Hive

From icesus
Revision as of 18:23, 12 April 2021 by Ezenya (talk | contribs) (added chitine to race list, removed changelings-restriction)
Jump to navigation Jump to search


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:

 Adrenal Glands                  Cost: 2
 Assault Juggernaut:             Cost: 2
 Bombardier-beetle:              Cost: 2
 Caustic Blood                   Cost: 1
 Chameleontic Skin               Cost: 2
 Echolocation: X                 Cost: 2
 Enhanced Vision                 Cost: 1
 Extended Carapace               Cost: 2
 Feeder Tendrils                 Cost: 2
 Hivemind Receptor               Cost: 1
 Hive-queen                      Cost: 2
 Hulking Figure                  Cost: 1
 Nimble limbs                    Cost: 1
 Mantis-Warrior:                 Cost: 2
 Magi Genus                      Cost: 1
 Nimble Limbs                    Cost: 2
 Overdevelopment Cortex          Cost: 2
 Reinforced Chitin               Cost: 1
 Scything Talons                 Cost: 2
 Unnatural Muscle Growth         Cost: 2


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
remains fully capable of crushing anyone standing in your way.
Effects: Increases size & natural armor even more.
Requires: Hulking figure & Extended carapace


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.
Bombardier-beetle: 
Cost: 2
You are a 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.
Effects: Increases damage with bows / crossbows
Requires: Nimble Limbs
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: Gives you bonus acid infusion and increases your resistance against acid damage.
Chameleontic Skin: 
Cost: 2
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: Increases your hunting luck and gives you slight bonus to hunting related skills


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.
Requires: Reinforced chitin
Echolocation: X
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. By comparing the outgoing pulse with the returning echoes, the brain and 
auditory nervous system can produce detailed images of the mantis' 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. 
Effects: Gives ability to see even in total darkness and allows the use of 'echolocate at target' command.
Requires: Bombardier-beetle & Enhanced Vision 


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 in see better in darkness and brightly lit areas. 


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.  
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 control the minds in the hive. Descendants of few early hive-queens who experimented with help of the infecti, 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 
psychic powers, reason which they are feared and still esteemed in their community. 
Effects: Changes your stat costs.
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 and armoured man in half and remain in hibernation for months,
creating Mantis colonies capable of instant defense.
Effects: Enhances Cancuns 'Lightning speed' race bonus, adds it if Thrikreen / Chitine.
Requires: Adrenal Glands, Unnatural muscle growth.
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. 


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.
Requires: Magi Genus


Hive-Queen: 
Cost: 2
You have been born to the top tier of collective
Mantis hierarchy, and you are a bizarrely shaped colossal specimen,
apparently 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.
Effects: Increases potency of psychic and telekinetic disciplines and coven psionics.
Requires: Hivemind Receptor 


Nimble Limbs: 
Cost: 1
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. 
Effects: Increases your spell and psychic point regeneration rate and gives psionic spell damage.
Requires: Hivemind Receptors & Magi Genus. 
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.  


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.
Effects: Increases effective size for wielding.  


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.