Disadvantages (MC)

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Revision as of 02:56, 22 September 2024 by AlexD (talk | contribs) (Added the 5 new disadvantages, reorganized the page, added a few descriptions.)
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The advantage of Disadvantages is that they provide you with more Character Creation Points which can be used to increase Attributes, skill classes or buy positive traits.

Body odor

Points: +10.

Requirements: None.

Effects: The MC sweats an unusual amount, so accumulates Filth 50% faster than default. Being filthy provides noticeable chance penalties to most charm and sexual persuasion rolls. This effect can be remedied by taking frequent Showers.

Debt

What a fucking friend. An old acquaintance of yours, Ansel Motte, persuaded you to invest in "The Dillinger Bush" – a pyramid scheme that impoverished almost one hundred families in the Westside-Redhaven area back in 2487.

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 one point down to a minimum of 49.

Haunted

During an underground scavenging trip a couple of years ago, a tunnel collapsed and the MC got lost below the city for weeks. He eventually managed to get out but the horrors he encountered down there took a toll on his mental state.

Points: +5.

Requirements: None. Effects: The MC starts the game with a -10 WILLPOWER penalty, but finishing the Prowler in The Depths questline will immediately restore those points.

Lawful

Points: +30.

Requirements: None. Effects: The MC's over-righteous zeal prohibits him making deals with shady business ventures such as illegal distilleries, Gero Falkenstein's store, the Wrool Cat Wranglers, Carozza Hall and the Bandit faction.

Limp

The MC has a permanent leg injury which impedes his movement.

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 and upgrading the Stables. He also starts with a -5 Dex penalty.

Lone Wolf

Points: +20.

Requirements: None. Effects: The MC works better alone. This means he'll receive a hit chance penalty (-20) if there is more than one extra member in his combat group. All personal training sessions (dojo) are also subjected to a -20 chance modification (MC only) if the session has other participants. However, when the MC is alone, either in combat or during training sessions, he will receive a +20 chance bonus to hit, a +5 damage modification for all weapons and a +20 modification to all improvement rolls.

Near-sighted

Points: +15.

Requirements: None.

Effects: The MC needs to wear corrective lenses, and even with them still receives a -15 chance penalty to all ranged combat and hunting actions.

Pacifist

The MC will not use physical force against any being.

Points: +120.

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.

Sex Addict

Points: +25. Requirements: None.

Effects: The MC cannot think straight when at Normal Craving or higher, and receives cumulative penalties to hit rolls during combat, Homeschooling sessions and training (MC's stats): Normal craving:-6 chance penalty. Strong craving: -12 chance penalty. Huge craving: -24 chance penalty. Constant hardon+: -48 chance penalty.

Stiffness

The MC suffers the effects of early arthritis, meaning he will never achieve the physical prowess of a gymnast or athlete.

Points: +25.

Requirements: None.

Effects: The MC cannot increase his DEXTERITY beyond 70.

Stim Allergy

Points: +70.

Requirements: None.

Effects: The MC's body automatically destroys the TZ-22 and SL-A nanites found in tendstims and combat stimpacks. All fast-healing substances are therefore more or less useless and he has to depend on natural healing to recover from wounds.

Unlucky

Points: +25.

Requirements: None.

Effects: This disadvantage enables a special, repeatable domestic event chain that involves various small mishaps such as injuries, broken items and temporary debuffs. There's a daily 2% chance that the event chain executes.

Weak-boned

The MC has a small or slim frame, limiting the maximum Strength he may achieve.

Points: +25.

Requirements: None.

Effects: The MC cannot increase his STRENGTH beyond 70.

Weak-willed

The MC is of a sensitive temperament, which limits his ability to cope with stress or intense emotion.

Points: +25.

Requirements: None.

Effects: The MC cannot increase his WILLPOWER beyond 70.