[Igna] [Regis] [Stage One] [Stage Two] [Stage Three] [Stage Four] [Stage Five] [Stage Six]


THE INVID BRAIN
 

     Each hive complex serves as a command center and bases of operations within a particular region. Inside are thousands of invid pilot and mecha locked in stasis, as well as hundreds, if not thousands, of active invid troops. The commander of hive operations is the invid brain.
     The Invid Brain appears to be a protoplasmic mass of pink flesh. The organism is huge, measuring 20 ft across and 12 ft tall. It is the brain, acting under the direction of the Regis or Igna, who delegates the many chores and responsibilities of the hive to the legion of invid under its command. The brain functions like a surrogate Regis or Igna, telepathically directing all operations in the area. For example, if the brain has instructed to establish a protoculture farm and/or processing facility, it will spend all its efforts on establishing, maintaining and protecting that facility. If the prime directive is to suppress human insurrection, it will focus on the hunting down and neutralization of all humans who use protoculture or dare to oppose the invid. Likewise, it is the Invid Brain who coordinates genetic and biological experimentation on humans, supervise and protects Genesis Pits and all daily routines and maintenance of the hive.
     Other than the Regis or Igna or a specially appointed stage five invid pilot (humanoid), only the Invid Brain has the authority to revive invid pilots from stasis and place them in their mecha as it deems necessary. Only the Invid Brain (and the Regis or Igna) has any real knowledge or skills such as medical/surgical, biology, genetics, mechanical and electrical. Like the Regis and Igna, the Invid Brain acts as the controlling intelligence of all other invid (only stage five or stage six invid can defy the brain's command). As a result, the brain can completely control 2D4 invid pilots, usually type four, to perform delicate skills. Note the Invid Brain can not control a stage five and above pilots.
     Unlike most invid, the brain has some rudimentary emotions and is capable of independent thought and decision making abilities. However, the emotions are somewhat repressed and the thought processes linear. Observations and decisions are colored by its alien perspective, which can sometimes blind it to the obvious. For Example: It will have difficulty recognizing and determining the exact purpose and function of unusual human devices. Consequently, while it is likely to recognize a vehicle, weapon or clothing, it will find a blender or microwave oven, or a toy, a complete mystery.
     The Invid Brain is always nestled away, deep within the Hive's Center. Nearby will be the Invid Stasis Chamber. A dozen or more (12 plus 2D6) Enforcers, are always on present to serve and protect the brain. An additional 1D6 Enforcers, 1D6 Troopers and 1D6 Armored Scouts are always nearby (will arrive in 4 melees/one minute). All will fight to the death to defend the brain. Intruders (any non-invid creatures) are automatically captured (to be interrogated by the brain), experimented on, or destroyed. Hostile forces are immediately destroyed or chased out of the hive. G.M. Note: The Invid Brain can instantly communicate with any and all of the invid under its command. Consequently, it can summon scores of invid to its aid in a matter of minutes. In a typical hive, the response would go something like this. First Wave responds in 1D4 minutes: 4D6 Invid Scouts 4D6 Invid Armored Scouts, 4D6 Troopers, 4D6 Enforcers. Second Wave responds 2D4 minutes later: 1D4x10 Armored Scouts, 1D4x10 Scouts, 1D6x10 Troopers, 1D4x10 Shock Troopers, 4D6 Pincers, 4D6 Enforcers.
     If the brain is destroyed, the hive will continue to function via automation. The invid forces of the hive will continue to act on the last few prime directives issued by the brain, but they will be unorganized and take no new initiatives on their own. The invid will function this way until a new brain is provided by the Regis or Igna, or until a stage five invid pilot is appointed leader, or just assumes control without being sanctioned by the Regis or Igna. In either case, the invid will obey a type five humanoid as they would an Invid Brain.

There are also, six types of Invid Brains Pink, Orange, Red, Yellow, Blue, and Green. The colors determine rank and worthiness:

Pink = Sixth in command - 35% of all brains are a pink one.
* Orange = Fifth in command - 20% of all brains are a orange one.
* Red = Fourth in command - 15% of all brains are a red one.
* Yellow = Third in command - 15% of all brains are a yellow one.
* Blue = Second in command - 14% of all brains are a blue one.
* Green = First in command - 1% of all brains are a green one.

* = Add 50 hit points per rank, 50 S.D.C. per rank, and 2% per skill per rank. A reminder that no skill can exceed 98% because there is always room for error despite the level of the character/NPC. (The stats listed below are for the pink brains).

     Yes! Brains can move up and/or down in the ranks. The green brain is used by Igna/Regis in performing hive functions in the main hive. For instance during the occupation, this would be the brain that would be found in the hive at Reflex Point. This is also what Igna and the Regis use to do their work with and usually has 3 based on the planet Earth. On their own they can use all Low Level Matrix Powers, Creation of Inorganics, Creation of New Mecha, and Transmutation of Hives. Plus, this is the Brains that are in charge in the absence of Igna and /or the Regis.

Pilots: Controls the hive and directs the invid of that hive.
Hit Points: 600 S.D.C.: 200
Alignment: Aberrant; totally loyal to Regis, Igna and invid way of life.
Attributes:
IQ: 17
MA: 20
ME: 20, no physical attributes
Sex: For the Regis/Igna 
01 - 75% Female
76 - 00% Male

Age: Unknown; usually 2 to 300 years old.

Height: 12 ft Tall, 20 ft Wide.
Weight: 1200 lbs together, 200 to 400 separated.

Skills (equivalent to Earth skills): Radio: Basic - 90%, TV/Video - 90%, Basic Electronics - 90%, Basic Mechanics (very general) - 70%, Invid Mecha Mechanics - 80% Medical Doctor (surgical) - 90%, Forensics - 70%, Pathology - 92%, Biology - 92%, Botany - 92%, Chemistry - 90 %, Bionics (a special medical biology skill) - 80%, Interrogation - 70%, Detect Ambush - 70%, Detect Concealment - 50%, Intelligence - 50% Navigation (all) - 70%, Read Sensory (Types I - IV) - 98%.

Physical Attacks Per Melee: None, but can take two actions or make three commands per melee.

Special Attack: In the last throes of death the Invid Brain has the ability of fling (via Telekinesis) parts of its protoplasm essence on top of an opponent, covering him or her in glop. The gloppy covering will prevent movement and suffocate its victim. A person will pass out from lack of oxygen with in six melees (1 1/2 minutes) and die of suffocation within a total of 12 melees (3 minutes).

Psionic Attacks Per Melee: One per melee. The Brain has the following psionic abilities:
INVID BRAIN ABILITIES:

Bio-Regeneration (self): The Invid Brain can regenerate 2D4x10 hit points or 2D6x10 SDC once every 30 minutes. This requires no M.P. and must use an attack.

Bio-Transmutation (merge): This is the process used to merge the pilot and it's mecha quickly and is limited to Yellow Brains and up. This requires no M.P. and must use and requires 2 melees for completion. 

Empathy: The ability to sense the emotions of any living creature. The Regis and Igna can read the emotions of up to 24 individuals or the general emotions of a large group. This power does not include empathic transfer. This is limited to Orange Brains and above. Range: 500 ft. for individuals, up to two miles for a group. This requires no M.P. and must use an attack. This is also a psionic ability.

Levitation: can lift itself and up to 4 tons up into the air. Limited to up and down movement only. Maximum height: 300 ft. This requires no M.P. and must use an attack. 

Mind Block: A mental wall that prevents the penetration of mind probes. This requires no M.P. and must use an attack.

Sense Protoculture Energy: The Invid Brain physically feel the presence of protoculture energy in use and pinpoint the exact number of protoculture devices in use and their general location (a 600 ft/183 m area). Protoculture energy does not radiate in detectable traces when the device/mecha is turned off. Range: 14 miles/22.5 km. This requires no M.P. to use and must use an attack.

Stasis Bubble (cancel): This cancels a stasis bubble for the use of acquiring a pilot and/or mecha, this also will include Inorganics. This requires no M.P. and must use an attack.

Telekinesis: The ability to move objects with the mind. Can move weights of up to 1000 lbs/45 kg. Range: 100 ft/30.5 m. Hurled objects between 1 to 20 lbs do 1D6 damage, 25 to 50 lbs does 4D6 damage, 55-100 lbs does 1D4x10 damage. All damage is S.D.C. damage. Up to FOUR objects can be telekinetically controlled at one time. This requires no M.P. and must use an attack. 

Telepathic Communication: is the ability to talk to another being in his head, sort of like a radio transmission. Invid Range: 300 miles/482 km; Human Range: 300 ft/91.5 m. This power does not include reading minds or mental probes. This requires no M.P. to use and must use an attack.

Transmutation of Inorganics: This enables Igna to create inorganics and even repair these mindless creatures. To create all new inorganics this falls onto the Creation of Inorganics ability. This is a natural ability, therefore uses no attacks. This is easier to make than a mecha for her family. It also, requires 1000 M.P. for each inorganic and is limited to Blue Brains and higher. It still requires concentration and protoculture as well. Once begun, an actual inorganic can be created within minutes (1D6 minutes each). These inorganics don't have to be stored in a stasis bubble, but most usually are.

Note: ISP for psionics is not included because The Invid Brain's power is effectively unlimited. This system is based of M.P.'s which comes from the Matrix itself.

Matrix Notes: When the Regis and/or Igna leave a planet or need help they appoint an Invid Brain to help. The brain has all of the Low level Matrix Powers. Only if the Regis/Igna create a Matrix to help this brain. In a sense the brain can act independent from the Regis/Igna. It also takes an invid brain two to three times the amount of points and time to use the powers. Note: We get an excellent portrayal of an Invid Brain in action and see the inside of a hive in episode #72, Fortress.


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The Robotech Role-Playing Game is Copyright © 1995 Palladium Books Inc. and Copyright © 1995 Kevin Siembieda. All rights reserved under the Universal Copyright Convention. No part of any Robotech RPG books may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments, and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.

Palladium Books Inc. ®, Rifts ®, and Megaverse ® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™, and others are trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.

Robotech: The New Invid Era  is a derivative work of the Robotech RPG intended solely for the enjoyment of Robotech fans everywhere, and is NOT written for commercial purposes or financial gain.

This entirely MY alternate vision of the Robotech ® world and is NOT officially approved or sanctioned by Palladium Books Inc. or Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd.