Traits (MC): Difference between revisions
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===Effects=== | ===Effects=== | ||
The MC can build double the amount of upgrades in a day. All building maintenance costs are decreased with 50%. | The MC can build double the amount of upgrades in a day. All building maintenance costs are decreased with 50%. | ||
==Gunslinger== | |||
'''Cost:''' 10.<br> | |||
'''Requirements:''' Ranged combat 35+. | |||
===Effects=== | |||
The MC has a natural talent with pistols and revolvers. He receives a +10 Damage bonus with all onehanded sidearms. | |||
==Large manhood== | ==Large manhood== |
Revision as of 09:58, 6 February 2024
Attractive
Cost: 15.
Requirements: Charm 35+.
Effects
The MC 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.
Brainy
Cost: 50.
Requirements: INTELLIGENCE 40+.
Effects
The MC can extract additional skill points from courses and books (roughly 20% more than the default yield).
Crackshot
Cost: 60.
Requirements: Ranged combat 40+.
Effects
Instead of the default 5%, the MC'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%.
Crafter
Cost: 20.
Requirements: Blacksmithing 20+.
Effects
The MC 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.
Deadly strike
Cost: 50.
Requirements: Melee combat 40+.
Effects
Instead of the default 5%, the MC'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%.
Disciplined
Cost: 60.
Requirements: None.
Effects
The MC receives a +40 chance bonus (up to natural caps) when increasing his own skills through Basic training.
Engineer
Cost: 15.
Requirements: None.
Effects
The MC can build double the amount of upgrades in a day. All building maintenance costs are decreased with 50%.
Gunslinger
Cost: 10.
Requirements: Ranged combat 35+.
Effects
The MC has a natural talent with pistols and revolvers. He receives a +10 Damage bonus with all onehanded sidearms.
Large manhood
Cost: 10.
Requirements: None.
Effects
The MC'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.
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 to 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.
Techie
Cost: 15.
Requirements: Science 30+.
Effects
The MC receives a +20 chance bonus during all hacking attempts and starts the game with a level 2 handheld computer.
Tough
Cost: 40.
Requirements: Stamina 30+.
Effects
The MC's sturdiness enables him to naturally soak 5% of all incoming damage in melee and ranged combat situations.
Sacred
Cost: 20.
Requirements: None.
Effects
The MC naturally generates two devotion points per day - to whatever religion he belongs.
Sharpshooter
Cost: 10.
Requirements: None.
Effects
The MC starts with a +15 bonus to his Ranged weapon skill, a Remington rifle and 200 rounds of 30-06 ammo.
Slaver
Cost: 15.
Requirements: None.
Effects
The MC receives a +15% chance for incapacitating enemies in combat. All auctions held at Watery Eyes or Crystal Hills get a +15% Estimated sale price.'
Teen subduer
Cost: 20.
Requirements: None.
Effects
The MC receives a +25 chance bonus when trying to persuade, charm or "hang out" with teenaged NPCs.
Wealthy
Cost: 20.
Requirements: Special background.
Effects
The MC starts with $10,000 and a retainer that provides a permanent $15/day income.
Wildborn
Cost: 10.
Requirements: Survival 20+.
Effects
The MC receives a +10 chance bonus and up to 50% extra yield during hunting actions.
Disadvantages
Body odor
Points: +10.
Requirements: None.
Effects
The MC accumulates Filth 50% faster than default. Being filthy provides noticeable chance penalties to most charm and sexual persuasion rolls.
Near-sighted
Points: +15.
Requirements: None.
Effects
The MC receives a -15 chance penalty to all ranged combat and hunting actions.
Debt
Points: +15.
Requirements: None.
Effects
The MC starts with a $25,000 debt that deducts $25/day for one thousand days.
Gluttonous
Points: +20.
Requirements: None.
Effects
The MC consumes 2 extra food rations/day and has a daily 5% risk of lowering his Stamina with one point down to a minimum of 49.
Pacifist
Points: +75.
Requirements: None.
Effects
The MC cannot attack in any combat situation. His Followers are unaffected by this disadvantage but going solo into a fight always means defeat.
Unlucky
Points: +20.
Requirements: None.
Effects
This disadvantage enables a special, repeatable domestic event chain that involves various smaller mishaps such as injuries, broken items and temporary debuffs. There's a daily 2% chance that the event chain executes.
Weak-willed
Points: +15.
Requirements: None.
Effects
The MC starts with a -15 penalty to his WILLPOWER.
Master traits
You gain Master traits by maxing out a skill class during the character creation process. Master traits cannot be obtained later in the playthrough.
Academic retainer
Cost: 200 (Master Scholar class).
Requirements: None.
Effects
You are the author of a relatively famous book that provides an extra retainer income of $200/day. You also start the game with 2,000 points of additional Influence. Due to your long experience in teaching, all lectures and homeschooling sessions receive a +15 chance bonus.
Adora
Cost: 200 (Master slaver class).
Requirements: None.
Effects
You start the game with an obedient female NPC slave (age 19). She has a unique wardrobe set and a special background story.
Master healer
Cost: 200 (Master doctor class).
Requirements: None.
Effects
Your inherited disposition toward helping others (and yourself) increases health recovery in your household with +7 Health points per day. You also receive a 25% discount on all tendstim purchases thanks to your many connections.
Master hunter
Cost: 200 (Master soldier class).
Requirements: None.
Effects
You receive a +75 hunting chance bonus, lose 75% less Stamina during hunting actions and have access to a bountiful, hidden hunting location in Darkmere.
Master tactician
Cost: 200 (Master soldier class).
Requirements: None.
Effects
All combatants in your group (Followers) receive a +10 chance bonus and dish out an extra +2 damage regardless of equipped weapon.
Business competence
Cost: 200 (Master businessman class).
Requirements: None.
Effects
You receive a flat 5% increase to all business income, including factions. Your crafting speed is also reduced by 20%.