Archon-Zero Thralls Draft
ToC
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.
Fighting in Groups
Minor NPCs often operate in groups, which might be defined as mobs, gangs, squads, hordes, or some other appropriate collective term.
A group consists of up to five identical Minor NPCs, acting as one. A group takes a single Turn during a conflict, and has only a single set of actions, regardless of the number of NPCs it contains. When a group attempts a Skill Test, a single NPC within the group – attempts the test. Each NPC in the group other than the leader then assists that test.
The dice gained as part of operating as a group, as a form of assistance, do not count towards the normal limits on buying d20s, and groups may still purchase dice in the usual ways. When a group makes an attack, it inflicts +1[CD] damage for each NPC in the group beyond the first.
When a group is attacked, they may not choose to make a Reaction. When they are affected by an attack, a single NPC within the group is affected, gains Stress, and suffers Harms. If enough damage is inflicted to inflict a Harm, that will Defeat a single NPC, and then any remaining damage is applied to the next NPC. If this too was enough damage to inflict a Harm then that NPC is Defeated as well, and any remaining damage is carried over to the next NPC. Continue until either no damage remains, or until all NPCs in the group have been Defeated. If a single attack would inflict multiple Harms, then each Harm Defeats a single NPC in the group.
Group Modifiers
+1d20 Assist Test
+1[CD] Damage
Group Example of Four
+ 3d20 Assist Test
+ 3[CD] Damage
A group consists of up to five identical Minor NPCs, acting as one. A group takes a single Turn during a conflict, and has only a single set of actions, regardless of the number of NPCs it contains. When a group attempts a Skill Test, a single NPC within the group – attempts the test. Each NPC in the group other than the leader then assists that test.
The dice gained as part of operating as a group, as a form of assistance, do not count towards the normal limits on buying d20s, and groups may still purchase dice in the usual ways. When a group makes an attack, it inflicts +1[CD] damage for each NPC in the group beyond the first.
When a group is attacked, they may not choose to make a Reaction. When they are affected by an attack, a single NPC within the group is affected, gains Stress, and suffers Harms. If enough damage is inflicted to inflict a Harm, that will Defeat a single NPC, and then any remaining damage is applied to the next NPC. If this too was enough damage to inflict a Harm then that NPC is Defeated as well, and any remaining damage is carried over to the next NPC. Continue until either no damage remains, or until all NPCs in the group have been Defeated. If a single attack would inflict multiple Harms, then each Harm Defeats a single NPC in the group.
Group Modifiers
+1d20 Assist Test
+1[CD] Damage
Group Example of Four
+ 3d20 Assist Test
+ 3[CD] Damage
FIGHTING IN GROUPS p66
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.
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.
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.
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 |
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