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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.
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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.
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