Traits (MC)

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Normal Traits

The listed traits below are normal traits that all players can acquire.

Attractive

Cost: 30.
Requirements: Charm 35+.
Effects: The player has a 20% chance to score a critical Charm/Manipulation roll when interacting with female NPCs in either Seduction, Sexual persuasion or Declare love situations. He also receives a +10 Charm bonus.
Variable: $mctraitat

Adora Sanor

Cost: 50.
Requirements: None.
Effects: The player starts the game with a relatively obedient slave: the slim-waisted 19-year-old Adora Sanor. She starts the game with the Submissive, Workaholic and Perfectionist traits. The ownership of Adora Sanor is also included in the Slaver III (Expert) level.
Variable: $mctraitadora

Brainy

Cost: 20.
Requirements: INTELLIGENCE 40+.
Effects: The player can extract additional skill points from courses and books (roughly 10-20% more than the default yield) and receives a +10 bonus to INTELLIGENCE.
Variable: $mctraitbrain

Crackshot

Cost: 50.
Requirements: Ranged combat 40+.
Effects: Instead of the default 5%, the player's chance of scoring a critical hit in ranged combat attacks increases with his current combat experience.

  • 0-49 fought battles: 15%.
  • 50-249 fought battles: 20%.
  • 250-499 fought battles: 25%.
  • 500+ fought battles: 30%.

Variable: $mctraitcrack

Crafter

Cost: 10.
Requirements: Artisan 20+.
Effects: The player receives a +10 Artisan and a +10 Blacksmithing bonus. He also starts the game with a set of basic raw materials worth approximately $3,000.
Variable: $mctraitcraft

Deadly strike

Cost: 50.
Requirements: Melee combat 40+.
Effects: Instead of the default 5%, the player's chance of scoring a critical hit in melee combat attacks increases with his current combat experience.

  • 0-49 fought battles: 15%.
  • 50-249 fought battles: 20%.
  • 250-499 fought battles: 25%.
  • 500+ fought battles: 30%.

Variable: $mctraitdead

Disciplined

Cost: 30.
Requirements: None.
Effects: The player receives a +30 chance bonus (up to natural caps) when increasing his skills through Basic training.
Variable: $mctraitdis

Dominus

Cost: -.
Requirements: Completing skill book (Sundering Minds).
Effects: WILLPOWER-decreasing sermons at The Shrine receive a +40 chance bonus. The same sermons will also decrease the Unbreakable trait with one point per session.
Variable: $mctraitdominus

Educator

Cost: 50.
Requirements: None.
Effects: The player is able to execute one extra training and homeschooling session per day. This extra session can be done alone or together with NPCs.
Variable: $mctraitmentor

Engineer

Cost: 10.
Requirements: None.
Effects: The player can build double the amount of house and yard upgrades in a day.
Variable: $mctraiten

God's Chosen

Cost: 30.
Requirements: None.
Effects: The player is God's chosen on Raana - at least according to the visions he has had since an early age.

The player starts the game as a Devoted (110 points) Catholic and can never change his religion later in-game.

In addition to this, he also gains a +5 Standing Catholic Church faction boost and starts with a unique melee weapon (Sacred mallet) that will deal more damage as long as his Devotion is 100+.

Note: This trait is mutually exclusive with Oathsworn, meaning that only one of the two can be chosen!

Variable: $mctraitgod

Gunslinger

Cost: 10.
Requirements: Ranged combat 35+.
Effects: The player has a natural talent with pistols and revolvers. He gets a +12 Damage bonus with all one-handed sidearms.
Variable: $mctraitgun

Kingpin

Cost: 50.
Requirements: None.
Effects: The player has a shady past and enjoys a high status in the criminal underworld.

  • The Underworld is unlocked at the game's start.
  • +15 Bandit faction standing.
  • +4 Carozza faction standing.
  • All burglar domestic events are disabled
  • -50 Influence per day if the player's Influence is 750+
  • -150 Influence per day if the player's Influence is 10,000+
  • -25% Palace Raiting accumulation speed.
  • No income from City Control.
  • Special dialogues enabled.

Variable: $mctraitpin

Manhunter

Cost: 15.
Requirements: None.
Effects: The MC receives a +15% chance to incapacitate rather than kill enemies defeated in combat (this bonus does not apply to the MC's Followers). Slaves sold via auctions (at Watery Eyes or Crystal Hills) rather than quick sale while processing get a +15% Estimated sale price thanks to a special connection.
Variable: $mctraitman

Massive load

Cost: 0.
Requirements: None.
Effects: A select few males on Raana have developed an abnormal amount of semen. Ikaanos' dwindling medical profession points to passive radiation from the planet's core as a possible explanation for why this has occurred. But despite an enlarged prostate, they've discovered no signs of malignancy other than the unpleasantness it might cause the male's sexual partner.

This trait can be of a negative nature when having oral sex with inexperienced NPCs. Perverted, Oral fixated, or highly Corrupted NPCs can, however, receive Happiness bonuses when taking the MC's load orally.

Variable: $mctraitload

Master of Mares

Cost: -.
Requirements: Completing skill book (The Mare).
Effects: The MC accumulates his (Manipulate+Charm)/2 /10 once every Conclude Day. These points can then be soaked up and transformed into Arousal while he's interacting with female NPCs.
Variable: $mctraitmare

Mountain Man

Cost: 50.
Requirements: None.
Effects: The player stands close to seven feet tall, with a body frame that resembles a Beryll Monkey than an ordinary human. This increases his strength cap to 190 and stamina cap to 150. However, it also comes with negative effects like major penalties to increase DEX past 60 and the player has to consume an extra 3 Food Ration per day.
Variable: $mctraitmountain

Oathsworn

Cost: 30.
Requirements: None.
Effects: The player is oathsworn Aesir - devoted to the old Gods, and would never sway from the true beliefs of the Gods of Warrior Hall.

The player starts the game as a Devoted (110 points) Aesir and can never change his religion later in-game.

He also gains a +7 Standing Aesir tribe faction boost and makes an additional +3 combat damage when using melee weapons.

Note: This trait is mutually exclusive with God's Chosen, meaning that only one of the two can be chosen!

Variable: -

Occultist

Cost: 15.
Requirements: None.
Effects: The player starts the game with a +10 boost to his Occult skill thanks to his interest in finger science and vast knowledge about obscure rituals, incantations, and forgotten legends.
Variable: -

Party animal

Cost: 15.
Requirements: None.
Effects: Ever since the player was a young boy, he was always a popular guy who knew how to throw a party. Today is no exception. All pool parties and other party events provide an additional +1 Happiness and double the amount of Affection (as default) for all participating NPCs. You also receive a +15 chance bonus for Socializing attempts during home-based parties. He also receives a +15 Kissing bonus.
Variable: $mctraitparty

Pharmacist

Cost: 20.
Requirements: None.
Effects: The player might not be a real pharmacist but he starts the game with an impressive collection of powerful chemicals.

  • x15 Tendstims (+20 Health).
  • x5 Combat tendstims (+20 Health).
  • x3 Doctor's kits.
  • x1 Mindmancer.
  • x1 NeuraClean.

Variable: $ownchems

Preacher

Cost: 15.
Requirements: None.
Effects: The player naturally generates two Devotion points per day - to whatever Religion he belongs. He also receives a +15 chance bonus when trying to Convert others to his faith.
Variable: $mctraitsacred

Sharpshooter

Cost: 10.
Requirements: None.
Effects: The player starts with a +10 bonus to his Ranged weapon skill, a Remington rifle and 50 rounds of 30-06 ammo.
Variable: -

Taskmaster

Cost: 20.
Requirements: None.
Effects: The player is a strict and domineering disciplinarian. Homeschooling sessions receive an extra +15 modification and have a chance to:

  • Increase the Submissive trait (15%).
  • Increase the Perfectionist trait (15%).
  • Decease the NPC's Stamina by 5 points (100%).

All bonuses and effects are doubled if the "Disiplince" focus is used.
Variable: $mctraittask

Tavern Owner

Cost: 45.
Requirements: None.
Effects: The player starts the game with an unoccupied but fully built Tavern next to his house. The Tavern however still requires a barkeeper and workers to fully function.
Variable: $owntav

Techie

Cost: 15.
Requirements: Science 30+.
Effects: The player receives a +20 chance bonus during all Hacking attempts, and starts the game with a level 2 handheld computer.
Variable: $mctraittech

Teen subduer

Cost: 20.
Requirements: None.
Effects: The player receives a +25 chance bonus when trying to persuade, charm, or "hang out" with teenaged NPCs.
Variable: $teeny

Tough

Cost: 30.
Requirements: Stamina 30+.
Effects: The player's sturdiness enables him to naturally soak 8% of all incoming damage in all melee and ranged combat situations.
Variable: $mctraittough

Wealthy

Cost: 25.
Requirements: An Adept+ skill class background.
Effects: The player starts with $5,000 and a retainer that provides a permanent $15/day income.
Variable: $retainer to 1

Well-Hung

Original name: Huge Penis
Cost: 5.
Requirements: None.
Effects: The player's manhood has an impressive girth that may cause some unpleasantness when having intercourse with petite or virgin NPCs. It also has a chance to lower an NPC's WILLPOWER during sexual actions.
Variable: $cock

Wildborn

Cost: 10.
Requirements: Survival 20+.
Effects: The player receives a +15 chance bonus and up to 50% extra yield during hunting actions.
Variable: $mctraitwild

Z-Mark

Cost: 50.
Requirements: None.
Effects: +5 STRENGTH, +5 DEXTERITY, +10 STAMINA, +5 Melee combat, +5 Stamina points regeneration/night, +5 HEALTH regeneration/night.

Children born to mothers who were using the illegal, extremely potent drug Denaar-X during pregnancy are often affected to some degree after having absorbed some of the drug whilst in the womb. Being exposed to this multi-enhancement agent at this most formative but most sensitive time is rarely beneficial though - 95% come out "Y-marked", meaning life-long physical disabilities. A lucky 5% though emerge "Z-marked" - having enhanced skills and improved physical recovery.

This trait is for players who were one of the lucky few - whose mother used Denaar-X whilst carrying them (likely to cope with the demanding responsibilities as housewife of a large household), but they were born Z-marked not Y-marked.

Persons carrying the Z-mark can be recognized by small, sparkling crystals in their irises. It's not something you notice right away, but it's relatively easy to distinguish the "Z-marked race" from other Ikaanians if you know what you're looking for.

Variable: $mctraitz

MoR Enhanced Traits

The listed traits below are only available to those who have the Tier4+ version of Master of Raana. Subscribers will find them on Page 4 of the Traits & Disadvantages screen during character creation.

$750,000 (Investor)

Cost: 40.
Requirements: None.
Effects: The player has been an investor all his life and now he has almost one million dollars at his disposal. That's an ordinary worker's salary for 50 years.
Variable: $enh750

$5,000,000 (Inheritance)

Cost: 200.
Requirements: None.
Effects: For the player, the gray masses of Ikaanos' industrial workers feel like a galaxy away. Thanks to old inheritance, he never has to think twice when offering the most expensive drinks to a dinner table.

The player starts the game with 5,000,00 dollars - enough to cash to upgrade his mansion and hire a team of elite soldiers

Variable: -

Adonis

Cost: 40.
Requirements: None.
Effects: The player's body resembles a statue from the classical era - muscular, lean, and perfect in every possible way. He receives a noticeable boost to your STRENGTH, DEXTERITY, STAMINA, Charm, and Melee combat skills. (+20 to the mentioned attributes and skills).
Variable: -

Coilgun

Cost: 5.
Requirements: None.
Effects: The player starts the game with a trustworthy high-tier Coilgun rifle and 200 units of MAG ammunition.
Variable: $owncoil

Duraplate

Cost: 10.
Requirements: None.
Effects: The player has invested in a $10,000+ combat suit decked with durasteel plates. It's good to always be heavily protected in a city like Ikaanos.
Variable: $owndur

Family Man

Cost: 90.
Requirements: None.
Effects: The player starts the game with a loyal family that will always stand by his side no matter what difficulties Ikaanos might throw at his way.

The player's family consists of his wife whose name and focus are selected by the player alongside his two kids, one male and one female, their names are also selected by the player.

If the player's age is below 30, then he will have two adopted kids instead.

Variable: $mcfam, $addfam

Great Sword

Cost: 5.
Requirements: None.
Effects: The player has carried his father's Great Sword since age 16 when he was strong enough to wield it. This high-tier, solid durasteel weapon is one of the most powerful melee weapons available. (Starts the game with a Great Sword)
Variable: $owngs

H.U.L.C. Armor

Cost: 100.
Requirements: None.
Effects: The player starts the game with the H.U.L.C. Armor, a pre-Severance power suit developed at the Akron weapon industry complex in the 22nd century.

Its remarkable soak (50) and fusion-powered joint engines turn any wearer into a nigh-undefeatable opponent.
Variable: -

Influence +25K

Cost: 20.
Requirements: None.
Effects: The player starts the game with an extra 25,000 Influence after a long life of adventurers, accomplishments, and "the right connections".
Variable: -

Inheritance

Cost: 30.
Requirements: None.
Effects: The player starts the game with a unique quest (available after the Tutorial) that will give him a considerable amount of items.
Variable: $enstart is 2

Master Sniper

Cost: 75.
Requirements: None.
Effects: The player has a remarkable knack for deadly headshots.

All ranged attacks deal an additional damage dice (+1D20 damage).

Variable: -

Old Stash

Cost: 70.
Requirements: None.
Effects: The player is sitting on an incredible pre-Severance stash of Energy cells that have been in his family for generations. As such, he starts the game with 5,000 Energy cells, which can be used as powerful crafting materials - or as deadly ammo for plasma rifles.
Variable: $ownold

Skillbooks

Cost: 10.
Requirements: None.
Effects: The player has an extensive library and start the game with all available level 1-3 skill books. (Except for the following books: High Medicine, Quantum Gates, Dama's Handbook, and The Pain of Rose)
Variable: $ownbooks

Stryker V3

Cost: 75.
Requirements: None.
Effects: The player is one of the few lucky people in Ikaanos to have a Stryker V3 implant, which was officially scrapped in 2220. The Stryker V3 implant adds a +20 damage bonus to all Power strikes in melee combat but the extreme eruption of kinetic force also costs 3 Health points.
Variable: $s3

Superb

Cost: 50.
Requirements: None.
Effects: The player is a true perfectionist and an alpha example of the human race. He starts the game with a bonus to almost every Attribute and Skill. (+10 to all attributes and skills, except for Stealth, Survival, Artisan, Blacksmithing, Copulation, Bondage, Flagellation, and Kissing).
Variable: -