Putus Templar: Difference between revisions
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{{faction | |||
| title = Putus Templar | |||
| id = Templar | |||
| baserep=-700 | |||
| feelings= {{faction feelings|Beasts|-100|faction}}</br>{{faction feelings|Barathrumites|-100|faction}}</br>{{faction feelings|Mechanimists|-100|faction}}</br>{{faction feelings|Glow-Wights|-100|faction}}</br>{{faction feelings|Children of Mamon|-100|faction}}</br>{{faction feelings|Girsh|-100|faction}}</br>{{faction feelings|Others|0|faction}}</br>{{faction feelings|Villagers of Joppa|0|faction}}</br>{{faction feelings|Villagers of Kyakukya|-100|faction}} | |||
| buyinterests=anything except ruins, technology, historic sites, sultan history, cybernetic nook locations | |||
| sellinterests=Cybernetic nook locations, historic sites | |||
| old=no}} | |||
The Putus Templar are the main antagonistic faction in {{gamename}}. | |||
If the player is a True Kin, the Putus Templar start with a base 0 reputation instead. All legendary templars have a cybernetic credit wedge. They also have a chance of holding an {{favilink|Eaters' nectar injector}}. | |||
Templars can also use [[cybernetics]] and will have the {{Qud text|&rimplant&ce&rd}} prefix on their name if they have installed cybernetics. Players with the [[Butchery]] skill can reclaim those cybernetics from the corpse of an {{Qud text|&rimplant&ce&rd}} templar. | |||
[[True kin]] player characters start with neutrality with the Putus Templar due to having +600 reputation with them, but the Templar are hostile to mutants. Knights and newfathers have a chance of wearing an {{favilink|ontological anchor}}, posing even more danger to [[esper|espers]]. | |||
{{in faction|Putus Templar}} | |||
{{Faction Navbox}} | |||
[[Category:Factions]] |