Archangel Monster

From AmtWiki

Notice

This monster is from an out of date rule-set

A type of Celestial Monster from the Celestial Codex.

Description

An Archangel is a being of immense power, one who has crossed beyond the boundaries of Existence and ascended to a higher perspective of the Cosmos. Each Archangel has an absolute hold on a piece of the Heavens; they use servants like Celestials and Angels to further consolidate their hold on reality. They embody concepts and ideas on a much larger scale than can measured within the scope of the game. Some theories hold that above them are even more powerful beings to whom the Archangels are but the lowliest servants, though this gives the typical angel no satisfaction. Most angels grow up and live in the Heaven of a specific Archangel, who rules that realm and provides for his subjects. A few angels, the most favored servants, work directly for their Archangels on Amtgardia instead of being directed through the nearly infinite hierarchy of go-betweens. Their masters grant them boons -- like favored treatment, extra powers and political clout -- in return for loyal service. Angels who prove to be poor servants are punished, cast out of Heaven, at the master's whim. There is little more pathetic in all existence than a fallen Celestial, for the Pit is never far behind.
With an even deeper tie to the Heavens than the average angel, the Archangels' motivations may sometimes seem unfathomable, but they are not wholly inhuman. Archangels are proud and powerful, but just as susceptible to feelings of fear, doubt and guilt as any other living being, perhaps even more so.

Traits and Abilities

As beings of nearly immeasurable power, there is no hard and fast list of abilities and skills that all possess, though the following Traits and Abilities are more or less universally known by all Archangels:

immune to Control)

  • Holy Weapon (all attacks by these beings are Holy)
  • Natural Flight
  • Teleport (unlimited)
  • Tough (see Immunity, below)
  • Immunity to all forms of mortal and monstrous magic. Monsters possessing a Q/M Ratio of 8/1 or higher might be able to affect an Archangel, at the Reeve's option. When coupled with the Tough Trait, this makes the Archangel immune to most attacks a regular player can make. It is strongly suggested that any game featuring such a powerful being be designed so that either the Archangel is a non-combat role (Beneficent helps here!) or there is some means made available to the players to harm or otherwise Banish the angel back to the Heavens.

From there, each Archangel might possess a host of minor and major spells, Traits and Abilities that fall in line with their personal area of influence. A few prominent examples follow:

Examples

Role-Playing and Reeving

Keep in mind, these are beings of the highest planes of existence and are generally above the petty squabbles of mortals. They should be feared, and rightly so. Players of "Good" personas will be hard pressed to want to attack such a being, much less try to actually slay one. Reeves should always try and find a suitable motivation for these powerful Monsters, as nothing will bring your game crashing to an unsatisfying conclusion faster than having bored immortals running around like loose cannons. Given the potentially game-destroying abilities of these characters, it is a good idea enlighten such players as to the finer points of your game, maybe even have them serve in some minor reevely fashion for the other players when archangelic otherworldly affairs have them engaged elsewhere (a plot device used to keep them out of trouble.)

Garb

Archangels come in a myriad of forms, from classical angelic humanoids to clouds of holy light to colossal animals to insubstantial wisps of the deepest emotion. Naturally this makes any hard and fast rules on garbing inappropriate. Suffice to say, anyone undertaking the role of such a magnificent being should look the part. Garb should be bright, clean and of the finest quality. Pastel shades of yellow, pink and orange are all appropriate, as is any white robe, cape or tabard. Wear a matching headband to serve as your halo (very important, the halo!) Armor, if worn, should be shiny metal, accented with holy icons appropriate the Archangel’s spheres of influence. All garbing aside, it’s the role-playing that’s going to make this encounter most memorable, so play it up!