Traits (MC): Difference between revisions

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The MC cannot increase his WILLPOWER beyond 70.
The MC cannot increase his WILLPOWER beyond 70.


=Master traits=
=Expert 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.
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==
==Academic retainer==
'''Cost:''' 200 (Master Scholar class).<br>
'''Cost:''' 200 (Expert Scholar class).<br>
'''Requirements:''' None.
'''Requirements:''' None.


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==Adora==
==Adora==
'''Cost:''' 200 (Master slaver class).<br>
'''Cost:''' 200 (Expert slaver class).<br>
'''Requirements:''' None.
'''Requirements:''' None.


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You start the game with an obedient female NPC slave (age 19). She has a unique wardrobe set and a special background story.
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==
==Doctor==
'''Cost:''' 200 (Master doctor class).<br>
'''Cost:''' 200 (Expert doctor class).<br>
'''Requirements:''' None.
'''Requirements:''' None.


===Effects===
===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.  
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.  


==Master hunter==
==Huntmaster==
'''Cost:''' 200 (Master hunter class).<br>
'''Cost:''' 200 (Expert hunter class).<br>
'''Requirements:''' None.
'''Requirements:''' None.


===Effects===
===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.
You lose 75% less Stamina during hunting actions and have access to a bountiful, hidden hunting location in Darkmere.


==Master tactician==
==Combat Veteran==
'''Cost:''' 200 (Master soldier class).<br>
'''Cost:''' 200 (Expert soldier class).<br>
'''Requirements:''' None.
'''Requirements:''' None.


===Effects===
===Effects===
All combatants in your group (Followers) receive a +10 chance bonus and dish out an extra +2 damage regardless of equipped weapon.
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==
==Business competence==
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===Effects===
===Effects===
You receive a flat 4% increase to all business income, including factions. Your crafting speed is also increased by 20% and all your workshops produce 10% extra Production points.
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.

Revision as of 07:38, 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.

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.

Stiffness

Points: +25.
Requirements: None.

Effects

The MC cannot increase his DEXTERITY beyond 70.

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-boned

Points: +25.
Requirements: None.

Effects

The MC cannot increase his STRENGTH beyond 70.

Weak-willed

Points: +25.
Requirements: None.

Effects

The MC cannot increase his WILLPOWER beyond 70.

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.