Hive

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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


Location

Cancun hive is West of Stormfury Pass by a small hill. Thri-Kreen hive is Half way from central swamp to main volcano by the hills.


Features

Available mutations are:

 Acid Maw                        Cost: 1
 Adrenal Glands                  Cost: 2
 Ancient Genus                   Cost: 1
 Bonded Exoskeleton              Cost: 2
 Bulging Cranium                 Cost: 1
 Caustic Blood                   Cost: 1
 Chameleontic Skin               Cost: 3
 Enhanced Vision                 Cost: 1
 Extended Carapace               Cost: 2
 Feeder Tendrils                 Cost: 2
 Hivemind Receptor               Cost: 1
 Hulking Figure                  Cost: 2
 Lithe Joints                    Cost: 2
 Magi Genus                      Cost: 1
 Nimble Limbs                    Cost: 2
 Overdevelopment Cortex          Cost: 1
 Reinforced Chitin               Cost: 1
 Scything Talons                 Cost: 2
 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:
Cost: 2
On the back of a thri-kreen or cancun 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. 
Ancient Genus:
Cost: 1
Extremly small group of cancuns are of ancient genus that pre-dates both cancun
and thri-kreen races and has features of both of these races. These cancuns
resemble any other cancuns in almost in everything but their reaperclaw hasn't
developed into a single claw. Instead they have two smaller reaperclaws, a distantly
similar to the ridges of thri-kreen race. These abominations are shunned in the
cancun community and hunted down to near extinction.
Effects: Changes reaperclaw into separate reaperclaws. 
Bonded Exoskeleton:
Cost: 2
As some cancuns and thri-kreens age their exoskeleton fuses. Layers of muscle,
bone and cartilage grow together to form a tough frame around the otherwise
weak body, making these inviduals a lot tougher than their other relatives.
Effects: Increases constitution. (+5 con) 
Bulging Cranium:
Cost: 1
Very few individuals of the magi genus or inviduals with hivemind receptor have
massively bulging craniums. These weird offshoots seem to be highly intelligent
compared to any other of their relatives and usually act as major leaders of the
community.
Effects: Increases intelligence. (+5 int)
Caustic Blood:
Cost: 1
Blood of the certain cancuns and thri-kreens 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: Turns your blood corrosive. 
Chameleontic Skin:
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
Some cancuns and thri-kreens 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. 
Effects: Reduces damage taken to vulnerable areas of a thri-kreen/Cancun. (+prot abdomen/head)  
Feeder Tendrils:
Cost: 2
Few small writhing tendrils surround the mouth of certain cancuns and thri-kreens. 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.  
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. (To join Infecti main and secondary guild)
Hulking Figure:
Cost: 2
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.  
Lithe Joints:
Cost: 2
Both cancuns and thri-kreens are very dextrous races to start with but both races contain individuals
which are even more flexible and graceful than the other ones. They are able to do movements that
are otherwise impossible for these races. 
Effects: Increases your dexterity. (+5 dex) 
Magi Genus:
Cost: 1
Small group of cancuns and thri-kreens have evolved in a ways that has made them more intelligent 
and able to handle the magical crafts. Descendants of few early ones who experimented with magic, 
mostly with help of the mages of Valkor, led into this weird breed of cancuns and thri-kreens. This 
breed is slightly more fragile than other cancuns and thri-kreens but are able to control devastating 
magical powers, reason which they are feared and still esteemed in their community. 
Effects: Changes your stat costs.
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 using tziraans and other weapons has led into a breed that is superior
in usage of weapons. Cancuns that are usually poor at handling complex weapons are now able to use
all weapons with ease. While thri-kreens haven't had as bad problem as cancuns because of 
their foldable ridges, they have too developed superiority over their more common cousins in form 
of ambidexterity that allows them to use two weapons effectively in their both hands or to utilize their 
ridges as even more potent weapons. 
Effects: Makes you ambidextrous.  
Overdevelopment Cortex:
Cost: 1
Cortex of the few magi genus and hivemind receptors has become highly adaptive to the magical 
nature of the world around them or to the powers of the hivemind. This allows them to harness 
magical or psychic energy more effectively and regain their own lost powers. 
Effects: Increases your spell and psychic point regeneration rate.   
Reinforced Chitin:
Cost: 1
Chitinous plates cover both cancun's and thri-kreen's 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 of the 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. 
Effects: Makes your natural weapons more effective in combat. 
Thorny Spine:
Cost: 2
Few cancuns and thri-kreens 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 cancuns and thri-kreens are 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 poisonous.  
Unnatural Muscle Growth:
Cost: 2
Living with the rule 'only the most fittest survive' has caused many alterations in both cancuns 
and thri-kreens. One of the most common of these so called mutations is unnaturally extensive 
muscular growth that makes them into walking death of bulging muscle and 
razorsharp claws or ridges. 
Effects: Increases your strength. (+5 str)