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True Kin are the direct descendants of the [[Eaters]], | True Kin, one of the two playable races of Human 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 differences between True Kin and [[Mutants]]: | |||
* True Kin do not have access to [[Mutations]] at character creation. | |||
* 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 0 [[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 generally get stronger positive effects from [[:Category:Tonics|Tonics]] which they consume. | |||
= Character Creation = | ==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}} | |||
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 == | === 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. | 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. | ||
== Trivia == | |||
* True Kin were called “True Men” in earlier versions of {{Gamename}}. | |||
{{stub}} | {{stub}} | ||
[[Category:Lore]] | [[Category:Lore]] |
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