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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.


==In-Game Differences from Mutants==
==In-Game Differences from Mutants==
There are several notable differences between True Kin and [[mutants]]:
There are several notable differences between True Kin and [[mutants]]:
* True Kin do not have access to [[mutations]] at character creation.
* 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 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 have higher base [[attributes]] than mutants.
* True Kin gain more skill points when leveling up than a Mutant with equal [[intelligence]].
* 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]].
* 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.
* 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]].
* 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.
** Generally, these castes have more powerful starting gear than callings do.
* True Kin generally get stronger positive effects from [[tonics]] which they consume and are less likely to suffer an adverse reaction.
* True Kin generally get stronger positive effects from [[tonics]] which they consume and cannot suffer adverse reactions, but can overdose.


==Arcologies==
==Arcologies==
[[Arcologies]] are the domed cities in which True Kin reside. Currently, only three Arcologies are known to exist, those being:
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|&GThe 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 [[arcologies]]. The reason why the player character leaves these enclaves is not specified.
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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