True Kin: Difference between revisions

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True Kin are the direct descendants of the [[Eaters]], the ancient inhabitors of Qud. Instead of mutations like [[Mutant]]s, they augment themselves by using [[cybernetics]]. True kin are uncommon in Qud; the player's true kin will always be from one of three distant [[arcologies]]: The Toxic Arboreta of Ekyuemekiyye, The Holy City, the Ice-Sheathed Arcology of Ibul, and the Crustal Mortar of Yawningmoon. The reason why the player character leaves these enclaves is not specified.
True Kin, one of the two playable races of Human in {{Gamename}}, are the direct, unmutated descendants of the [[Eaters]], a technologically-advanced ancient civilization which once inhabited Qud.


Because of their relation to the Eaters, they are able to use the {{favilink|Becoming nook|plural}} situated throughout the world. Along with using cybernetics, true kin start with the ability to [[Rebuke Robot]]s, which acts as a robot-only [[proselytize]]. Their genetic relationship to the Eaters also grants them neutral [[reputation]] with the [[Putus Templar]] (0 rep instead of -700 rep).
==In-Game Differences from Mutants==
There are several differences between True Kin and [[Mutants]]:
* True Kin do not have access to [[Mutations]] at character creation.
* True Kin have access to [[cybernetics]]. They get a free implant at character creation, and are recognized by {{favilink|Becoming nook|plural}}, allowing them to install more Cybernetics later.
* True Kin have higher base [[Attributes]] than [[Mutants]].
* 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]].
* Because of their genetic relationship to the [[Eaters]], True Kin start with 0 [[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 generally get stronger positive effects from [[:Category:Tonics|Tonics]] which they consume.


= Character Creation =
==Arcologies==
[[Arcologies]] are the domed cities in which True Kin reside. Currently, only three Arcologies are known to exist, those being:
 
* {{Qud text|&GThe Toxic Arboreta of Ekyemekiyye, The Holy City|notxml}}
* {{Qud text|&CThe Ice-Sheathed Arcology of Ibul|notxml}}
* {{Qud text|&RThe Crustal Mortars of Yawningmoon|notxml}}
 
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 ==
In build codes, the very first letter determines the genotype. <code>A</code> is the code for True Kin. True Kin start with a minimum of 12 in each [[attribute]], excluding character code bugs. 38 points can be spent on these attributes and can raise one stat to a maximum of 24.
In build codes, the very first letter determines the genotype. <code>A</code> is the code for True Kin. True Kin start with a minimum of 12 in each [[attribute]], excluding character code bugs. 38 points can be spent on these attributes and can raise one stat to a maximum of 24.


== 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.
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.


== Trivia ==
* True Kin were called “True Men” in earlier versions of {{Gamename}}.
{{stub}}
{{stub}}
[[Category:Lore]]
[[Category:Lore]]

Revision as of 21:38, 2 February 2020

True Kin, one of the two playable races of Human in Caves of Qud, are the direct, unmutated descendants of the Eaters, a technologically-advanced ancient civilization which once inhabited Qud.

In-Game Differences from Mutants

There are several differences between True Kin and Mutants:

  • True Kin do not have access to Mutations at character creation.
  • True Kin have access to cybernetics. They get a free implant at character creation, and are recognized by becoming nooks, allowing them to install more Cybernetics later.
  • True Kin have higher base Attributes than Mutants.
  • 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.
  • Because of their genetic relationship to the Eaters, True Kin start with 0 Reputation with the mutant-hating Putus Templar, making them neutral to the player.
  • True Kin choose a Caste at character creation, rather than a Calling.
  • True Kin generally get stronger positive effects from Tonics which they consume.

Arcologies

Arcologies are the domed cities in which True Kin reside. Currently, only three Arcologies are known to exist, those being:

  • The Toxic Arboreta of Ekyemekiyye, The Holy City
  • The Ice-Sheathed Arcology of Ibul
  • The Crustal Mortars of Yawningmoon

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

In build codes, the very first letter determines the genotype. A is the code for True Kin. True Kin start with a minimum of 12 in each attribute, excluding character code bugs. 38 points can be spent on these attributes and can raise one stat to a maximum of 24.

Castes

Main article: Castes


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.

Trivia

  • True Kin were called “True Men” in earlier versions of Caves of Qud.
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This article is a stub. You can help Caves of Qud Wiki by expanding it.