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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]]
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