True Kin: Difference between revisions
corrections: the latest patch allows true kin to spend mutation points normally if they get any. true kin will never get adverse reactions |
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True Kin, one of the two playable genotypes in {{Gamename}}, are the direct, unmutated descendants of the [[Eaters]], a technologically-advanced ancient civilization which once inhabited Qud. | True Kin, one of the two playable genotypes in {{Gamename}}, are the direct, unmutated descendants of the [[Eaters]], a technologically-advanced ancient civilization which once inhabited Qud. | ||
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* True Kin gain more skill points when leveling up than a Mutant with equal [[intelligence]]. | * True Kin gain more skill points when leveling up than a Mutant with equal [[intelligence]]. | ||
* True Kin have the [[Rebuke Robot]] ability, acting as a Robot-only [[Proselytize]]. | * True Kin have the [[Rebuke Robot]] ability, acting as a Robot-only [[Proselytize]]. | ||
* Because of their genetic relationship to the [[Eaters]], True Kin start with -100 [[reputation]] with the mutant-hating [[:Category:Putus Templar (faction)|Putus Templar]], making them neutral to the player. | * Because of their genetic relationship to the [[Eaters]], True Kin start with only -100 [[reputation]] with the mutant-hating [[:Category:Putus Templar (faction)|Putus Templar]], making them neutral to the player. | ||
* True Kin choose a [[Castes|caste]] at character creation, rather than a [[Callings|calling]]. | * True Kin choose a [[Castes|caste]] at character creation, rather than a [[Callings|calling]]. | ||
** Generally, these castes have more powerful starting gear than callings do. | ** Generally, these castes have more powerful starting gear than callings do. | ||
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==Arcologies== | ==Arcologies== | ||
Arcologies are the domed cities in which True Kin reside. Only three Arcologies are known to exist, those being: | |||
* {{Qud text|>he Toxic Arboreta of | * {{Qud text|>he Toxic Arboreta of Ekuemekiyye, The Holy City|notxml}} | ||
* {{Qud text|&CThe Ice-Sheathed Arcology of Ibul|notxml}} | * {{Qud text|&CThe Ice-Sheathed Arcology of Ibul|notxml}} | ||
* {{Qud text|&RThe Crustal Mortars of Yawningmoon|notxml}} | * {{Qud text|&RThe Crustal Mortars of Yawningmoon|notxml}} | ||
The player's True Kin will always be from one of these | The player's True Kin will always be from one of these Arcologies. The reason why the player character leaves these enclaves is not specified. | ||
== Character Creation == | == Character Creation == | ||
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=== Castes === | === Castes === | ||
{{main|castes}} | {{main|castes}} | ||
=== Starting Cybernetic === | === Starting Cybernetic === | ||
All true kin can choose to start with one of 16 cybernetics to start. The player will have 2 license points to use, even if they choose a 1 credit cybernetic. However, if they choose no starting cybernetic, they will lose those points in exchange for +1 [[toughness]]. The 16th cybernetic depends on the arcology they are in. The arcology-specific cybernetic implants ({{favilink|nocturnal apex}}, {{favilink|cherubic visage}}, and {{favilink|air current microsensor}}) are far more rare to find randomly during a playthrough than other cybernetics, so it is generally advisable to take them at character creation if a player wants them. | All true kin can choose to start with one of 16 cybernetics to start. The player will have 2 license points to use, even if they choose a 1 credit cybernetic. However, if they choose no starting cybernetic, they will lose those points in exchange for +1 [[toughness]]. The 16th cybernetic depends on the arcology they are in. The arcology-specific cybernetic implants ({{favilink|nocturnal apex}}, {{favilink|cherubic visage}}, and {{favilink|air current microsensor}}) are far more rare to find randomly during a playthrough than other cybernetics, so it is generally advisable to take them at character creation if a player wants them. |