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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.
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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.
 
==In-Game Differences from Mutants==
There are several notable differences between True Kin and [[mutants]]:
* True Kin do not have access to [[mutations]] at character creation, and do not receive mutation points at level up. If they somehow obtain the points, they are able to buy mutations and level them up like mutants.
* 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 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]].
** Generally, these castes have more powerful starting gear than callings do.
* True Kin generally get stronger positive effects from [[tonics]] which they consume and cannot suffer adverse reactions, but can overdose.
 
==Arcologies==
Arcologies are the domed cities in which True Kin reside. Currently, only three Arcologies are known to exist, those being:


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).
* {{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}}


= Character Creation =
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 ===
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.


== Starting Cybernetic ==
== Trivia ==
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.
* True Kin were called “True Men” in earlier versions of {{Gamename}}.


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[[Category:Lore]]
[[Category:Lore]]

Latest revision as of 19:52, 2 April 2022

This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

True Kin, one of the two playable genotypes 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 notable differences between True Kin and mutants:

  • True Kin do not have access to mutations at character creation, and do not receive mutation points at level up. If they somehow obtain the points, they are able to buy mutations and level them up like mutants.
  • 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 only -100 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.
    • Generally, these castes have more powerful starting gear than callings do.
  • True Kin generally get stronger positive effects from tonics which they consume and cannot suffer adverse reactions, but can overdose.

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. The arcology-specific cybernetic implants (nocturnal apex, cherubic visage, and 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.

Trivia

  • True Kin were called “True Men” in earlier versions of Caves of Qud.