Traits (MC): Difference between revisions
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===Effects=== | ===Effects=== | ||
The MC receives a +10 chance bonus and up to 50% extra yield during hunting actions. | The MC receives a +10 chance bonus and up to 50% extra yield during hunting actions. | ||
=Expert traits= | =Expert traits= |
Revision as of 10:49, 7 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: Artisan 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: 30.
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.
Party animal
Cost: 10.
Requirements: None.
Effects
Ever since the MC's been a young boy, he was always a popular guy who knew how to throw a great 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.
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: 30.
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: 15.
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 +10 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: A lvl 2+ skill class 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.
Expert traits
You gain Expert traits by maxing out a skill class during the character creation process. Expert traits are unique and cannot be obtained while playing MoR.
Academic retainer
Cost: 200 (Expert Scholar class).
Requirements: None.
Effects
You are the author of a relatively famous book that provides an extra retainer income of $200/day. Due to your long experience in teaching, all lectures and homeschooling sessions also receive a +15 chance bonus.
Adora
Cost: 200 (Expert 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.
Doctor
Cost: 200 (Expert doctor class).
Requirements: None.
Effects
Your inherited disposition toward helping others (and yourself) increases health recovery in your household with +5 Health points per day. You also receive a 25% discount on all tendstim purchases thanks to your many connections. You also start the game with 25 tendstims and 10 doctor's kits.
Huntmaster
Cost: 200 (Expert hunter class).
Requirements: None.
Effects
You lose 75% less Stamina during hunting actions and have access to a bountiful, hidden hunting location in Darkmere.
Combat Veteran
Cost: 200 (Expert soldier class).
Requirements: None.
Effects
You start the game with a combat armor, two NPC combat armor suits, one automatic rifle, 400 rounds of 7.62 ammo and five tendstims.
Business competence
Cost: 200 (Master businessman class).
Requirements: None.
Effects
During your many years as an artisan, you've built up a unique method of producing goods and enhancing incomes. This method provides you with a3% increase to all business income, including factions. All your workshops also produce 10% extra Production points per day.
Master titles (WIP - coming in 0831)
You gain Master titles by reaching a certain threshold in a special skill or a set of skills. There are no limits to how many Master titles you can have.
Master Tactician
Requirements: Ranged weapon skill 120+ or Melee combat skill 120+. INTELLIGENCE 75+.
Effects
All assigned Followers gain a +15 chance bonus in combat and dish out an additional +3 damage, regardless of their equipped weapon.