From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Ninjas and Superspies in Robotech: How it Can Be Done (Palladium
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Wed, 29 Jul 92 16:36:06 GMT

PLAYING NINJAS AND SUPERSPIES IN INVID INVASION
By Chris Meadows
 
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Resistance Bulletin QQ96
URGENT--DESTROY IF CAPTURED BY INVID SYMPATHIZERS OR HIGH-TECH
  BANDITS
Origin: D-Rocker Headquarters, New Detroit
Destination: All Resistance sites, across the North and South
  American continents
Subject: Proliferation of Espionage/Martial Arts Organizations
 
     We now know that the extensive devastation brought about by
three invasions of the planet Earth was not enough to entirely
eradicate all the numerous covert agencies that once operated
worldwide.  It has come to our attention that splinter groups of
organizations such as the Advanced Terrorism Organized Machine
Smashers (ATOM Smashers), the National Defense League, the Covert
Action Group of New York (CAGNeY), and many others still exist.
While most of these groups have no ties to the Resistance, they
continue to carry on covert operations against the Invid and
various high-tech bandit strike groups.
     It is also known that many schools for the teaching of
martial arts ("dojos") are also active.  These schools have been
instrumental in reinforcing civilian morale, as well as providing
fighting knowledge with which to strike back against Invid
sympathizers and roving gangs.
     Our own intelligence divisions have been working to compile
lists of these groups, sorted by area.  These lists will be
dispatched to individual Resistance posts upon completion, within
the next 48 hours.  You will contact these organizations and
attempt to convince them to join the Resistance for a concerted
effort to dislodge the aliens from their stranglehold on this
planet.  That is all.
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
 
     Superspies still do exist.  However, the worldwide
destruction in the wake of the Invid invasion has disrupted most
communications and generally seen the end of the
continent-spanning organizations seen in the 1980s and 90s.
Nowadays, most secret agents are in small agencies, in the
service of the few autonomous city/states left in the world,
spying on other such nations and helping hold the line against
the Invid.
     And naturally martial arts schools still exist, too.  Who
could deny the existance of kickboxing schools in Thailand, from
which emerged Mecha Su-Dai, for example?  These places remain
largely unchanged, save that with the collapse of global
communication and travel some of the more exotic schools may be
difficult to get to, or even to find.
 
 
MAKING CHARACTERS
 
     The character-making process is much the same as in Ninjas
and Superspies, with the exception that there are changes to many
of the available skills and training programs.
     If a superspy, the character is assumed to be from one of
the last few remaining small intelligence organizations (such as
those named above), which operate out of crumbling cities such as
the remains of New York, Chicago, Los Angeles, and even New
Detroit (it is a well-kept secret that many of the D-Rockers'
roadies are often cybernetically enhanced agents); from hideouts
dug into forests or hidden in caves; or from one of the few
underground RDF/Southern Cross bases that survived the Invid
bombardment.  It is here where he got his training and
augmentations.  He may either be a part of the agency or just
released from a period of service.  His assignment may be a desk
job, perimeter patrol, or an extended reconnaisance mission.
     Free agents are like the nomad scout--they've spent some
time in the service of agencies, wandering from place to place,
and prefer not to be tied down.  Same old story.
     Gizmoteers are individuals with a knack for mechanics who
perhaps received training from an REF Bio-Maintenance Engineer
and/or various secret agencies.  They aren't as skilled as those
trained in the military, but know a great deal more than most
civilians.  NOTE: Unlike Bio-Maintenance Engineers, Gizmoteers
CAN learn to pilot mecha.
     Mercenaries have spent some time in the Resistance or local
militias, or perhaps even in the Southern Cross in the last days
of the Second Robotech War, and some have picked up mecha skills
along the way.  Though not as skilled as REF-trained soldiers,
they can certainly hold their own in a fight.
     Martial Artists are much the same as in the late 20th
century, as indeed they have been since the birth of unarmed
combat.  They are easily as skilled over military or agency
combat trainees as those trainees are over ordinary people.  They
hold much the same philosophies as they did before, with the
addition of a conviction that the Invid have to go.  Many of them
wander from place to place, instructing others in their ways or
helping defend against attacks from marauding gangs.  Others
form schools, so that others may find them and learn their ways.
     The more common forms, such as Tae Kwon Do and Jujutsu, are
known to have schools in the ruins of most major cities,
including New York, New Detroit, et cetera.
 
 
BACKGROUND
 
     On page 11-12 of Ninjas and Superspies, there is a table for
the characters to roll on to determine their background.  The
following changes should be made to the following results on this
table.
 
 
26-30 Turned: Once a loyal and dedicated member of an Invid
      Sympathizer or Black Market group, the character has since
      "seen the light" and come over to the player group's
      organization.  The character will know a lot about how his
      previous organization works, will be able to pass as one of
      them, and can recognize senior operatives of the Black
      Market or Invid Symp group he came from (the latter
      includes humanoid overseers of neighboring hives) 30% of
      the time.  Unfortunately, the other player characters know
      about the switch and will never completely trust the
      character.
 
31-35 Hunted: After a falling out with the Invid or the Black
      Market (or some other organization), the character was
      labelled a traitor.  The character is still on the run from
      the organization and must be constantly on the lookout for
      the hunters.
 
41-50 Traumatized: The character was witness to the Invid totally
      wiping out a small village (or shooting down one of his
      best friends, etc.).  The character usually blames himself
      for the massacre, even though there is nothing he could
      possibly have done to stop it.  Optional: Roll on Insanity
      Tables.  NOTE: Lunk is the perfect example of a traumatized
      character.
 
61-65 Escaped: Was taken prisoner by the Invid and possibly used
      for Genesis Pit experimentation.  Optional Invid
      modifications; optional Random Insanity.
 
66-70 Double-Agent: The other organization is likely to be an
      Invid Sympathizer group or a Black Market ring.  See
      "Turned."  Recognition ability same.
 
71-75 Mole: Possibly subject of deep hypnosis by Invid, or as
      usual per E.B.S.I.S. or Black Market.  Interesting to
      role-play his indecision when activated.
 
 
SKILL ADJUSTMENTS
 
     To play Ninjas and Superspies in Invid Invasion, some
adjustments must be made to the skill systems, as they are very
different in places.
     These changes will not quite standardize the skills between
Ninjas and Superspies and Invid Invasion; the Ninjas/Superspies
characters will get extra skills to choose from.  The reason for
this is that the Ninjas and Superspies characters received their
training in a very different environment than the Robotech
soldiers and freedom fighters.  However, many of these skills may
not be useful in this post-apocalyptic world because the things
they were meant to be used on have been destroyed (Telephone
Networks and Radio: Satellite, for example).
     When skills are present in both Invid Invasion and Ninjas
and Superspies, use the percentages given in Invid Invasion for
the character's skill proficiency.
     The following are changes to the Ninjas and Superspies skill
set presented on pages 36 through 46.
 
 
OPTIONAL TRADE-OFFS
 
     Because the following skills MAY have become obsolete, if
they show up in your skill programs they may be traded in for
another skill in the same category with the same bonus, if so
desired: Electronic Counter-Measures, Microwave Communications,
Radio: Satellite, Telephone Networks, Computer Networks,
Supercomputers, Marxism-Leninism-Maoism, and
Microfilm/Microfiche/Microdot Technology.
 
 
SECONDARY SKILLS
 
     Under Pilot Skills, Mecha Combat (Basic) may be taken as a
secondary skill.  Under W.P. Modern Weapons, W.P. Energy Pistol
and W.P. Energy Rifle may also be taken as secondary skills.
Archery, an Ancient W.P., may also be taken as secondary. Other
than that, the restrictions from page 37 of Ninjas and Superspies
still apply, except where exception is made below.
 
 
COMMUNICATIONS
     Radar/Sonar Operations is duplicated in Read Sensory
Instruments.  Therefore, Radar/Sonar Operations is replaced with
Read Sensory Instruments.
 
CULTURAL
     In addition to those skills in Ninjas and Superspies, all
the Domestic and Wilderness skills in Invid Invasion EXCEPT
ARCHERY fall under this category, as well as Play Musical
Instruments from Lancer's Rockers.
 
ELECTRICAL
     No changes
 
ESPIONAGE/MILITARY
     No changes (note that Intelligence is found under Military
Skills in Ninjas and Superspies).
 
MECHANICAL
     Helicoptor and Jet Aircraft Mechanics are unnecessary. They
are therefore replaced with Aircraft Mechanic (which covers the
same things).
 
MEDICAL
     No changes
 
MILITARY
     Aircraft Armor and Weaponry is the same as Invid Invasion
Armorer.  Therefore, that is what it becomes.
     Military Intelligence is the same as Espionage Intelligence.
     Demolitions and Demolitions Disposal may also be chosen
under Technical Skills.
     W.P. Military Weapons are the same as normal W.P.s, and
should be counted as coming under that category.  The following
W.P.s are all combined into W.P. Heavy: Machine Guns (from W.P.
section), Artillery, Flame Thrower, Grenade, Grenade Launcher,
Infantry Missiles, Mortar, Vehicle Mounted Weapons.
     Where "choose any (number) Military W.P." is listed, just
choose from the following W.P.s, and if there is overflow, choose
more modern W.P.s.  Only if you have all the modern W.P. skills
can you use Military W.P. to take ancient weapons: Heavy,
Automatic/Semiautomatic Rifle, Submachine Gun, Energy Pistol,
Energy Rifle, Gallant H-90.
 
PHYSICAL
     No changes
 
PILOT/PILOT ADVANCED AIRCRAFT
     Pilot Professional Race Car is now considered to be included
in Pilot Automobile.  Pilot Jet Fighter is now considered to be
included in Pilot Jet.  Pilot Combat Helicoptor is now considered
to be included in Pilot Helicoptor.  Pilot Basic Helicoptor is
now Pilot Helicoptor.  No other changes to skills that are there
already, even though they vary widely from Invid Invasion's.  The
reason for this is the different training the Ninja/Superspy will
have received through his agency.
     To the PILOT skills, add the following, as from Invid
Invasion: Pilot Hovercycle, Pilot Military Hover Vehicle, Pilot
Cyclone, Pilot Destroid, Pilot Battloid, Mecha Combat Cyclone,
Mecha Combat Destroid, Mecha Combat Battloid.
     To the PILOT ADVANCED AIRCRAFT, add the following, as from
Invid Invasion: Pilot Veritech, Mecha Combat all types Veritech
(including Hovertank), Pilot Space Shuttle.
     Note that Pilot Spacecraft and Pilot GMU are NOT available,
because those skills are not attainable by people not trained in
the REF.
 
PILOT RELATED
     Instrument Rating is eliminated; considered covered by Read
Sensory Instruments.  Aerial Navigation is eliminated; considered
covered by Navigation.  Orbital and Interplanetary Navigation is
replaced by Navigation: Space.
 
SCIENCE
     No changes
 
TECHNICAL
     Demolitions and Demolitions Disposal are also available
under this category.
 
TEMPLE PHILOSOPHIES
     No changes
 
WEAPON PROFICIENCIES
     Ancient Weapon Proficiencies remain the same as in Ninjas
and Superspies, except that Archery is the same as that found
under Wilderness in Invid Invasion.
     W.P. Energy Weapons is split into W.P. Energy Rifle and W.P.
Energy Pistol.  W.P. Pistol is split into W.P. Auto Pistol and
W.P. Revolver.
     Modern W.P.s are for all practical purposes exactly the same
as those found in Invid Invasion.
 
 
SKILL PROGRAMS
 
     The Ninjas and Superspies skill programs, as found on pages
26 through 35, have some changes and additions.  These changes
follow:
 
 
GIZMOTEER
 
Electronic Communication
  Remove Radar-Sonar Operations
  Add    Read Sensory Instruments (+10%)
 
Vehicle Construction
  Remove Aircraft Armor and Weaponry
         Helicoptor Mechanics
  Add    Armorer (+10%)
         5% bonus to Aircraft Mechanics
May select secondary skills from all Mechanical in additon to
standard restricted categories.
 
Weapon Construction
  Remove 1 W.P.
 
Mecha Repair (New!)
  Repair Mecha (same as Bio-Maintenance Engineer) 40% + 5% per
    level
  Mechanical Engineer (+10%)
  Mecha Mechanics (+5%)
  Mecha Electronics (+5%)
  Cyclone Repair (+15%)
  Weapon Systems (+10%)
May buy Veritech Mechanics (+5%) at a cost of 2 Secondary skills.
May select Secondary Skills from all Electronics or Mechanical
skills with a +5% bonus applicable, in addition to standard
restricted areas.
 
 
MEDICAL -- No Changes
 
 
ESPIONAGE
     May select secondary skills from all Espionage in addition
to standard restricted categories.
 
Intelligence Specialist (New!) -- May be taken by Thief (Free
Agent) as one of his available skill programs.
  Pilot Motorcycle (+5%)
  Pilot Cyclone (+5%)
  Mecha Combat Cyclone (Basic)
  Intelligence (+5%)
  Choose ANY TWO skills from among those in Communications and
    Espionage (that's TWO skills, total)
Possible Covers (Pick ONE): Cartographer, Courier, Journalist,
  Media Representative, Mercenary or Weapons Dealer,
  Photographer, or Surveyor.
 
OPTIONAL:
Remove a total of 20% from skill bonuses for the following
Espionage skill programs and add to them Intelligence (+5%):
  Information Gathering
  Surveillance Specialist
  Deep Cover
 
OPTIONAL:
Spy Network Administration
  Remove 35% in skill bonuses
  Add    Intelligence (+15%)
 
 
MILITARY
 
Basic Military
  Remove W.P. Automatic Rifle
         W.P. Grenade Throwing
  Add    W.P. Energy Pistol
         W.P. Energy Rifle
 
Advanced Infantry
  Remove 3 W.P.s
  OPTIONAL: Replace Pilot Automobile with Pilot Motorcycle or
    Hovercycle (+5%)
 
Guerilla Warfare
  Remove 1 W.P.
 
Electronic Warfare Skill Program
  Remove Radar-Sonar Operations
  Add    Read Sensory Instruments (+15%)
 
Helicoptor Aviation
  Remove Helicoptor Mechanics
         Pilot Combat Helicoptor
  Add    Aircraft Mechanics (+5%)
         10% additional bonus to Pilot Helicoptor
  NOTE: May take Pilot AJACS and Mecha Combat AJACS, but no other
    mecha piloting skills.  Mecha combat is limited to basic.
 
Combat Aircraft
  Remove Jet Aircraft Mechanics
  Add    Aircraft Mechanics (+5%)
  NOTE: May take Pilot Veritech and Veritech Mecha Combat, but
    each Veritech (including Cyclone) requires a different
    piloting skill and a different mecha combat skill.  Mecha
    combat is limited to basic.
 
Armor & Artillery
  Remove 3 W.P.s.
  Add    W.P. Heavy
 
 
MILITARY MECHA COMBAT PROGRAMS (comes under Military)
     Only ONE mecha combat program may be selected, no matter how
many military programs are available to the O.C.C.
 
Cyclone Combat (New!)
  Pilot Motorcycle (+5%)
  Pilot Cyclone (+10%)
  Mecha Combat Cyclone: Expert (one model of choice)
    (other Cyclones are Basic)
  Cyclone Weapon Systems
  W.P. One Modern of Choice
May spend two secondary skills to buy Expert Combat for another
type of Cyclone; spending 4 gets them both.  May spend another
for Land Navigation (+10%).
 
Destroid Pilot (New!)
  Read Sensory Instruments (+5%)
  Weapon Systems (+5%)
  Pilot Destroids: All (+5%)
  Mecha Combat Destroid: Expert (2 Destroids of choice)
    (other Destroids are Basic)
  W.P. One Modern of Choice
May spend two secondary skills to buy Expert Combat for another
model Destroid or Battloids; may buy as many as can afford.
Zentraedi Destroids are NOT available.
 
Battloid Pilot (New!)
  Same as Destroid Pilot, except change Pilot Destroids to Pilot
    Battloids (+10%), change Mecha Combat Destroid: Expert to
    Mecha Combat Battloid: Expert, and add one additional W.P.
    May NOT select Destroid mecha combat.
 
Veritech Pilot (New!)
  Pilot Jet (+10%)
  Read Sensory Instruments (+10%)
  Weapon Systems (+10%)
  Pilot All Veritechs (+5%)
  Mecha Combat Expert Veritech (2 fighters of choice, including
    Battler Cyclone)
    (other Veritechs are Basic)
  W.P. Gallant
May buy Navigation or Space Navigation (both +5%) at the cost of
one secondary skill each.  May spend two secondary skills to buy
Expert Combat for another model Veritech; may buy as many as can
afford. If chooses Mecha Combat Battler Cyclone, MUST spend one
secondary skill to buy Pilot Cyclone (+5%).
 
 
BASIC SKILL PROGRAMS
 
Modern Weapon Proficiencies (New!)
  Choose TWO from among W.P. Energy Pistol, W.P. Energy Rifle,
    W.P. Gallant, or W.P. Heavy.
  Choose TWO other Modern W.P.s.
 
 
ADDITONAL MARTIAL ARTS FORM
 
MECHA SU-DAI (Exclusive)
 
NOTE: Taking this form of Martial Arts disallows taking any mecha
piloting program or skill whatsoever.
 
Entrance Requirements: P.E. 10, P.P. 10 or higher is preferred,
as well as a high P.S., but it is not mandatory.  No alignment
requirements.
 
Skill Cost: 8 years (4 as secondary martial arts form)
 
     Usually taught only in Thailand, this is the art of
maneuvering the huge Battloids in hand-to-hand combat reminiscent
of kickboxing.
     The professional Mecha Su-Dai warrior is a modern day
gladiator who fights for fame and fortune.  He is not likely to
be military trained nor a freedom fighter.  Many Mecha Su-Dai
fighters are Zentraedi, both full-sized and micronized.
     Full details on Mecha Su-Dai may be found in Return of the
Masters, page 25.
     For the purpose of Ninjas and Superspies hand to hand
combat, Mecha Su-Dai provides some of the same bonuses and
abilities as Thai Kick Boxing (pg. 107-8, Ninjas and Superspies).
 
Character Bonuses
  Add 2 to P.S.
  Add 2 to P.E.
  Add 1 to P.P.
  Add 2 to Spd.
  Add 10 to SDC
 
Costume, Stance: Same as Thai Kick Boxing
 
COMBAT SKILLS: See Pg. 24-6, Return of the Masters, for the Mecha
  Combat skills.  What follows is Hand-to-Hand Combat (when not
  in mecha).
Attacks Per Melee: Same as Mecha Combat; 1 to start with (level
  zero)
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Multiple Dodge, Combination Parry/Attack,
  Breakfall.
Hand Attacks: Strike (Punch), Backhand, Palm Strike
Basic Foot Attacks: Kick Attack, Roundhouse Kick, Crescent Kick,
  Backward Sweep, Drop Kick, Shin Kick.
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Leap Attack, Combination
Strike/Parry, Combination Grab/Kick, Knee, Elbow, Forearm.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike.
 
SPECIAL KATAS:
  Lightning Form, same as in Ninjas and Superspies Thai Kick
    Boxing.
 
SKILLS INCLUDED IN TRAINING:
  Martial Arts Powers: Select one (1) Power from among Body
    Hardening Exercises, or Martial Arts Techniques, or Special
    Katas (note: Weapons Katas not allowed).  If desired, any
    number of Powers can be traded, one-for-one, for any Basic
    Skill Programs (excluding physical).
  Languages: Thai
  Cultural Skills: Ritual Dancing
  Physical: Pilot All Battloids, except Cyclone, W.P. Sword, W.P.
    Staff, W.P. Zentraedi Mecha Su-Dai Weapons, W.P. Special
    Mecha Su-Dai Weapons.
 
     If this is your Primary Martial Art Form, then the following
other forms can be learned in a shorter time: T'ang-Su (4 years),
Tai-Chi Ch'uan (5 years), Choy-Li-Fut (2 years), or Xing-Chiao (3
years).
 
LEVEL ADVANCEMENT BONUSES: Special!
 
     Mecha Combat: Use the table and system of level advancement
       found on page 25, Return of the Masters.
     Hand-to-Hand Combat: Use the table and system for level
       advancement for Thai Kick-Boxing on page 108, Ninjas and
       Superspies.  As soon as 1st level is reached, the number
       of attacks, bonuses, etc. for each system "go their
       separate ways"; i.e. it is possible to have different
       numbers of attacks, bonuses, levels, etc. for mecha and
       hand-to-hand combat.
 
Why study MECHA SU-DAI?
     Because, in its "natural form," (the above) it provides
nearly unmatched combat abilities, both in and out of the mecha.
Though lacking some of the techniques of Kick Boxing, it still
provides a powerful alternative to the "hand-to-hand expert" that
the Mecha Su-Dai Gladiator O.C.C. in Return of the Masters starts
with.
 
 
ORGANIZATIONS IN INVID INVASION
 
     Creating spy organizations is much the same as described on
pages 60 to 65 of Ninjas and Superspies.  However, there are
changes in the equipment provided by some of the choices.
     All changes are IN ADDITION TO what is listed in Ninjas and
Superspies, except where noted.  If an option is not described,
assume it remains the same as in Ninjas and Superspies, except
where noted.  Also note that the addition of mecha, armor, and
energy weapons is OPTIONAL (however, the limitations are not); it
is assumed that they found these things in wrecked REF
spacecraft, bought them from the Black Market, got them from the
Resistance, etc.
     The usual organization size is limited to Martial Arts
School (50 points), Crime Buster Agency (100 points), and
Paramilitary Organization (150 points).  Anything larger should
be cleared with the game master.
     NOTE: These smaller organizations are splinter groups,
fragments of what used to be a larger intelligence agency but was
split up due to breakdowns in communications.  So organizations
with the same names may exist worldwide and perhaps maintain some
communication with each other (couriers, long-range radio, etc.);
these were once consolidated together with satellite
communication networks.
 
Outfits:
  Specialty Clothing: Includes CVR-3 armor and REF Uniforms.
  Gimmick Clothing: Includes CVR-3 and Southern Cross armor and
    uniforms.
  Unlimited Clothing: Includes all different kinds of body armor
  and uniforms, including RDF, Southern Cross, and REF.
 
Equipment:
  Ninja Equipment: If a Su-Dai school, may include one or two
    old, beat-up (-50% MDC) RDF Gladiators or Veritechs for
    training use, no weapon systems.
  Unlimited Equipment: May include Cyclone Cycles for
    intelligence specialists
 
Weapons:
  Ammunition: Includes a small recharge facility for recharging
    hand-held weapons' e-clips, and a few crates of Gallant
    clips.
  Armed Agents: Weapons can include Sal-9, Fal-2, Wolverine,
    Badger, Southern Cross pistols or rifles, or SDC weapons.
  Ninja Weapons: If a Su-Dai school, may include mecha staff,
    two-handed mecha sword or axe, or equalizers.
  The Arsenal: Includes all REF and Southern Cross energy rifles
    and pistols, as well as RL-2, RL-6, etc.
  Unlimited Weapons: Same as above, but more of them.
 
Vehicles:
  Public Transportation: The reimbursement policy applies to
    paying freelance (Mercenary/Nomad Scout) pilots/guides to
    take them somewhere.
  Fleet Vehicles: Includes AAT-30 and AAT-40, Civilian
    All-Terrain Hauler, motorcycles, trucks, and a VERY FEW
    Cyclone Cycles with standard armament, etc.
  Spy Cars: Includes some Cyclone Cycles and a few older
    Veritechs (incl. hovertanks), with standard weapon systems.
  Specialty Vehicles: Cyclones, Battloids/Destroids, Hovertanks,
    Veritech Fighters.
  Unlimited Vehicles: Includes Specialty, plus a VERY FEW Shadow
    Fighters and/or Vindicators.  Not available to just anybody
    who wants to fly them.
 
Communications:
  Limited to Computerized (Invid having knocked out all or most
    of the satellites when they invaded).
  None: As very few telephones (or none at all) still exist, this
    means that each agent has to have his or her own radio.
 
Offices and Distribution:
  Limited to Regional (due to communications breakdowns between
    the continents).  The only truly international organizations
    are the Black Market and the Resistance, and even their
    international divisions aren't actually connected to each
    other.  Usually all offices will be on one or two connected
    continents (i.e. North and South America).  Usually "offices"
    will actually be underground hideouts.
  For 40 EXTRA points, the main headquarters of the organization
    can be located in an old RDF or Southern Cross base (small
    outpost from the REF Field Guide).
 
Military Power:
  Limited to Private Army (anything larger would be noticed and
    attacked by the Invid).
  Security Guards: Wear MDC body armor, carry Sal-9 or Wolff auto
    pistols.
  Militia: Includes CVR-3 armor, Cyclone Cycles with any optional
    weapon short of missile-launching sidecar, heavy weapon
    support (RL-2, RL-6 Rocket Launchers).
  Private Army: Same as Militia, but with six (6) larger mecha
    (Destroids, Battloids, or Veritechs).
 
Sponsorship:
  Secret: Could be the Black Market or even Invid sympathizers
    using them as a catspaw.
  Military: Run by a local chapter of the Resistance for spying
    and covert activities against the Invid and Black
    Market/high-tech bandit groups, or as part of the army of a
    small city or state.
  Private Industry: Could be a corporation, but as few of those
    exist any more, it is likely to be a Black Market group that
    is using the agency as other groups use high-tech bandits--to
    find mecha, weapons, etc. that they can sell. Not necessarily
    a bad branch of the Black Market (i.e. not one of those that
    kill people); just intent on turning a profit.
  Government: The government of a small city or state is footing
    the bill for the agency.  This government is likely to have
    its own prerogative for the agency to perform: keep that
    government in power, make sure enemies don't invade, keep
    those AWFUL Resistance fighters out of town, etc.
  International Organization: As there are very few of those
    left, this agency is probably sponsored by the main
    Resistance governing body.  As such, it will probably have
    access to the resources of almost any Resistance group on its
    home continent(s).
 
Budget:
  Limited to Large Loans.  All money is in the form of barter.
    This barter might be food, water, and medical supplies, or
    perhaps Protoculture (dangerous), weapons, explosives, mecha
    spare parts, or even mecha themselves.
 
Administrative Control:
  In this context, it refers to how free the agents are to do
    things that might attract the attention of the Invid/other
    enemy.  Rigid Laws would mean they have to keep undercover at
    all times, not attack any Invid, etc.  Limited to License to
    Kill(which means they will attack to save lives, defend
    against attack, but usually not attack directly).
 
Internal Security:
  Infiltrators are Invid symps, Black Market agents, or
    Resistance agents.  While some of the security measures
    listed wouldn't be possible in the world of Invid Invasion,
    it produces the same results.
 
External Infiltration:
  Refers to infiltrations into Black Market organizations, Invid
    symp. rings, even the Resistance.  Same as listed.
 
Agency Credentials:
  Refers to their status with the Resistance/humans at large.
  Hunted: The agency is assumed to be Black Market or Invid symp.
  Faceless: Regarded as minor Resistance or governmental group,
    slow cooperation as in Ninjas and Superspies.
  Et cetera, same as in book.
 
Agency Salary:
  Limited to Civil Servants.  Paid in barter, same as budget,
    above.
 
 
CYBERNETICS
 
     As cybernetics implantation facilities are super-rare,
anybody with cybernetics (wired agent, cyber agent, etc.) should
be a member or former member of one of the larger organizations
(such as in New Detroit, New York, etc.).  NO EXCEPTIONS.
     When making a character, "buy" cybernetics as usual.
 
 
EQUIPMENT
 
     As it is impossible for characters to buy their equipment in
the post-apocalyptic world of Invid Invasion, the following is a
brief guide to what they should start out with.  NOTE: They
should also start with 3D6x100 credit/dollars' worth of
miscellaneous equipment.  Gadgeteer and Operative agents start
with 4D6x100.  Veteran Grunts start with 2D6x100.
 
Dedicated Martial Artist: Weapon or set of weapons used by his
art (Daisho, staff, etc.), 2D6 throwing knives or shuriken,
martial arts outfit, ninja clothes and boots, regular clothes,
some type of mega-damage body armor, and two more weapons of
choice.  If Mecha Su-Dai, a beat-up RDF Veritech or Gladiator
mech (-10% MDC).
 
Worldly Martial Artist: Same as Freedom Fighter (Invid Invasion,
pg. 14-15) but has martial arts weapon (such as daisho, bo staff,
etc.) instead of Wolverine assault rifle.  Also has martial arts
outfit, ninja clothes and boots, and 2D6 throwing knives or
shuriken.
 
Cyber Agent, Wired Agent: Along with his cybernetics, he gets
CVR-3 body armor, a Wolverine assault rifle with 2D4 clips and
2D6 grenades, an energy pistol and an SDC sidearm of choice, 1D6
clips for each, 2 weeks of rations, binoculars, wrist radio
(short range--8 miles), and a ground vehicle of choice (or
possibly mecha, if piloting skill program was taken; GM's
option).
 
Gadgeteer Agent: CVR-3 body armor, 2 .38 derringers, .45 Vest
Pocket Automatic, energy or assault rifle of choice, SDC pistol
with shoulder holster, energy pistol, 1D6 clips or reloads for
each of the previously listed weapons, backpack, wrist radio
(short range--8 miles), three knives (hidden various places about
the body), binoculars, wrist radio, 2 weeks' rations, vehicle
(jet pack, ground vehicle, or Cyclone if GM allows (esp. Saber or
38-Lite)).
 
Operative Agent: Same as military specialist.  May or may not
have Cyclone; GM's choice.  Will have motorcycle or hovercycle
instead of Cyclone if no Cyclone mecha skills.
 
Private Eye: Office (often in some crumbling building; at least
there's no landlord...), MDC body armor, energy or SDC rifle, 2
rifle clips, SDC weapon (usually revolver) and shoulder holster,
2 speedloaders/clips, wrist radio (short range--8 miles), some
type of vid-disk camera for gathering evidence, binoculars,
trenchcoat with light armor (AR 12, SDC 40), and land vehicle.
Cyclone or other mecha are NOT recommended for this character,
even if he has the piloting skills--he's not a warrior as a
profession, he's an investigator.
 
Professional Free Agent: Same as Freedom Fighter/Mercenary, for a
mercenary is basically what he is.
 
Wandering Free Agent: Same as Freedom Fighter, but with the
addition of an ancient weapon/set of ancient weapons (i.e.
daisho) used by his/her martial arts form.
 
Thief (Free Agent): .45 Vest Pocket Automatic, energy rifle of
choice, sidearm (energy or SDC), 1D4 clips for each, 3 knives
(easily hideable), MDC body armor, set of lockpicks, dark
clothing, (short range--8 miles), binoculars, 2D6 cobalt
grenades, 2D4 cobalt limpet mines, and ground vehicle.
 
Dreamer Gizmoteer: Tool kit, mini-tool pack, portable computer,
utility belt, canteen, binoculars, CVR-3 body armor, 2 energy
weapons, sidearm, 1D6 clips for each, (short range--8 miles),
ground vehicle, and ancient weapon or set of weapons (i.e.
daisho) used by his/her martial arts form.
 
Gizoid Gizmoteer: Tool kit, mini-tool pack, portable computer,
utility belt, binoculars, canteen, CVR-3 body armor, 2 energy
weapons, sidearm, (short range--8 miles), 1D6 clips for each, and
a ground vehicle.
 
Tinker Gizmoteer: Same as Bio-Maintenance Engineer.
 
Academy Officer: Same as Freedom Fighter, with the addition of a
full dress uniform from whatever army he used to serve in.
 
Commando Mercenary: If Cyclone or no mecha combat program
selected, has same equipment as Military Specialist, with the
addition of 2D4 more cobalt limpet mines and 2D6 cobalt grenades.
If Cyclone combat not selected, has ground vehicle in place of
Cyclone.  If Destroid or Veritech combat program selected,
however, has standard equipment of Destroid or Veritech pilot,
also with the addition of 2D4 more cobalt limpet mines and 2D6
cobalt grenades.  Also, it is not recommended that he start with
mecha heavier than a Cyclone (for reasons to be stated below).
 
Cyborg Soldier: CVR-3 or Southern Cross body armor (to hide
cyberlimb "deformities"), SDC or energy rifle, sidearm, 2 weeks'
rations, 2-qt. canteen, wrist radio (short range--8 miles),
binoculars, hovercycle or motorcycle.
 
Veteran Grunt: MDC body armor (often Southern Cross), older SDC
assault rifle (usually M-16 or AK-47), Southern Cross or REF
energy rifle (PR-30 is a favorite), SDC pistol and shoulder
holster, small submachine gun or other SDC pistol, energy pistol,
4 clips for each weapon, backpack, utility belt, two boot knives,
wrist radio (short range--8 miles), two ancient weapons of
choice, binoculars, 4 weeks' worth of rations, two 2-qt.
canteens, ground vehicle (often Southern Cross hovercycle) or
mecha at the GM's discretion (if Veritech pilot-trained, most
likely mecha is Southern Cross Hovertank).
 
     Ninjas and Superspies dollars are equivalent to Robotech
credits.  The weapons on pages 89-90 of Southern Cross are
available at the prices given.  The Fal-2 costs 5,200.  The Sal-9
costs 3,000.  The Gallant system costs 12,000.  By itself, the
pistol is 5,000.  The Wolff is 1,000.  The Badger SMG costs
2,200.  The M-35 Wolverine costs 4,000.  The Cobalt Limpet Mines
cost 1,200 credits each.  AM-1 mines cost 1,500.  AM-2 mines cost
1,700.
 
 
BUILDING AND ACQUIRING VEHICLES
 
     In the war-torn world of Invid Invasion earth, custom
auto-building firms are nonexistant.  Thus beginning-level
characters definitely will NOT start with vehicles with, for
instance, anti-missile chaff, ejection seat hover vehicles,
fusion generators, VTOL capacity, refreshment dispensers,
submersible capacity, or most of the other "Optional
Modifications, Equipment, and Accessories" found on pages 78
through 80.  In fact, the vehicles they're assigned will probably
not have much enhancement at all.
     Beginning-level agency employees will probably draw their
vehicles from the agency motor pool or have their own beat-up old
vehicles if the agency has no transportation.  Either way, these
will generally be standardized vehicles, with Ninjas and
Superspies Light armor, or Invid Invasion Light or Medium armor,
and possibly one or two turret or fixed-mount light weapons
(weapons not likely; 30% chance).  If they are present, they will
only have one full load of ammo; no more.
     If the character's standard equipment or training includes
Destroids, Battloids, or Veritechs, they really should NOT start
out with any of these powerful mecha.  In fact, even Cyclone
cycles should be very sparingly dispensed.  The reason for this?
These characters had some military-type training from agencies,
etc., but unlike most Invid Invasion character classes, they
weren't actually in the military, and if they were (i.e. the
Mercenary O.C.C.s), they got out several years ago, and whatever
force they were in kept the mecha (usually).
     The exception to this is, of course, agencies with Fleet
Vehicles and up.  They have from a small amount to a great deal
of mecha, which they may or may not assign to beginning-level
agents.  If they prove themselves, they will start drawing mecha
from the vehicle pool.
     Though they may not START with mecha, it is very likely that
the player/characters will inadvertantly stumble onto a wrecked
REF spacecraft or some other cache of mecha, and gain a Destroid
or Veritech in that way.  This could provide good opportunity for
creative role-play.


Please send me your reactions, Palladium people.  I love getting e-mail,
and I'd like to know if there are any improvements you think I ought to
make.
 
Thanks!

--
Chris Meadows//CHM173S@SMSVMA.BITNET//CMEADOWS@NYX.CS.DU.EDU
Punk: You almost killed me!
Rook Bartley: Well, come at me again and let's see if I can get it right,
              okay with you?  --ROBOTECH, "Lonely Soldier Boy"
Newsgroups: rec.games.frp