Igna's first creation after transmutation. The stage six is a likely step
up in the evolutionary scale for the invid. Created to look more like humans
and micronized Zentraedi. The stage six is more or less like the military
specialist for the invid. The role for these pilots are complex and some
times very hazardous. This is the next stage in development for the invid
so they can live and interact on this planet. Actually, the stage six is
a stage five with some of the bugs worked out. This stage will evolve more
quickly than the other stages of invid. (Actually not for another 100 years,
will the transmutation begin). One of the first roles are to infiltrate hives to try and convince other
invid to leave the invid way of life. This is one of the most dangerous
missions that anyone could ever go on. Igna observes the interactions to
see who is loyal and to see if they are worthy of being invid. The second
role is to test the resolve of the invid brain in that particular hive.
This is done by testing the actual command responses of that particular
brain. If the brain proves to be defective then Igna will replace it. Those
invid found defective will be destroyed to teach the other invid a lesson
so that will never happen again.
The most important role that the stage six plays is sort of a double agent.
Creating commotion amongst humans depending on the circumstances, to either
fight against the invid or join in on the slavery colonies. This also applies
in Zentraedi controlled Zones. One of it's most important mission is find
out if there are any Robotech Masters left after the second Robotech war.
If there are to report back and then seek and destroy. The invid will take
precedent on this over all other matters if any Robotech Masters are found.
Another one of the roles that this new stage plays is that with the
sympathizers.
and their facilitation with the invid. They are the commanders who coordinate
with sympathizers commanders to do Soviet/Invid raids. Currently Diantz is
the leader of the E.B.S.I.S. and Igna is the Queen of the Invid. The stage
four was the ones in these negotiations, Igna felt this new fighter would
best protect and defend the invid way of life. Even though there is an
alliance with the E.B.S.I.S. the invid still tend to watch their back.
Igna feels that this are the perfect soldiers to do this.
The stage six pilots are very cunning and resourceful. Having the skills
they will need in order to survive. They are capable of independent thought
and it is not uncommon for these pilots to leave and become mercenaries.
Even though they have the ability to communicate with their brothers and
sisters, they can block those transmissions off in their minds. This will
cause them to have enormously uncontrollable violent outbursts when the
invid are near (within 2500 ft {833.33 m}). Sometimes hurting or killing
some or all those around them. The reasoning behind this is that
Igna has
to try and control their minds constantly so that they will stay with the
invid. This resembles the way the Robotech Masters controlled their people
and military units.
Those pilots caught betraying
Igna are reabsorbed so that she can learn
from their experiences, so the next one she sends out won't have the same
malfunctions. The main problem with this is that while they are out they
tend to discover the emotions that most humans have. They can experience
love, hate, fear, happiness, etc. In order to make their own decisions
they have to have some sort of emotion to make judgments.
The emotion that they are instilled with is the will to survive, this
is not really an emotion it's more like an instinct. Self preservation
takes priority over anything else. There for if their life is threatened
and it is not over a worthy cause they will run away to escape this type
of disaster. One more thing to remember about this pilot is that they are
ruthless and cunning not necessarily intelligent but, awesome fighters
bred for the new invid era.
|
Pilots: The Intimidator |
Alignment: Aberrant/Diabolical |
Attributes:
IQ: 3D4 + 1D6 |
I.S.P. - 4D4 + 1D4/level of experience |
ME: 3D6 |
Hit Points - 24 + 1D6 |
MA: 3D6 |
SDC - 6D6 |
PS: 3D6 + 1 |
Height - 5 ft 6 ins + 1D8 ins |
PP: 4D6 |
Weight - 100 + 1D6 lbs. |
PE: 3D6 |
Sex - 01-50 male, 51-00 female |
PB: 3D6 |
|
Spd: 3D6 |
|
Note: Any attribute of 16, 17 or 18 provides a bonus roll
of 1D6. A roll above 18 from 4D6 does not provide a bonus roll. The stage
six invid pilot looks exactly human and can survive outside it's mecha
indefinitely. |
Hand to Hand (Attacks per melee): Hand to Hand Invid (Type II
only!) |
Skills: (equivalent to earth skills): Pilot Intimidator - 85%,
Mecha Combat: Intimidator, Radio Basic - 60%, Prowl - 70%, All Espionage/Military
Skills (except Sniper), Swimming, Optic Systems (Types I - III), Read Sensory
(Human Radar, Types I - II only!), Weapon Systems (Intimidator only!),
Navigation (air, land, water), Navigation (Space), W.P. Energy Rifle, W.P.
Energy Pistol All skills start off at level one proficiency plus, applied
bonuses. Other skills can be learned if taught. Two skills can be added
at level three, one at level five, one at level seven, and two at level
ten. All from the non-military OCC. |
Special Abilities: Some presence of other invid within a one
mile area.
Telepathic Communication: (Invid Range: 50 miles, can not communicate
with non-invid through this method).
Suggestion (Hypnosis):
Range: 12 ft/3.6 m, with eye contact.
Duration: Varies with each circumstance and subject; rarely
more than a few hours maximum.
I.S.P.: 4 per idea or attempt to implant an idea.
Saving Throw: standard
The power is limited to relaxing/calming somebody down, putting a human
or animal in a light sleep, helping a person to relax and focus on a particular
thought (good for helping someone to remember things) and implanting subtle
ideas. The implanting or "suggestion" of an idea must be subtly worked
into a comment. The suggestion must be simple and clear, such as "You know
you can trust me" or "You feel like you have a fever. Yes, you have a fever.
You're burning up (with fever). You should lie down" or "You don't want
to go there." The power of suggestion can also be used to make the victim
image sounds and images. "Did you hear that? Listen! Footsteps! You hear
Footsteps. . .yes you do!" Or, “At midnight the specter appears. Everybody
who is ever present sees the specter at midnight." The poor individual
who fails his saving throw will in deed imagine he sees something at midnight.
The power of suggestion can not make a person think he's a chicken, nor
does it turn a person into the psionic's charmed zombie slave that obeys
his every command. It simply soothes or implants a notion into someone's
thoughts. Sometimes that little bit can be an important edge. Note: This
only works on non-invid creatures, invid will not be affected by this.
A successful save against a suggestion means the idea is not implanted.
The psychic may try again (at the cost of another 2 I.S.P.). |
|
|
|