Caves of Qud

Caves of Qud

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Ratfolk Genotype
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Character: Genotype, Subtype
File Size
Posted
Updated
197.456 KB
22 Apr, 2023 @ 2:58am
18 Feb @ 7:42am
9 Change Notes ( view )

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Ratfolk Genotype

Description
The Habits of Rats

Skittering through ruins, creeping in the shadows. Intelligent eyes shining in refracted light. Thin clawed hands sifting through abandoned detritus. The most hidden and cramped spaces have been carved into homes for the durable and opportunistic ratfolk.

Standing just shorter than an average mutated human, ratfolk are intelligent, tailed bipeds who have long existed in Qud. When new generations of pups are born, their tightly knit family unit makes temporary nests in twisting caverns and dilapidated ruins for months at a time. They are otherwise subterranean nomads who tend to shy from the scorching, merciless sunlight that bleaches the topside world.

This mod adds a new playable genotype, the ratfolk. There are seven playable "lifestyles" with unique skillsets and inventory loadouts.

Ratfolk Attributes

All rats have the ability to make camp and sprint (same as the two base game genotypes).

Ratfolk are mutated creatures, and thus begin with MP and do not have access to cybernetics. To offset their starting attributes, they begin with only 8 MP to spend on character creation. They also begin play with the following two skills:

Poison Tolerance

You take 25% less initial damage from poison and the duration of poison is reduced by 25%.

Scavenger

Whenever you step over garbage, you astutely rifle through it and occasionally discover scrap. Additionally, you harvest extra scrap from robots you destroy.

Lifestyles

Currently there are seven playable roles, each representing facets of ratfolk culture.

Pilferer

+2 Agility
Tactics
Pistol
Acrobatics
Spry

Trash Monk

+2 Agility
Bows & Rifles
Discipline
Trash Divining
+200 reputation with Hermits

Enforcer

+2 Toughness
Axe
Endurance
Intimidate
Shield

Contriver

+2 Intelligence
Tinkering
Tinkering 1
Disassemble
Deft Throwing
Starts with several grenades

Sawbones

+2 Willpower
Short Blades
Physic
Nostrums
Amputate Limb

Kingpin

+2 Ego
Long blades
Proselytize
Persuasion
The giant rat that makes all of the rules

Beldam

+3 Willpower
-1 Strength
Cooking
Harvestry
Berate
Wayfaring
+200 reputation with Hermits

Change Log

1.0 - Initial Release
1.1 - Added Putus Templar negative reputation
1.2 - Corrected player tile facing
Fixed Kingpin's description
Small rebalance and editing
1.3 - Fixed error in code causing mod warning
Popular Discussions View All (1)
0
16 Dec, 2024 @ 2:05am
Player sprites facing to the right?
Glamorpuss
21 Comments
Kuromi Bathwater  [author] 18 Feb @ 7:43am 
@Tyrir
This has been fixed, thanks for the catch!
Tyrir 18 Feb @ 12:52am 
Minor warning from popuplationtables.xml:

MODWARN [Ratfolk Genotype] - XmlDataHelper:: 333640/2965597037/PopulationTables.xml line 18 char 57
Unexpected text node


<object Blueprint="Witchwood Bark" Number="3-4" />S


Got a stray 'S' at the end there somehow causing that mod warning.
devin 9 Jan @ 11:00am 
let's see what kind of trouble we can get ourselves in to 🐀 🐀🐀🐀🐀🐀
Thighs 2 Nov, 2024 @ 7:48am 
Can't wait for some crossover with some kind of 'birthday bash' modpack.

Really though, these are lovely tiles and each subtype feels well-considered and interesting.
WhiteMagicalHat 21 Jul, 2024 @ 3:15pm 
Skaven. Gnarly.
Kuromi Bathwater  [author] 25 May, 2024 @ 12:15pm 
@Cast Iron Crow
nah it wasn't good for balancing. the Beldam got it instead :)
cashew 24 May, 2024 @ 5:22pm 
Very important game breaking bug. The description for the Kingpin calling says "The big rat who makes all the rules" when it should say "The big rat who makes all OF the rules". Urgent please fix. Thank you :)
Cast Iron Crow 2 May, 2024 @ 2:44pm 
Shouldnt the trash monk have Trash Divining?
Cryptsy Satoshi 17 Apr, 2024 @ 5:31pm 
My Exotic guns mod has a working warplock jezzail
Explosiv 'n' Eskort 2 Sep, 2023 @ 8:06am 
I wish there'll also be a cyber rat/mouse genotype.