Green, mantis-like nomads with six limbs, a hard exoskeleton and a strict warrior code.
The adventurer’s field guide
Thri-kreen scorecard
✧
Attribute aptitudes
Higher aptitude means cheaper training and greater racial potential. Humans have 4 in every attribute. Your actual stats grow with levels, training and equipment.
STR6/10
Strength
Carry more, hit harder with heavy weapons, and gain endurance.
Training cost 4
DEX6/10
Dexterity
Improve accuracy, dodging, attack speed and light-weapon damage.
Training cost 4
CON5/10
Constitution
Gain health and endurance, and resist disease and stunning.
Training cost 5
INT5/10
Intelligence
Gain spell points, strengthen attack spells, and learn skills faster.
Training cost 5
WIS2/10
Wisdom
Gain spell points and strengthen healing and religious powers.
Training cost 8
CHA2/10
Charisma
Get better shop prices and lead adventuring parties more efficiently.
Training cost 8
Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.
Racial abilities & survival
Needs a light
Carry a light for dark rooms and unlit paths.
Bite Major
Jaws join unarmed attacks as a real weapon.
Natural armour Major
Hide or carapace soaks part of every blow.
Spines Major
Hidden poisoned arm-spines serve as blades.
Recovery & resources
Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.
HP
Hit points
13
Human baseline · Human 13
Health keeps you alive when you take damage.
EP
Endurance points
14
Above human · Human 11
Endurance fuels movement and physical exertion.
SP
Spell points
7
Below human · Human 15
Spell points fuel your magic.
PSP
Psi points
15
Above human · Human 10
Psi points fuel psionic disciplines when you learn them.
Two guilds to explore
Two possible paths for your character. Their skills and abilities develop as you train.
Thri-kreen monk
Brotherhood of Temperance
Fight with martial arts and disciplined movement. With training, the Jewel of Temperance and its runes strengthen your unarmed attacks.
The thri-kreens are a race of large, intelligent insects. A mature thri-kreen is about two meters tall. Thri-kreens have six limbs, of which the lower four are used for walking. The two front limbs are more fragile than the two sturdier rear legs used for walking and leaps. The other two end in two-fingered hands with which they can grip objects quite hard. Thri-kreens usually keep their arms folded in an awkward way, because underneath both of their forearms is a spiny ridge that be used as a weapon if the need arises. Their bodies are covered with a hard, green exoskeleton. They have two compound eyes and two antennas, which help them move around in darkness. Thri-kreens can inject a paralyzing venom into an opponent by biting her.
Thri-kreens live as nomads, having no permanent villages or cities. They move around in small groups of clannish nature, but do not fight each other under normal circumstances. The thri-kreens usually wander around in desert, savannahs and plains, hunting for their food. They are a very warrior-like race with strict rules of honour. Their swords, the tziraans, are much sought after by warriors of every race, and thri-kreen warriors can wield their tziraans with deadly accuracy.