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New O.C.C.s for Third Invid Invasion
Renegade Invid
“Look, mentally I'm older than Lincoln, emotionally I'm six years old, physically I look like I'm in my twenties, my hormones are going top speed, and I'm something evolved from a slug evolved into something evolved from an ape. And YOU got the nerve to say YOU'RE confused?!?” Kayagh, Renegade Stage 5 Invid
Traditionally members of the Invid race have had a strong hive-mentality. To the Invid, there was no “self”, only an overwhelming devotion to the Regis and the Invid collective. This all changed however when the Regis began creating Invid in human form with human brain patterns. For the first time in the history of the race, individual Invid began to think for themselves. While this resulted in much more unpredictable and deadly fighters, it also caused a problem that the Regis had not anticipated; humanoid Invid began to feel emotions such as love, hate, anger, and fear; emotions they had no idea how to deal with. And as a result, again for the first time in Invid history, some Invid actually began to question the plans of the Regis!
Many stage 5 invid possess a certain amount of rebelliousness, but only a very few actually go so far as to disobey the Regis' directives and work against the Invid occupation forces. Often these renegade Invid work by themselves, since there is still much distrust and hatred between them and the humans, but every once in a while both humans and Invid will overcome their prejudices and work together against the stage 6 Invid overlords.
NOTE: Renegade Invid with the resistance are very rare, and likewise encounters with renegades should be extremely rare. If the GM consents to letting a player play a renegade Invid, then certainly no more than one Invid per party should be allowed!
Gender: 60% female, 40% male.
Alignment: Any, though if a stage 5 Invid is working with the resistance then principled, scrupulous, unprincipled, or aberrant. Any others are not likely to have enough patience to join a resistance group, or even to go renegade in the first place.
Height: 5 feet plus 3D6 inches.
Weight: 130 lbs plus 2D4x10 lbs.
Physical S.D.C.: 6D6
ATTRIBUTES:
I.Q. 3D6 M.E. 3D6 M.A. 2D6 P.S. 3D6 P.P. 4D6 P.E. 3D6 P.B. 4D6 Spd. 3D6
As usual, any attribute of 16 or higher gets to roll an additional 1D6 for that attribute.
SPECIAL ABILITIES:
Can automatically sense the presence of other invid within a one mile (1.6 km) area.
Can communicate telepathically with other invid; range: one mile (1.6 km).
Can attempt to fool other invid into believing that the character is still loyal to the invid cause. Fooled invid will not attack the character and MAY follow the character's instructions if they do not conflict with the invid's previous instructions. The fooled invid will automatically see through the ruse if the character tries to help his human allies or tries to interfere with Invid operations. Roll percentile dice on the table below to see if the invid is fooled.
Stage 1 Invid: 1-35% chance of being fooled.
Stage 2 Invid: 1-30% chance of being fooled.
Stage 3 Invid: 1-25% chance of being fooled.
Stage 4 Invid: 1-20% chance of being fooled.
Invid Brains: 1-15% chance of being fooled.
Stage 5 Invid: 1-5% chance of being fooled.
Stage 6 Invid: No chance; will automatically sense a ruse.
The Regis: No chance; will automatically sense a ruse.
R.C.C. SKILLS:
Pilot Invid Battloids (65% + 5% per level of experience) Mecha Combat: Invid Battloids (Bonuses identical to Mecha Combat: Alpha Fighter) Navigation: land, air, water (+15%) Navigation: space (+10%) Detect Ambush (+5%) Detect Concealment (+5%) Hand to Hand: Expert - 1 W.P. Energy Pistol W.P. Energy Rifle Lore: Protoculture (30% + 5% per level of experience) - 2 Lore: Invid Race (60% + 5% per level of experience) - 2
1. May be upgraded to Martial Arts at the cost of one “other” skill.
2. These skills represent an invid's basic knowledge about protoculture and the invid race in general. Characters should use these skills when attempting to answer a question that “any Invid should know,” such as invid tactics and hive designs. GMs may overrule these skills if their effects might be too damaging to the plot of the adventure.
OTHER SKILLS:
Select 10 other skills. Plus two at third level, two at sixth level, and one at tenth level. All new skills start at level one proficiency. Note that some skills must be taught by humans before any invid can gain the skill; it is highly unlikely that a stage 5 invid who has just gone rogue will know computer programming. Players and GMs should use common sense when determining what skills a renegade invid has.
Communications: Any Domestic: Any Electrical: None Espionage: Any (+10%) Mechanical: None Medical: First Aid Only Physical: Any (+5% where applicable) Pilot: Any, but any aircraft, spacecraft, or mecha skills count as TWO skill selections each. Maximum allowable mecha combat level is Mecha Combat BASIC. All pilot skills MUST be taught by humans; they cannot be taken as initial skills. Pilot Related: Any (+5%) Rogue Skills: Any (+5%) Science: Any, but any skill besides Basic or Advanced Math counts as TWO skill selections. Technical: Any Weapon Proficiencies: Any Wilderness: Any, but must be taught by humans; they cannot be taken as initial skills.
SPECIAL RULE:
Inexperienced invid (or human) characters may elect to NOT fill all of their skill slots, and then claim them at a later time to represent skills learned during their adventures when their background can justify learning such skills. Skills can only be claimed when a character gets enough experience to advance a level. For example, a new renegade invid PC fills 5 skill slots, leaving 5 blank. When the character gains enough experience to advance to level 2, he chooses to take Pilot Cyclone and Mecha Combat BASIC: Cyclone as skills, using up 4 skill slots (see below). He justifies this by saying that the veritech pilot he has been traveling with has taught him how to use “earther mecha”. The player still has 1 skill slot available for when he reaches level 3 or later. This rule may also be used for human children or other inexperienced characters (i.e. “Annie”). Delayed skills start at level 1 proficiency when claimed.
EXPERIENCE LEVELS:
0,000-1,950 1,951-3,900 3,901-8,800 8,801-17,600 17,601-25,600 25,601-35,600 35,601-50,600 50,601-70,600 70,601-95,600 95,601-125,600 125,601-175,600 175,601-225,600 225,601-275,600 275,601-325,600 325,601-375,600
SAVINGS:
(1D4-1) x 10 (Yes, 0 initial credits is possible)
STANDARD EQUIPMENT:
One fully-functional suit of Invid Body Armor and one Invid Type II Energy Pistol with two extra protoculture cells. 1D4 weeks of reserve food and water rations. The GM may choose whether or not to let the character have a captured Invid Battloid, or he may let the player roll on the table below:
Renegade Invid Starting Mecha (Roll Percentile Dice)
01-10
Invid Assault Battloid
11-55
Invid Royal Command Battloid (See Invid Invasion page 84)
56-00
No Mecha or Mecha destroyed during escape
NOTE: Finding spare parts for Invid Battloids will be VERY hard (almost next to impossible). Bio-Maintenance Engineers trying to repair Invid mecha have an automatic -20% to their rolls, and must work with the Invid AT ALL TIMES during the repair process.