Character Creation

This is a step by step process for creating characters in Savage QUD. The basic 4 steps are the following:

1. Choosing your race & background - This determines some of your basic starting statistics & gear.
	* **Truekin** - Uses cybernetics to dispatch their foes, they are humans unaffected by whatever is causing the mutations.
	* **Mutant** - Uses **mutations** to dispatch their foes, they are genetic freaks that get access to a multitude of mutations, including psionics, and various extra limbs and organs.
2. Choosing attributes - This determines your basic attributes. (Agility, Smarts, Spirit, Strength, Vigor)
	* All dies begin at d4, spending a point increase the die like so: (d4 --> d6 --> d8 --> d10 --> d12) you cannot go above d12.
	* Your starting race / background impacts the amount of attributes you begin with.
		+ True Kin - 5 Attribute Points
		+ Mutant - 4 Attribute Points
3. Choosing skills - This determines what you specialize in.
	* All skills begin at d4-2, taking skills bring it to d4, and it costs 1 point. Trying to increase a skill beyond the value of the attribute die costs twice as much to do so.
	* Your starting race / background impacts the amount of skill points you begin with.
		+ True Kin - 15 Points
		+ Mutant - 12 Points
4. Choosing hindrances - This determines your flaws & gives you more starting EP to spend.
	* 1 Major Hindrance is worth 2 EP (max 1).
	* 1 Minor Hindrances is worth 1 EP (max 2).
5. Spending EP - This determines where your specialties lie.
	* 2 PTS - Raise an attribute die by 1 die type, or an **edge**
	* 1 PTS - Gain another skill point, Get another iteration of your starting wealth.
6. Spending MP (Mutants) or Getting **Cybernetics** (True-Kin)
	* Mutation Points - Every mutant begins with 5 **mutation** points to spend. If they want more than this starting value, they may take defects in order to give them more points to spend. A character can have up to 2 defects.
		+ Note - If you want to play an Esper (only **mental mutations**) or a chimera (only **physical mutations**) make sure you grab the Esper & Chimera background **edges**. Make sure to read up on the Esper & Chimera **edges** to figure out if that's the archetype you want to do!
	* **Cybernetics** - You may choose one of the **cybernetics** listed under "novice." It comes preinstalled on your character for free.
7. Choosing gear - This determines what gear you start with. You may spend up to your starting wealth.
	* In QUD, water is used to trade for goods. Often traders will barter for goods that are valuable, and even up with water. Because of this, money (water) is really tough to carry around the wastes. **[Water as currency]**
	* **Gear**
		+ All characters begin with the following bare-minimum:
			- 2 Waterskins
			- Cloth tunic, cloth pants, sandals.

## **True Kin Backgrounds**

True Kin are a race of mostly pure, unmutated humans. They have sustained themselves for thousands of years inside one of their three pristine Bio-Domes, name mentioned from the Arcology of the True Kin:

* The Toxic Arboreta of Ekuemekiyye - Ekyemekiyye is a modern agricultural and religious society
* The Ice-Sheated Arcology of Ibul - Ibul is a militaristic and technological society
* The Crustal Mortar of Yawningmoon - Yawningmoon is an industrial society, located deep undergound