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i think the main thing is that mutations allow you to have a build, hit play, and be in that build. TKs take much, much longer to be playing anything other than a baseline human that can punch hard or see in the dark. which is basically what you said for your first point. whenever i recommend qud to my friends, i always recommend they play mutants just so they dont get bored in the early death loop lmao
1. Mutants are very dynamic, and excel at keeping the game fresh across several playthroughs due to their randomness and wide variety of valid playstyles.
2. The community has a very high furry population, just saying lol
3. True kin lack considerable QoL mutants have, such as regeneration, night vision. and precognition
Feel free to reach out on steam or discord if you need any help coding or coming up with skills
@Detective Costeau I have some existing private cybernetic edits, I can post them thanks for the response and kind words!
I'd certainly be interested, but sadly TKs(despite being objectively stronger than muties) are the black sheep of the community
Also is there any interest in a mini skill tree for true kin? I have vague outlines built around the scrapped "reject the flesh" mechanic from rogue trader, but I don't know if I want to go through with it.
possibly a bit overpowered, but honestly with credit cost scaling and the fact that you have to choose to use these over other cybernetics, i think thats fine. an investment of that much should be rewarding
....I'm happy I have it, though.