Game concepts: Difference between revisions

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→‎Radical Bodily Autonomy: finally laid out my dang thesis
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==Radical Bodily Autonomy==
==Radical Bodily Autonomy==
<metadesc>im waiting for you eva</metadesc>
{{qud quote|There's a fable about a mimic who seeks to belong but never does, whose ambition ultimately leads to a grisly fate. Its moral serves an ideological function: to keep us from belonging where we already do. So let me say to you now: belong, friend. We wait for you joyously.|[[Q Girl]]|[[Disquisition on the Malady of the Mimic]]}}
As a character's power grows, so does their ability to alter the shape and functionality of their body. Mutated Humans can start with a wide variety of mutant abilities and features, from an extra pair of legs to the power to tear open the fabric of space-time. Mutation Points gained every level can be spent to strengthen existing mutations or saved up to buy a new random mutation. True Kin can start with cybernetic implants, such as carbide hand bones to strengthen their punches or night-vision implants to better see the innumerable threats down in the caves of Qud. Cybernetics Credit Wedges and Becoming Nooks found during exploration allow them to install more and greater implants for countless esoteric purposes and occasions. Given luck and patience, a successful high-level character can be almost completely unrecognizable from the humble figure who once set out from their starting village.
 
Some characters will gain access to more obscure methods of reshaping their being. The various factions of Qud have different philosophies and approaches towards the mutable nature of the self. Through reputation manipulation and the water ritual, for example, Seekers of the Sightless Way can reveal secrets of the darkling star and the telepath mind, and Slog can pass down the knowledge of the [[Cloaca Surprise]]. No two characters will trace the same path through Qud. The path shapes you just as you shape the path.


==Attributes and Modifiers==
==Attributes and Modifiers==
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