Difference between revisions of "Hive"

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  | Skill name                      |  1|  2|  3|  4|  5|
 
  | Skill name                      |  1|  2|  3|  4|  5|
 
  +---------------------------------+---+---+---+---+---+
 
  +---------------------------------+---+---+---+---+---+
  | [[brawling]]                        | 8| 16| 24| 32| 40|
+
  | [[brawling]]                        | 20| 40| 60| 80|100|
  | [[unarmed fighting]]                | 8| 16| 24| 32| 40|
+
  | [[unarmed fighting]]                | 20| 40| 60| 80|100|
 
  `---------------------------------+---+---+---+---+---'
 
  `---------------------------------+---+---+---+---+---'
 
  
 
== Requirements ==
 
== Requirements ==
  
* Not a member of guild: Changelings (Gaesati secondary)
+
* Race must be one of the following: [[Cancun]], [[Thri-kreen]], [[Chitine]]
* Race must be one of the following: [[Cancun]], [[Thri-kreen]]
 
 
* Not a member of: [[Civilized city dwellers]], [[Little people's league]], [[Nomads of the wild]], [[Slumdogs of czardom]], [[Cult of the devourer]], [[Clan of the mountainfolk]]
 
* Not a member of: [[Civilized city dwellers]], [[Little people's league]], [[Nomads of the wild]], [[Slumdogs of czardom]], [[Cult of the devourer]], [[Clan of the mountainfolk]]
  
Line 25: Line 23:
 
== Location ==
 
== Location ==
  
Cancun hive is West of Stormfury Pass by a small hill.
+
Both hives have been combined into one, which can be found in the Province of Rise.
Thri-Kreen hive is Half way from central swamp to main volcano by the hills.
 
  
  
Line 33: Line 30:
 
Available mutations are:
 
Available mutations are:
  
   Acid Maw                        Cost: 1
+
   adrenal glands                  Cost: 2
   Adrenal Glands                  Cost: 2
+
  assault juggernaut              Cost: 2
   Ancient Genus                   Cost: 1
+
   bombardier beetle              Cost: 2  
   Bonded Exoskeleton              Cost: 2
+
   caustic blood                   Cost: 1  
   Bulging Cranium                Cost: 1
+
   chameleonic skin                Cost: 3
   Caustic Blood                  Cost: 1
+
   corrosive virulence            Cost: 1  
   Chameleontic Skin               Cost: 3
+
   echolocation                    Cost: 2
   Enhanced Vision                 Cost: 1
+
  enhanced vision                Cost: 1  
   Extended Carapace              Cost: 2
+
   extended carapace               Cost: 2
   Feeder Tendrils                Cost: 2
+
   feeder tendrils                 Cost: 2
   Hivemind Receptor               Cost: 1
+
  fortune finder                  Cost: 1  
   Hulking Figure                 Cost: 2
+
   gastric acid                    Cost: 1
   Lithe Joints                    Cost: 2
+
   hive queen                      Cost: 2  
   Magi Genus                      Cost: 1
+
   hivemind receptor               Cost: 1  
   Nimble Limbs                    Cost: 2
+
   hulking figure                 Cost: 1
   Overdevelopment Cortex          Cost: 1
+
  magi genus                      Cost: 2  
   Reinforced Chitin               Cost: 1
+
   mantis warrior                  Cost: 2  
   Scything Talons                 Cost: 2
+
   nimble limbs                    Cost: 2
   Thorny Spine                   Cost: 2
+
   overdeveloped cortex            Cost: 2  
   Toxic Sacs                     Cost: 1
+
   power nap                      Cost: 1  
   Unnatural Muscle Growth         Cost: 2
+
   reinforced chitin               Cost: 2
 
+
   scything talons                 Cost: 2  
 +
   survivalists                    Cost: 1
 +
  thorny spine                   Cost: 2  
 +
   toxic sacs                     Cost: 1  
 +
   unnatural muscle growth         Cost: 2  
  
  
Acid Maw:
 
Cost: 1
 
Certain individuals have developed glands on the top part of their throat that
 
allow them to produce acidic liquid that they are able to spit over great
 
distances. These glands do not have endless supply and they require some
 
time to generate enough acid.
 
Effects: Ability to spit acid.
 
  
  Adrenal Glands:
+
  Adrenal glands:
 
  Cost: 2
 
  Cost: 2
  On the back of a thri-kreen or cancun there is some times a relatively large,
+
  On the back of a Mantis sub-species there is some times a relatively large,
 
  rugged bulging organ that secretes and hosts a powerful adrenaline-like
 
  rugged bulging organ that secretes and hosts a powerful adrenaline-like
 
  substance, that is released into the blood stream in a stressful situation,
 
  substance, that is released into the blood stream in a stressful situation,
  allowing them to carry on a lot longer than any normal being would be able to.
+
  allowing them to carry on a lot longer than any normal being would be able
  Effects: Reduces endurance loss from melee.  
+
to.
 +
  Effects: Reduces endurance loss from melee.
  
  Ancient Genus:
+
  Assault juggernaut:
 +
Cost: 2
 +
You belong to the Mantis sub-species used in all-out frontal attacks.
 +
Large, immensely strong and well armoured, smaller weapons simply patter
 +
off your thick carapace while you remain fully capable of crushing anyone
 +
standing in your way. You cannot take this mutation if you have magi genus
 +
or hivemind receptor mutation. You cannot take this mutation unless you
 +
have hulking figure.
 +
Effects: Increases size & natural armor even more.
 +
 
 +
Bombardier beetle:
 +
Cost: 2
 +
You are mutated mantis subspecies who has been developed into a powerful,
 +
living long range weapon. You naturally generate two highly volatile
 +
chemicals within specialised organs and shoot them through your body. You
 +
cannot take this mutation unless you have nimble limbs mutation.
 +
Effects: Increases damage with bows and crossbow.
 +
 
 +
Caustic blood:
 
  Cost: 1
 
  Cost: 1
  Extremly small group of cancuns are of ancient genus that pre-dates both cancun
+
  Blood of the certain races is highly corrosive when it comes into contact
  and thri-kreen races and has features of both of these races. These cancuns
+
  with open air, quickly eating through metal, flesh and bone. These
  resemble any other cancuns in almost in everything but their reaperclaw hasn't
+
  individuals themselves are relatively resistant to the corrosive effect of
  developed into a single claw. Instead they have two smaller reaperclaws, a distantly
+
  their own blood, also the sweat generated by these oddities seems to
  similar to the ridges of thri-kreen race. These abominations are shunned in the
+
  protect their items from the corroding effects of the acid blood.
  cancun community and hunted down to near extinction.
+
  Effects: Makes your blood highly corrosive. Also gives you bonus acid
  Effects: Changes reaperclaw into separate reaperclaws.  
+
  infusion and increases your resistance against acid damage.  
  
  Bonded Exoskeleton:
+
  Chameleonic skin:
 +
Cost: 3
 +
Some of the species that have lived centuries in the forests have developed
 +
an ability to change colour of their carapace and skin, allowing them to
 +
blend in the surrounding woods perfectly. Chameleons are one of the most
 +
rarest mutants as their odd ability is shunned by all communities and
 +
though to be a bad omen, which is why they are usually killed as soon as
 +
they show signs of having the ability.
 +
Effects: Lowers your chances of being noticed in the wild and gives
 +
you a slight bonus to hunting related skills.
 +
 
 +
Corrosive virulence:
 +
Cost: 1
 +
Certain cancuns and thri-kreens are so poisonous that their poison eats it
 +
way directly through the skin and bone and more or less just melts their
 +
prey instead of slowly poisoning it to death. You cannot take this mutation
 +
unless you have toxic sacs mutation.
 +
Effects: Turns some of your poisonous attacks into acid.
 +
 
 +
Echolocation:
 
  Cost: 2
 
  Cost: 2
  As some cancuns and thri-kreens age their exoskeleton fuses. Layers of muscle,
+
  Few of the bombardier beetle subspecies have developed cricothyroid muscle
  bone and cartilage grow together to form a tough frame around the otherwise
+
inside their larynx which makes them able to emit ultrasonic sounds to
  weak body, making these inviduals a lot tougher than their other relatives.
+
produce echoes of their surroundings. This allows them to detect, localise,
  Effects: Increases constitution. (+5 con)
+
and classify their prey even in total darkness. Some of the
 +
  bombardier-beetles have learned to use this as an offensive power imbueing
 +
  their ranged attacks with ultrasonic sounds. You cannot take this mutation
 +
unless you have bombardier beetle mutation.
 +
  Effects: Gives ability to see even in total darkness, and allows you to use
 +
'echolocate at target' command.
  
  Bulging Cranium:
+
  Enhanced vision:
 
  Cost: 1
 
  Cost: 1
  Very few individuals of the magi genus or inviduals with hivemind receptor have
+
  Some species have developed a more sensitive eyes, or extra pair of eyes
  massively bulging craniums. These weird offshoots seem to be highly intelligent
+
that allows them to perceive in light that usually is either too dark or
  compared to any other of their relatives and usually act as major leaders of the
+
  too bright from them. Thri-kreens are especially known to be poor sighted
community.
+
  in darkness and cancuns have serious problems seeing in bright light.
  Effects: Increases intelligence. (+5 int)
+
  Effects: Allows you to see better in darkness and bright lit areas.
  
  Caustic Blood:
+
  Extended carapace:
 +
Cost: 2
 +
After centuries of fighting several thri-kreens have developed an extended
 +
carapace that protects the vulnerable parts of their body, especially some
 +
joints, their abdomen and head. This is really a true sign of the survival
 +
of the fittest that seems to be important part of both of the thri-kreen
 +
and cancun cultures. Only thri-kreen may choose this mutation. You cannot
 +
take this mutation unless you have reinforced chitin mutation.
 +
Effects: Reduces damage taken to vulnerable areas of a thri-kreen.
 +
 
 +
Feeder tendrils:
 +
Cost: 2
 +
Few small writhing tendrils surround the mouth of certain Mantis
 +
sub-species. These tendrils are highly developed tasting organs that are
 +
able to pierce skin of a creature and drain vital juices from it. These
 +
juices are quickly introduced into the blood stream, rejunevating the
 +
cancun or thri-kreen a bit. The tendrils are relatively small and
 +
ineffective in combat so they can be only used on corpses effectively.
 +
Effects: Allows you to feed on corpses to regain your endurance.
 +
 
 +
Fortune finder:
 
  Cost: 1
 
  Cost: 1
  Blood of the certain cancuns and thri-kreens is highly corrosive when it comes into
+
  Your eyes are very good in spotting shiny things, and thus you tend to find
contact with open air, quickly eating through metal, flesh and bone. These
+
  more treasures than your average drone!
individuals themselves are relatively resistant to the corrosive effect of their own
+
  Effects: Increases your chance of finding treasures.
  blood, also the sweat generated by these oddities seems to protect their items
 
from the corroding effects of the acid blood.
 
  Effects: Turns your blood corrosive.  
 
  
  Chameleontic Skin:
+
  Gastric acid:
Cost: 3
 
Some of the cancuns and thri-kreens that have lived centuries in the forests have
 
developed an ability to change colour of their carapace and skin, allowing them to
 
blend in the surrounding woods perfectly. Chameleonts are one of the most rarest
 
mutants as their odd ability is shunned by all communities and though to be a bad
 
omen, which is why they are usually killed as soon as they show signs
 
of having the ability.
 
Effects: Greatly enhances your ability to move unseen in wilderness.
 
 
Enhanced Vision:
 
 
  Cost: 1
 
  Cost: 1
  Some cancuns and thri-kreens have developed a more sensitive eyes, or extra pair
+
  Small group of Mantis sub-species have evolved in the way that their blood,
  of eyes that allows them to perceive in light that usually is either too dark or too
+
  body, and stomach acids are highly corrosive. Their intestines hold much
  bright from them. Thri-kreens are especially known to be poor sighted in darkness
+
stronger inner lining, protecting themselves from their strong stomach acid
  and cancuns have serious problems seeing in bright light.  
+
that digests practically anything, killing most bacteria found in even
  Effects: Allows you to see better in darkness and bright lit areas.
+
  contaminated food. You cannot take this mutation unless you have caustic
 +
  blood mutation.
 +
  Effects: Protect you from hazards of possibly contamined food and liquids.
  
  Extended Carapace:
+
  Hive queen:
 
  Cost: 2
 
  Cost: 2
  After centuries of fighting several thri-kreens have developed an extended carapace
+
  You have been born to the top tier of collective mantis hierarchy, and you
that protects the vulnerable parts of their body, especially some joints, their abdomen
+
are bizarrely shaped colossal specimen, apparenty defenseless but anyone
  and head. This is really a true sign of the survival of the fittest that seems to be
+
who assumes you are totally defenseless may not live to realise you command
  important part of both of the thri-kreen and cancun cultures.  
+
massive psychic powers in your impressive but utterly alien telepathic
  Effects: Reduces damage taken to vulnerable areas of a thri-kreen/Cancun. (+prot abdomen/head) 
+
  mind. You cannot take this mutation unless you have hivemind receptor
 +
  mutation.
 +
  Effects: Increases potency and strength of psychic and telekinetic
 +
disciplines. Also increases psionic spell damage.
  
  Feeder Tendrils:
+
  Hivemind receptor:
  Cost: 2
+
  Cost: 1
  Few small writhing tendrils surround the mouth of certain cancuns and thri-kreens. These tendrils
+
  Certain individuals are highly receptive to the whims of the hivemind. This
  are highly developed tasting organs that are able to pierce skin of a creature and drain vital juices
+
longened exposure to the massive psychic energies have altered the brains
  from it. These juices are quickly introduced into the blood stream, rejunevating the
+
of these cancuns and thri-kreens in ways that is unseen in their normal
  cancun or thri-kreen a bit. The tendrils are relatively small and ineffective in combat
+
  relatives. Their mind is able to harness and utilize vast psychic powers.
  so they can be only used on corpses effectively.  
+
  Most of these offshoots are descendants of the ones that fled the mental
  Effects: Allows you to feed on corpses to regain your endurance.
+
hospital that experimented on psychic abilities and was eventually overrun
 +
by the experimented beings themselves. In this mental hospital now resides
 +
a group that calls themselves Infecti psionicists. Many of these
 +
  psychically capable cancuns and thri-kreens still have some ties to that
 +
group and seek their teachings to control their twisted minds as eventhough
 +
  they gain at least part of their power from their hivemind, they are
 +
subject to the insanity that follows all the races trying to use psychic
 +
powers.
 +
  Effects: Allows you to use psychic powers.
  
  Hivemind Receptor:
+
  Hulking figure:
 
  Cost: 1
 
  Cost: 1
  Certain individuals are highly receptive to the whims of the hivemind. This longened
+
  In the constant battles between the races size does matter and often a lot.
  exposure to the massive psychic energies have altered the brains of these cancuns
+
  This has led into gigantic inviduals of both races that can be seen
  and thri-kreens in ways that is unseen in their normal relatives. Their mind is able to harness
+
  towering over their smaller relatives in the heat of battle.
and utilize vast psychic powers. Most of these offshoots are descendants of the ones that fled
+
  Effects: Increases your size.  
the mental hospital that experimented on psychic abilities and was eventually overrun by the  
 
experimented beings themselves. In this mental hospital now resides a group that calls themselves
 
Infecti psionicists. Many of these psychically capable cancuns and thri-kreens still have some ties
 
to that group and seek their teachings to control their twisted minds as eventhough they gain at
 
least part of their power from their hivemind, they are subject to the insanity that follows all the
 
races trying to use psychic powers.  
 
  Effects: Allows you to use psychic powers. (To join Infecti main and secondary guild)
 
  
  Hulking Figure:
+
  Magi genus:
 
  Cost: 2
 
  Cost: 2
  In the constant battles between the races size does matter and often a lot. This has led into gigantic
+
  Small group of Mantis sub-species have evolved in ways that has made them
  inviduals of both races that can be seen towering over their smaller relatives in the heat of battle.  
+
more intelligent and able to control the minds in the hive. Descendants
  Effects: Increases your size.
+
offew early hive-queens who experimented with help of the infecti, led into
 +
  this weird breed of species. This breed is slightly more fragile than
 +
others from sames races, but are able to control devastating psychic
 +
powers, reason which they are feared and still esteemed in their community.
 +
You cannot take this mutation if you have assault juggernaut mutation.
 +
  Effects: Changes your stat costs. Increases your spell damage to everything
 +
else expect psionic spell damage.
  
  Lithe Joints:
+
  Mantis warrior:
 
  Cost: 2
 
  Cost: 2
  Both cancuns and thri-kreens are very dextrous races to start with but both races contain individuals
+
  You belong to the main fighting force of the Mantis kingdom. Adaptable for
  which are even more flexible and graceful than the other ones. They are able to do movements that
+
  virtually any climate, your kind is easily bred, tremendously strong and
  are otherwise impossible for these races.  
+
incredibly resilient. You can tear an armoured man in half and remain in
  Effects: Increases your dexterity. (+5 dex)
+
  hibernation for months, creating Mantis colonies capable of instant
 +
defense. You cannot take this mutation unless you have adrenal glands and
 +
unnatural muscle growth mutations.
 +
  Effects: Enhances Cancuns 'Lightning speed' race bonus, adds it to
 +
Thri-kreen and Chitine.
  
  Magi Genus:
+
  Nimble limbs:
  Cost: 1
+
  Cost: 2
  Small group of cancuns and thri-kreens have evolved in a ways that has made them more intelligent
+
  In the ancient days both of the races rarely used any weapons except their
  and able to handle the magical crafts. Descendants of few early ones who experimented with magic,
+
  natural ridges and reaperclaws in battle, but after centuries of mutations
  mostly with help of the mages of Valkor, led into this weird breed of cancuns and thri-kreens. This
+
  and experiments has led into a breed that is superior in usage of ranged
  breed is slightly more fragile than other cancuns and thri-kreens but are able to control devastating
+
weapons. Cancuns & thrikreen that are usually poor at handling complex
magical powers, reason which they are feared and still esteemed in their community.  
+
  weapons are now able to use all ranged weapons with ease.
  Effects: Changes your stat costs.
+
  Effects: Reduces ep cost of shooting/reloading with ranged weapons.
  
  Nimble Limbs:
+
  Overdeveloped cortex:
 
  Cost: 2
 
  Cost: 2
  In the ancient days both of the races rarely used any weapons except their natural ridges and reaperclaws
+
  Cortex of the few magi genus and hivemind receptors has become highly
in battle, but after centuries of using tziraans and other weapons has led into a breed that is superior
+
  adaptive to the powers of the hivemind. This allows them to harness psychic
  in usage of weapons. Cancuns that are usually poor at handling complex weapons are now able to use
+
  energy more effectively and regain their own lost powers. You cannot take
  all weapons with ease. While thri-kreens haven't had as bad problem as cancuns because of
+
  this mutation unless you have magi genus or hivemind receptor mutation.
  their foldable ridges, they have too developed superiority over their more common cousins in form
+
  Effects: Increases your spell point regeneration if you have magi genus.
of ambidexterity that allows them to use two weapons effectively in their both hands or to utilize their
+
  Increases your psychic point regeneration rate if you have hivemind
ridges as even more potent weapons.  
+
receptor.
  Effects: Makes you ambidextrous.   
 
  
  Overdevelopment Cortex:
+
  Power nap:
 
  Cost: 1
 
  Cost: 1
  Cortex of the few magi genus and hivemind receptors has become highly adaptive to the magical
+
  Members of the Mantis sub-species look different compared to normal
  nature of the world around them or to the powers of the hivemind. This allows them to harness
+
humanoids and are often hated and hunted by everyone else. Having enemies
  magical or psychic energy more effectively and regain their own lost powers.  
+
wherever you go, you have adopted a way to rest whenever you have the
  Effects: Increases your spell and psychic point regeneration rate.  
+
  chance. This gives you an ability to take the benefit of decent rest out of
 +
  any short periods of available sleep.
 +
  Effects: Shortens your sleeping time.
  
  Reinforced Chitin:
+
  Reinforced chitin:
  Cost: 1
+
  Cost: 2
  Chitinous plates cover both cancun's and thri-kreen's bodies, but some of them have evolved
+
  Chitinous plates cover Mantis sub-species bodies, but some of them have
  in a way that their chitinous plates are much more thicker and stronger. Some of them are  
+
  evolved in a way that their chitinous plates are much more thicker and
rumoured to have chitinous plates as strong as steel and almost inpenetrable by mortal means.  
+
stronger. Some of them are rumoured to have chitinous plates as strong as
  Effects: Increases your natural armor.
+
steel and almost inpenetrable by mortal means.
 +
  Effects: Increases your natural armor.
  
  Scything Talons:
+
  Scything talons:
 
  Cost: 2
 
  Cost: 2
  Both of the races excel in unarmed combat where they use only their natural weapons to fight  
+
  Both the cancun and the thri-kreen races excel in unarmed combat where they
each other. This has led into individuals which have developed a pair of extra arms that end  
+
use only their natural weapons to fight each other. This has led into
  into large scythe like talons, sharp as a razorblade and as deadly as any forged weapon.  
+
individuals which have developed a pair of extra arms that end into large
These new limbs do not have any fingers or anything resembling them and cannot handle  
+
  scythe like talons, sharp as a razorblade and as deadly as any forged
anything, they are solely meant for combat purposes in which they use them readily against  
+
weapon. These new limbs do not have any fingers or anything resembling them
any foe that is foolish enough to get caught in their way.  
+
and cannot handle anything, they are solely meant for combat purposes in
 +
which they use them readily against any foe that is foolish enough to get
 +
caught in their way. Only thri-kreen and cancun may choose this mutation.
 
  Effects: Makes your natural weapons more effective in combat.  
 
  Effects: Makes your natural weapons more effective in combat.  
  
  Thorny Spine:
+
Survivalists:
 +
Cost: 1
 +
You've learned to survive in the nature, and you also know how to protect
 +
and keep yourself warm when needed.
 +
Effects: This increases your cold resistance and defiance.
 +
 
 +
  Thorny spine:
 
  Cost: 2
 
  Cost: 2
  Few cancuns and thri-kreens have grown large and strong spikes that cover most of their bodies.  
+
  Few members of the hive have grown large and strong spikes that cover most
These spikes are formed from the chitinous plates and are extremely strong. Fighting against  
+
of their bodies. These spikes are formed from the chitinous plates and are
these spiked individuals is very lethal as they readily use the spikes as weapons in combat by  
+
extremely strong. Fighting against these spiked individuals is very lethal
  crushing against their foes with their spikes.  
+
as they readily use the spikes as weapons in combat by crushing against
  Effects: Protects your body with sharp spikes.  
+
  their foes with their spikes.
 +
  Effects: Protects your body with sharp spikes.
  
  Toxic Sacs:
+
  Toxic sacs:
 
  Cost: 1
 
  Cost: 1
  Some of the cancuns have toxic sacs growing on their reaperclaws. In battle these sacs secrete  
+
  Some of the cancuns have toxic sacs growing on their reaperclaws. In battle
virulent poisons that cover the reaperclaws. Also some spiked cancuns and thri-kreens are known  
+
these sacs secrete virulent poisons that cover the reaperclaws. Also some
to have similar sacs, although smaller, at the base of their spikes. Thri-kreens have also  
+
spiked Mantis sub-species known to have similar sacs, although smaller, at
grown toxic sacs into their mouths and are able to inject paralyzing poisons on unsuspecting  
+
the base of their spikes. Thri-kreens have also grown toxic sacs into their
  victims that they manage to bite with their deadly jaws.  
+
mouths and are able to inject paralyzing poisons on unsuspecting victims
  Effects: Turns your natural weapons poisonous.   
+
  that they manage to bite with their deadly jaws.
 +
  Effects: Turns your natural weapons and spikes poisonous. Also increases
 +
  your poison resistance.
  
  Unnatural Muscle Growth:
+
  Unnatural muscle growth:
 
  Cost: 2
 
  Cost: 2
  Living with the rule 'only the most fittest survive' has caused many alterations in both cancuns
+
  Living with the rule 'only the most fittest survive' has caused many
and thri-kreens. One of the most common of these so called mutations is unnaturally extensive  
+
alterations in all Mantis sub-species. One of the most common of these so
muscular growth that makes them into walking death of bulging muscle and
+
called mutations is unnaturally extensive muscular growth that makes them
razorsharp claws or ridges.  
+
into walking death of bulging muscle..
  Effects: Increases your strength. (+5 str)
+
  Effects: Increases effective size for wielding.
 +
 
  
 
[[category:racial guilds]]
 
[[category:racial guilds]]

Latest revision as of 22:27, 12 April 2023


Guild Info

As the cancuns/Thri-Kreen age they begin to show signs of their inhereted bloodline and change into a different kind of beings than they used to be or grow new parts into their bodies. There's no way of telling what one is going to before he reaches adulthood and re-joins the hive as these inherited traits are latent before this event. This mutation process is painful for many of the cancuns/Thri-Kreen and some of them die in the process. Also some of the mutations might turn them into horrible monstrosities that are shunned by the hive and driven out of it or killed. The hive is the source of all these highly developed cancuns/Thri-Kreens, which are commonly seen leading their communities.


Skills/Spells

,---------------------------------+---+---+---+---+---.
| Skill name                      |  1|  2|  3|  4|  5|
+---------------------------------+---+---+---+---+---+
| brawling                        | 20| 40| 60| 80|100|
| unarmed fighting                | 20| 40| 60| 80|100|
`---------------------------------+---+---+---+---+---'

Requirements


Location

Both hives have been combined into one, which can be found in the Province of Rise.


Features

Available mutations are:

 adrenal glands                  Cost: 2 
 assault juggernaut              Cost: 2 
 bombardier beetle               Cost: 2 
 caustic blood                   Cost: 1 
 chameleonic skin                Cost: 3 
 corrosive virulence             Cost: 1 
 echolocation                    Cost: 2 
 enhanced vision                 Cost: 1 
 extended carapace               Cost: 2 
 feeder tendrils                 Cost: 2 
 fortune finder                  Cost: 1 
 gastric acid                    Cost: 1 
 hive queen                      Cost: 2 
 hivemind receptor               Cost: 1 
 hulking figure                  Cost: 1 
 magi genus                      Cost: 2 
 mantis warrior                  Cost: 2 
 nimble limbs                    Cost: 2 
 overdeveloped cortex            Cost: 2 
 power nap                       Cost: 1 
 reinforced chitin               Cost: 2 
 scything talons                 Cost: 2 
 survivalists                    Cost: 1 
 thorny spine                    Cost: 2 
 toxic sacs                      Cost: 1 
 unnatural muscle growth         Cost: 2 


Adrenal glands:
Cost: 2
On the back of a Mantis sub-species there is some times a relatively large,
rugged bulging organ that secretes and hosts a powerful adrenaline-like
substance, that is released into the blood stream in a stressful situation,
allowing them to carry on a lot longer than any normal being would be able
to.
Effects: Reduces endurance loss from melee.
Assault juggernaut:
Cost: 2
You belong to the Mantis sub-species used in all-out frontal attacks.
Large, immensely strong and well armoured, smaller weapons simply patter
off your thick carapace while you remain fully capable of crushing anyone
standing in your way. You cannot take this mutation if you have magi genus
or hivemind receptor mutation. You cannot take this mutation unless you
have hulking figure.
Effects: Increases size & natural armor even more.
Bombardier beetle:
Cost: 2
You are mutated mantis subspecies who has been developed into a powerful,
living long range weapon. You naturally generate two highly volatile
chemicals within specialised organs and shoot them through your body. You
cannot take this mutation unless you have nimble limbs mutation.
Effects: Increases damage with bows and crossbow. 
Caustic blood:
Cost: 1
Blood of the certain races is highly corrosive when it comes into contact
with open air, quickly eating through metal, flesh and bone. These
individuals themselves are relatively resistant to the corrosive effect of
their own blood, also the sweat generated by these oddities seems to
protect their items from the corroding effects of the acid blood.
Effects: Makes your blood highly corrosive. Also gives you bonus acid
infusion and increases your resistance against acid damage. 
Chameleonic skin:
Cost: 3
Some of the species that have lived centuries in the forests have developed
an ability to change colour of their carapace and skin, allowing them to
blend in the surrounding woods perfectly. Chameleons are one of the most
rarest mutants as their odd ability is shunned by all communities and
though to be a bad omen, which is why they are usually killed as soon as
they show signs of having the ability.
Effects: Lowers your chances of being noticed in the wild and gives 
you a slight bonus to hunting related skills.
Corrosive virulence:
Cost: 1
Certain cancuns and thri-kreens are so poisonous that their poison eats it
way directly through the skin and bone and more or less just melts their
prey instead of slowly poisoning it to death. You cannot take this mutation
unless you have toxic sacs mutation.
Effects: Turns some of your poisonous attacks into acid.
Echolocation:
Cost: 2
Few of the bombardier beetle subspecies have developed cricothyroid muscle
inside their larynx which makes them able to emit ultrasonic sounds to
produce echoes of their surroundings. This allows them to detect, localise,
and classify their prey even in total darkness. Some of the
bombardier-beetles have learned to use this as an offensive power imbueing
their ranged attacks with ultrasonic sounds. You cannot take this mutation
unless you have bombardier beetle mutation.
Effects: Gives ability to see even in total darkness, and allows you to use
'echolocate at target' command.
Enhanced vision:
Cost: 1
Some species have developed a more sensitive eyes, or extra pair of eyes
that allows them to perceive in light that usually is either too dark or
too bright from them. Thri-kreens are especially known to be poor sighted
in darkness and cancuns have serious problems seeing in bright light.
Effects: Allows you to see better in darkness and bright lit areas.
Extended carapace:
Cost: 2
After centuries of fighting several thri-kreens have developed an extended
carapace that protects the vulnerable parts of their body, especially some
joints, their abdomen and head. This is really a true sign of the survival
of the fittest that seems to be important part of both of the thri-kreen
and cancun cultures. Only thri-kreen may choose this mutation. You cannot
take this mutation unless you have reinforced chitin mutation.
Effects: Reduces damage taken to vulnerable areas of a thri-kreen.
Feeder tendrils:
Cost: 2
Few small writhing tendrils surround the mouth of certain Mantis
sub-species. These tendrils are highly developed tasting organs that are
able to pierce skin of a creature and drain vital juices from it. These
juices are quickly introduced into the blood stream, rejunevating the
cancun or thri-kreen a bit. The tendrils are relatively small and
ineffective in combat so they can be only used on corpses effectively.
Effects: Allows you to feed on corpses to regain your endurance.
Fortune finder:
Cost: 1
Your eyes are very good in spotting shiny things, and thus you tend to find 
more treasures than your average drone!
Effects: Increases your chance of finding treasures.
Gastric acid:
Cost: 1
Small group of Mantis sub-species have evolved in the way that their blood,
body, and stomach acids are highly corrosive. Their intestines hold much
stronger inner lining, protecting themselves from their strong stomach acid
that digests practically anything, killing most bacteria found in even
contaminated food. You cannot take this mutation unless you have caustic
blood mutation.
Effects: Protect you from hazards of possibly contamined food and liquids.
Hive queen:
Cost: 2
You have been born to the top tier of collective mantis hierarchy, and you
are bizarrely shaped colossal specimen, apparenty defenseless but anyone
who assumes you are totally defenseless may not live to realise you command
massive psychic powers in your impressive but utterly alien telepathic
mind. You cannot take this mutation unless you have hivemind receptor
mutation.
Effects: Increases potency and strength of psychic and telekinetic
disciplines. Also increases psionic spell damage.
Hivemind receptor:
Cost: 1
Certain individuals are highly receptive to the whims of the hivemind. This
longened exposure to the massive psychic energies have altered the brains
of these cancuns and thri-kreens in ways that is unseen in their normal
relatives. Their mind is able to harness and utilize vast psychic powers.
Most of these offshoots are descendants of the ones that fled the mental
hospital that experimented on psychic abilities and was eventually overrun
by the experimented beings themselves. In this mental hospital now resides
a group that calls themselves Infecti psionicists. Many of these
psychically capable cancuns and thri-kreens still have some ties to that
group and seek their teachings to control their twisted minds as eventhough
they gain at least part of their power from their hivemind, they are
subject to the insanity that follows all the races trying to use psychic
powers.
Effects: Allows you to use psychic powers.
Hulking figure:
Cost: 1
In the constant battles between the races size does matter and often a lot.
This has led into gigantic inviduals of both races that can be seen
towering over their smaller relatives in the heat of battle.
Effects: Increases your size. 
Magi genus:
Cost: 2
Small group of Mantis sub-species have evolved in ways that has made them
more intelligent and able to control the minds in the hive. Descendants
offew early hive-queens who experimented with help of the infecti, led into
this weird breed of species. This breed is slightly more fragile than
others from sames races, but are able to control devastating psychic
powers, reason which they are feared and still esteemed in their community.
You cannot take this mutation if you have assault juggernaut mutation.
Effects: Changes your stat costs. Increases your spell damage to everything
else expect psionic spell damage.
Mantis warrior:
Cost: 2
You belong to the main fighting force of the Mantis kingdom. Adaptable for
virtually any climate, your kind is easily bred, tremendously strong and
incredibly resilient. You can tear an armoured man in half and remain in
hibernation for months, creating Mantis colonies capable of instant
defense. You cannot take this mutation unless you have adrenal glands and
unnatural muscle growth mutations.
Effects: Enhances Cancuns 'Lightning speed' race bonus, adds it to
Thri-kreen and Chitine.
Nimble limbs:
Cost: 2
In the ancient days both of the races rarely used any weapons except their
natural ridges and reaperclaws in battle, but after centuries of mutations
and experiments has led into a breed that is superior in usage of ranged
weapons. Cancuns & thrikreen that are usually poor at handling complex
weapons are now able to use all ranged weapons with ease.
Effects: Reduces ep cost of shooting/reloading with ranged weapons.
Overdeveloped cortex:
Cost: 2
Cortex of the few magi genus and hivemind receptors has become highly
adaptive to the powers of the hivemind. This allows them to harness psychic
energy more effectively and regain their own lost powers. You cannot take
this mutation unless you have magi genus or hivemind receptor mutation.
Effects: Increases your spell point regeneration if you have magi genus.
Increases your psychic point regeneration rate if you have hivemind
receptor.
Power nap:
Cost: 1
Members of the Mantis sub-species look different compared to normal
humanoids and are often hated and hunted by everyone else. Having enemies
wherever you go, you have adopted a way to rest whenever you have the
chance. This gives you an ability to take the benefit of decent rest out of
any short periods of available sleep.
Effects: Shortens your sleeping time.
Reinforced chitin:
Cost: 2
Chitinous plates cover Mantis sub-species bodies, but some of them have
evolved in a way that their chitinous plates are much more thicker and
stronger. Some of them are rumoured to have chitinous plates as strong as
steel and almost inpenetrable by mortal means.
Effects: Increases your natural armor.
Scything talons:
Cost: 2
Both the cancun and the thri-kreen races excel in unarmed combat where they
use only their natural weapons to fight each other. This has led into
individuals which have developed a pair of extra arms that end into large
scythe like talons, sharp as a razorblade and as deadly as any forged
weapon. These new limbs do not have any fingers or anything resembling them
and cannot handle anything, they are solely meant for combat purposes in
which they use them readily against any foe that is foolish enough to get
caught in their way. Only thri-kreen and cancun may choose this mutation.
Effects: Makes your natural weapons more effective in combat. 
Survivalists:
Cost: 1
You've learned to survive in the nature, and you also know how to protect
and keep yourself warm when needed.
Effects: This increases your cold resistance and defiance.
Thorny spine:
Cost: 2
Few members of the hive have grown large and strong spikes that cover most
of their bodies. These spikes are formed from the chitinous plates and are
extremely strong. Fighting against these spiked individuals is very lethal
as they readily use the spikes as weapons in combat by crushing against
their foes with their spikes.
Effects: Protects your body with sharp spikes.
Toxic sacs:
Cost: 1
Some of the cancuns have toxic sacs growing on their reaperclaws. In battle
these sacs secrete virulent poisons that cover the reaperclaws. Also some
spiked Mantis sub-species known to have similar sacs, although smaller, at
the base of their spikes. Thri-kreens have also grown toxic sacs into their
mouths and are able to inject paralyzing poisons on unsuspecting victims
that they manage to bite with their deadly jaws.
Effects: Turns your natural weapons and spikes poisonous. Also increases
your poison resistance.
Unnatural muscle growth:
Cost: 2
Living with the rule 'only the most fittest survive' has caused many
alterations in all Mantis sub-species. One of the most common of these so
called mutations is unnaturally extensive muscular growth that makes them
into walking death of bulging muscle..
Effects: Increases effective size for wielding.