2,158
edits
(add chara creation numbers) |
mNo edit summary |
||
(12 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
True Kin are the direct descendants of the [[Eaters]], | {{stub}} | ||
{{tocright}} | |||
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: | |||
* {{Qud text|>he 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. | |||
== | == Trivia == | ||
* True Kin were called “True Men” in earlier versions of {{Gamename}}. | |||
[[Category:Lore]] | [[Category:Lore]] |
edits