Mantid
Mantids are sturdy, mantis-like bioforms that arose after the Moonfall. The Mantid bioform has four arms, an exoskeleton, and the ability to make powerful leaps using their segmented legs. Though Mantids have small wings, they cannont fly in the usual sense. Instead, they use their wings to enhance their long jumps, allowing them to cover great distances with great agility in a single bound.
Mantids are telepathic and use this as their primary means of communication with other bioforms. Among other Mantids, telepathic communication is enhanced by Mantid-specific pheromones into that weave rich tapestries of information and emotion. Their minds are a bit alien to the other bioforms, and Mantids are the only bioform known to be immune to the mind-altering abilities of the Imps.
Much like Kam and Imps, Mantids are generally independent and not particularly social with others of their same bioform. They do not form large group settlements with other Mantids, but can be found living in or near settlements with other bioforms. While most do not develop large social networks, Mantids can be found in small, close-knit triads or as members of Cohorts.
Traits
Powerful Leap
Any time you attempt a long, high, or complex jump as part of an action, you may choose Destiny or Doom to make this trait A6 / 1d.
Multiple Limbs
Any time the use of multiple hands/arms would aid or enhance an action, you may spend a Destiny point to make this trait +2d6. You may spend an additional Destiny point to give these A5 / 2d.
Exoskeleton
When you might take Stress where your exoskeleton could help absorb the impact, this trait is -1 / 1d on the Challenge turn. You may spend a Destiny point to make this -2 / 2d.
Alien Mind
Mantids are naturally telepathic within the normal speaking range of other bioforms. Mantids are immune to the mind-altering Imp traits Devil’s Tongue and Fearful Whispers.
