellers visualize how they want to present their story.
Comments
Author's Notes