Difference between revisions of "Hive"
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overdevelopment cortex Cost: 2 | overdevelopment cortex Cost: 2 | ||
power nap Cost: 1 | power nap Cost: 1 | ||
− | reinforced chitin Cost: | + | reinforced chitin Cost: 2 |
scything talons Cost: 2 | scything talons Cost: 2 | ||
survivalists Cost: 1 | survivalists Cost: 1 | ||
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Reinforced chitin: | Reinforced chitin: | ||
− | Cost: | + | Cost: 2 |
Chitinous plates cover Mantis sub-species bodies, but some of them have | 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 | evolved in a way that their chitinous plates are much more thicker and |
Revision as of 14:17, 15 May 2022
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 | 8| 16| 24| 32| 40| | unarmed fighting | 8| 16| 24| 32| 40| `---------------------------------+---+---+---+---+---'
Requirements
- Race must be one of the following: Cancun, Thri-kreen, Chitine
- 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
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 chameleontic 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 overdevelopment 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.
Chameleontic 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: Increases your hunting luck and gives you 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.
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.
Overdevelopment 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.