THE INVID GENESIS PITS

     The Genesis Pits are bizarre underground complexes designed for experiments in biological mutation and evolution. It is at the pits that invid transform ordinary life-forms into any number of genetic variations. Likewise, the invid sometimes recreate extinct life-forms such as dinosaurs, and prehistoric mammals.
     The experimental creations are observed in a natural, but controlled environment. Through the wonders of the invid's alchemical technology, the environment is easily maintained. The seasons can be accelerated to three times the normal rate to better simulate the passage of time and subject animal's reaction to change. Often the invid will introduce a random or unnatural element to study the subject's reactions. Human beings are often that random element.
     It is believed that the Regis and/or Igna has been using the invid in these experiments. This is true. Most to test their resolve and their adaptation to transmutation of other life forms. If they can prove their worth they are worthy to be an invid pilot.
Another rumor circulating is that the Regis/Igna is experimenting on humans to adapt them into the invid way of life. One such experiment is said to combine a human with an Invid Brain. No one knows if these experiments are true, but if they are things could become interesting for the resistance force.
     A genesis pit is always underground and will typically cover a 10 to 30 mile area (16 to 48 km). Different environments and subject creatures may coexist within the same pit, separated only by an invisible boundary line or a physical force field.
The Research Hive can be located anywhere within the pit and is usually concealed. It is always a domed hive, but half the size of a typical hive, sometimes even smaller. Inside, the basic floor plan is mostly unchanged, but the numbers and types of invid are much different. Two Brains direct the operation of the genesis pit. Usually, one can be found on level three, the other on level six; both have twice as many attendants. Level three is identical to level five, but the mecha stasis chamber (#5-a) is a giant research facility.
     The following invid can be found at a genesis pit research hive (these are the total numbers).

2D6x10 *Scouts
3D6x10 *Armored Scouts
1D4x100 *Trooper/Workers
2D4x10 *Shock Troopers
2D4x10 Pincer Command Units
1D4 Royal Command Battloids
1D4x2100 Enforcers
2D4x100 Stage Four Invid Pilots (active) Two Invid Brains

* An equal number are in stasis.
Other differences... Level Two; 2-A is a giant storage room area; 2-B is a stasis chamber for storing experimental subjects.

     Above ground, the land looks natural and undisturbed. To look at it, one would never suspect that a genesis pit existed a thousand feet (300 m) below. Access to a genesis pit is possible only through a handful of tunnels. The access tunnel is a large cylindrical shaft that goes straight down 1000 ft (300 m). At the bottom of the shaft is a light force field that will slow the descent of falling objects. Another 500 ft (150 m) beneath the shaft is the floor of the genesis pit.

     Finding an access tunnel to a pit is extremely difficult, as they are very well concealed. Only a thorough search will uncover the shaft (usually requires 3D6x10 minutes of intense searching in a suspected area). There are almost always (80%) 1D4 invid troopers and one shock trooper near the access tunnel (within 4000 ft/1200 m).

     The invid patrol the surface above a genesis pit with pairs of troopers dispersed throughout the area and 1D4 standard reconnaissance patrols flying overhead.

GAME MASTER NOTES
     In the TV series we see a massive genesis pit with hundreds of different dinosaurs from every time period. You can do the same or fill the pit with other strange creatures, real, mutant, or alien. The following are some quick creation rules for dinosaurs. Remember, only carnivorous will be aggressive hunters. Herbivores are likely to run away, and will attack mecha only if scared or trapped, regardless of how big they are or how mean they look. Herbivores may bite or chase a human sized opponent, because the small size does not scare it.

CAREY
(Allosaurus, Cerosaurus, Dilophosaurus)
Height: 10 to 20 ft (3 - 6 m)
Length: 20 to 40 ft (6 - 12 m)
Hit Points: 2D6x1000; remember, 100 hit points is equal to about 1 M.D.C. point.
Armor Rating: 10 (applies to S.D.C. weapons)
Attacks Per Melee: Two; bite does 1D4 M.D.C. (1D4x100 S.D.C.), tail does 1D4x10 S.D.C. damage only, but will knock cyclones in battloid mode 3D6 feet away and down. Victim of a knockdown tail attack loses one melee attack. Tiny claws do 4D6 S.D.C. damage, feet claws do 1D4x10 S.D.C. damage. Both claw attacks only scrape mecha.
Natural Abilities: Track by smell of blood - 70%, running speed - 40 mph.

TYRANNOSAURIDS
(Tyrannosaurus, Albertosaurus, Daspletosaurus)
Height and Length: 4D4 ft bigger than Carnosaurs.
Hit Points: 4D6x1000
Armor Rating: 13 Attacks Per Melee: Everything is double the carnosaurs'.
Natural Abilities: Same as Carnosaurs'.

HADROSAURIDS, IGUANODONTIDS & HYPSILOPHODONTIDS
Note: Each of these classes of dinosaurs are herbivores that vaguely resemble the carnosaurs in shape. The main difference is they have more developed forearms for grabbing the plants they eat. They will not be intimidated by human size intruders and may attack, but only to chase the intruder away. They may (70% chance) fight to the death if wounded.
Height: 4D6+4 ft
Length: 4D6+8 ft
Hit Points: 2D4x1000
Armor Rating: 10+1D4
Attacks Per Melee: Two; bite does 2D4x10 S.D.C., tail does 1D4x10 S.D.C., claws do 4D6+10 S.D.C., trample does 1D6x10 S.D.C. Speed Running: 4D6 mph

THE BIG HERBIVORES
(Stegosaurids, Ceratopids and Sauropods)
These big fellows attack only when scared, hurt or if attacked. All are bigger than 20 ft (6 m) long; most are 40 ft (12 m) or longer.
Hit Points: 4D6x1000
Armor Rating: 14
Attacks Per Melee: Two; stomp inflicts 1D4 M.D.C. (1D4x100 S.D.C.), trample does 3D4 M.D.C. (3D4x100 S.D.C.), head butt or tail slap does 2D4x10 S.D.C.

MODIFIED HUMANS THROUGH INVID EXPERIMENTATION
     The invid Enforcers and Brains occasionally capture humans for strange biological experiments. These experiments are conducted out of curiosity, or in the name of biological evolution, or out of just plain cruelty. The experiments are always painful, and degrading. They may involve surgery and/or alchemical transformations. Evolutionary, alchemical transmutations are usually conducted at genesis pits. Roll on the following tables to determine the results of the experiments. A game master may opt to make selections rather than random rolls.

TABLE ONE:
TYPE OF EXPERIMENT

01 - 35 Bionic
36 - 70 Biological

BIONIC EXPERIMENTS
     These experiments involve the in depth study of human physiology: muscles, skin tissue, nervous system and pain threshold. Some involve psychological responses of the victim. Roll on the following table:

01 - 20 Limb Replacement: Replaced both legs and feet with artificial ones. The mechanical limbs seem completely fused to the human body. They respond like normal flesh and blood legs in every way. Special Abilities: Running Speed - 50 mph (80 km/h), with minimal exhaustion. Leaps up to 20 ft (6.1 m) up or across. M.D.C. of 60 per leg. Kick attack does 3D6 S.D.C. damage.
21 - 40 Limb Replacement: Replaced both hands and arms with artificial ones. Work perfectly except there is only a minimal sense of touch. (reduce all technical, mechanical, electrical, medical, pick locks, pick pockets, and concealment skills by -5% each). Special Abilities: Add 12 points to P.S. attribute; add +5% to climbing and swimming. Also add a bonus of +1 to parry. M.D.C. of each arm is 50.
41 - 60 Limb Replacement: All. Both legs, arms, hands and feet are replaced with invid mechanical units. Includes upper body reinforcement too. Subtract 1D4 points from P.B., 1D4 points from P.E. and one point from M.E. in addition to any attribute penalties rolled later. All penalties are permanent. Special Abilities: All those gained from leg and arm replacement, plus a natural Armor Rating (A.R.) of 16. The armor rating means conventional S.D.C. weapons only inflict physical damage (S.D.C. and Hit Points) when the attacker rolls a 17 or higher to strike. M.D.C. weapons still do full damage (A.R. not applicable).
61 - 80 Sensor Implants: The character can sense protoculture just like the invid. The individual can “feel” the presence of protoculture energy within 200 ft (61 m). Has a protoculture targeting system. Adds a +2 to strike at close range (200 ft/61 m) and a +1 bonus to strike a long-range (within 2000 ft/609 m) targets that are actively using protoculture energy. The sensor is automatic and cannot be controlled. Every time it activates, the character will suffer a dull, throbbing, headache and is -1 on initiative.
81 - 00 Main Body Replacement: The entire trunk of the body is replaced, with the head and limbs remaining flesh and blood. All internal organs have been replaced. Special Abilities: Main body M.D.C. 100. Drugs, chemicals, poisons, and gases have minimal effect; they last only 1/3 as long and the character is +5 to save against the drug/toxin. Unfortunately, the saving throw bonus applies to all chemicals, including medications, pain Killers and alcohol. Remember, although the body has a M.D.C. of 100, only the invid can repair it and they have no obligation to effect such repairs (01 - 40 they might, or 41 - 00 they might not). Humans lack the technology (alchemy) to repair or replace invid bionic parts.

BIOLOGICAL EXPERIMENTS
     These experiments involve the in depth study of human biology; how and why the human body functions. Experimentation includes the effects of adverse conditions, chemicals and pain has on the human body. Roll on the following table:

01 - 12 Mental Stimulation: Telepathic communication; same as Invid Brain.
13 - 24 Mental Stimulation: Levitation; same as Invid Brain.
25 - 36 Hormone and Chemical change: Triples the character's natural speed attribute; also adds +1 to initiative, parry and dodge, and +5% to climbing and swimming skills. Unfortunately, the character is hyperactive and has difficulty sleeping. Also there is a 1 - 50% chance of losing all body hair (-1D4 on P.B.) or 51 - 00% becoming five times as hairy as normal (-1D4 on P.B.).
37 - 51 Hormone and Chemical Change: Toughens the character, adding 4D4+2 physical S.D.C. and 1D6 to P.E. and makes him/her resistant to the affects of pain and exhaustion. However, it has reduced his/her speed by half and has made the person 40 lbs. heavier.
52 - 64 Enhanced Healing: A stimulated nervous system. The character can regenerate hit points at a rate of 2D6 per day and 4D6 S.D.C. per day (24 hour period). However, the character must eat twice as mush as usual or become fatigued and sluggish (speed is half, -2 on initiative; -1 to strike, parry or dodge; all skills -5% when fatigued).
65 - 78 Enhanced Vision: Perfect 20/20 vision, plus can see 200 ft (61 m) in the dark (works just like nightsight optics). However, eyes are sensitive to bright lights (needs sunglasses).
79 - 89 Heat and Fire Resistant: Is not tired by heat and fire does half damage. However, suffers from cold. Temperature of 50 degrees Fahrenheit feels like freezing.
90 - 00 Enhanced Sense of Smell and Hearing: Double that of normal humans'.

EVOLUTIONARY EXPERIMENTS
     These alien transmutations completely change the human body. The process can create a mutant being that simulates a possible path of biological evolution on the planet Earth. All transmutations create a humanoid being, but that is often the victim's only link to his previous life-form. Evolutionary experiments almost always occur at a genesis pit.

01 - 20 Reptilian: Appears to resemble a lizard with large round eyes, small nose, tiny ears, long face, small pointed teeth, no body hair, long tapered fingers, long fingernails, scaly skin, and 1 - 50% have tail (1D6 ft long). Bonuses: Add 4D4 to speed, 1D6 to P.S., 1D4 to P.E. and 20 to the character's physical S.D.C.
21 - 40 Ape Man: Appears as a small, fur covered humanoid with ape-like features, long arms, and short, bowed legs. Reduce the character's height by 4D4 inches and speed attribute by half. Bonuses: Add 1D4+2 to P.S., one to P.E. The character is ambidextrous, which means he/she can use either hand with equal skill. The person is also double jointed, which means he or she has a 50% chance of slipping out of any bond, including hand cuffs and straight jackets. Skill bonuses include +15% to escape artist and +10% to pick pockets, palming, and climbing.
41 - 60 Ape-Brute: Looks like the legendary big-foot. Increase height by 4D4 inches. Bonuses: Add 4D6+20 to physical S.D.C., 1D6+1 to P.S., 2D4 to speed, 1D4 to P.E., and add 40 lbs to the person's weight.
61 - 80 Evolved Human (?): Resembles a Steven Spielberg alien, has a larger head, larger eyes, thin mouth and lips, pale skin color, sixth finger, longer thumb, thin body. Add 1D6 inches to height. Bonuses: Increase I.Q. by 1D4, and M.E. by 1D4. Can levitate self up to 150 lbs (67 kg) to a height of 200 ft (61 m), and has mind block. Add +2% to all skills (this is in addition to other possible I.Q. bonuses).
81 - 00 Humanoid Mutant (Miscellaneous): Roll three times to determine three different mutations.

    01 - 10 Odd Skin Color:

      01 - 20 Yellow
      21 - 40 Green
      41 - 60 Gray
      61 - 80 Black (as in coal black)
      81 - 00 Red


    11 - 14 Cat-like eyes, large and green. Nightvision 40 ft (12 m).
    15 - 24 Tough, lumpy skin. Adds 25 to S.D.C.
    25 - 32 Stocky, exceptionally broad or husky person about twice as broad as a normal human. Add 60 lbs (27 kg); also add 4D6+2 to S.D.C.
    33 - 41 Tall: Add 2D4 inches to height, 1D6 to S.D.C.
    42 - 50 No body hair.
    51 - 56 Short fur covers most of the body except face, under belly and palms of hands.
    57 - 61 Long body hair, about twice as much as normal and three times as long.
    62 - 70 Fangs; inflicts 1D4 S.D.C. damage from bite.
    71 - 79 Retractable Claws; inflicts 1D6 S.D.C. damage.
    80 - 88 Huge hands, twice as big as normal.
    89 - 00 Scaly skin with 12 S.D.C.
TABLE TWO:

PENALTIES FROM EXPERIMENTATION Note: All penalties are permanent. All victims of an invid experiment must roll on this table.

01 - 25 Constant aches and pain: -1D4 P.E., -1 P.B., -1 on initiative.
26 - 50 Spasms of terrible pain:

    1 - 50% chance of this occurring under intense pressure or during heavy activity (including more than 5 minutes of physical combat). The spasm lasts only one melee, but the character cannot attack or walk and is -4 to parry, dodge and roll. Also -2 to P.B.
    51 - 75 Horribly scarred: Reduce physical beauty to a P.B. 4; -1 to P.E., -1 to M.A.

76 - 00 Mentally unbalanced: Roll again to determine the nature of the insanity.

    01 - 13 Obsessed with revenge: Bent on the destruction of the invid and their human sympathizers, especially those who are responsible for his/her condition. The obsession makes the character a little reckless, but not suicidal.
    14 - 26 Phobia: Invid Enforcer, Brain, Regis and stage four invid (without armor). The character is terrified of these specific invid and will fall into a whimpering stupor, unable to attack or run away (can not attack) whenever confronted by even one. These invid types were involved in the experiment (the Regis is ultimately responsible).
    27 - 38 Nervous frenzy whenever the invid seem to be overpowering (winning a battle, outnumbering the group/him by more than two to one and similar). The nervousness and fear imposes these penalties: -15% on all skills, -2 to strike, -3 on initiative against invid.
    39 - 51 Dominated by Invid: 1 - 60% chance of obeying/surrendering to an Invid Enforcer, Brain, Regis, Royal Command Battloid, or stage four and stage five invid pilots. If commanded to betray or harm a fellow human, the character will be confused and hesitate for 2D4 melees. The poor soul is also -2 on initiative when engaged against these types of invid.
    52 - 63 Phobia: Darkness, same as usual.
    64 - 76 Phobia: Insects; specifically slugs, leeches and worms (they remind him/her of invid).
    77 - 88 Alcoholic: Can be cured, but takes twice as long. Very insecure and scared.
    89 - 00 Chronic Nightmares: 70% chance of having a nightmare, reliving the horror, every time the character falls asleep. 50% chance of waking up screaming for 1D4 melees (15 to 60 seconds). Tend to be a night owl, sleeping less than 6 hours a day.

NOTES
1. All invid bionics are powered by protoculture. The protoculture energy will last approximately 1 1/2 years. Only a REF bio-maintenance engineer or the invid can recharge the energy cell.
2. The victim of the experiment is invisibly tagged like an experimental animal. All invid can see the tag and know that this is an experimental animal. Consequently, they will try to avoid killing it (subduing or ignoring the person), unless absolutely unavoidable.
3. Experimental subjects are fairly rare. Typically, the GM should not allow for more than one or two of such augmented characters.


Robotech ® is a registered trademark owned and licensed by Harmony Gold USA, Inc. Characters for Robotech are copyright 1985 Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd. All Rights Reserved.

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.