True Kin, one of the two playable genotypes in Caves of Qud, 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 , 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 Putus Templar, making them neutral to the player.
- True Kin choose a caste at character creation, rather than a 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 are the domed cities in which True Kin reside. Currently, only three Arcologies are known to exist, those being:
- The Toxic Arboreta of Ekyemekiyye, The Holy City
- The Ice-Sheathed Arcology of Ibul
- The Crustal Mortars of Yawningmoon
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.
In build codes, the very first letter determines the genotype.
A 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.
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 (, , and ) 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.
- True Kin were called “True Men” in earlier versions of Caves of Qud.