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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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==Arcologies== | ==Arcologies== | ||
Arcologies are the domed cities in which True Kin reside. Currently, only three Arcologies are known to exist, those being: | |||
* {{Qud text|>he Toxic Arboreta of Ekyemekiyye, The Holy City|notxml}} | * {{Qud text|>he Toxic Arboreta of Ekyemekiyye, The Holy City|notxml}} | ||
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* {{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. |
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