Traits (MC): Difference between revisions

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'''Requirements:''' None.
'''Requirements:''' None.
===Effects===
===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.
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==
==Techie==

Revision as of 13:45, 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: 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 +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: 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.

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.

Limp

Points: +15.
Requirements: None.

Effects

The MC takes double the amount of time to pass through a district due to his injured leg. This effect becomes inactive after building the stables.

Pacifist

Points: +100.
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%.