True Kin: Difference between revisions

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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.


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==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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