Titles (Slaves)

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Titles are household assignments that you bestow upon trusted slaves. A title brings great responsibility, but also a chance for a slave to use her skills for the benefit of her Master's household. Some titles can be assigned to multiple persons at once (Nurse, Nanny, Floor-Crawler), others may have only one holder per Household (Butler, Head Maid, Head Chef, Pantry Girl, Quartermaster, First Wife), and some others may only be available to individuals with an appropriate background (Skulduggerist).

Head Maid

The title of Head Maid is only available for assigned House Maids. It is a very respectable title that'll bestow a maid with much responsibility. A Head Maid governs all other maids and may affect Household Depravity and Efficiency.

Benefits - NPCs

  • A Head Maid has a 50% chance to increase her Perfectionist Trait Value +1/day IF her Discipline is 50+, her Happiness is 50+ and her WILLPOWER is 25+.
  • A Head Maid will increase (15% chance per day) other Maids' Discipline up to her own Discipline.
  • A Pure or kind (60+) Head Maid will increase (15% chance per day) other maids' WILLPOWER up to her own WILLPOWER.
  • A Malevolentor unkind (24 or less) Head Maid will decrease (15% chance per day) other maids' WILLPOWER down to 0, if those maids' WILLPOWER is lower than the Head Maid's.

Benefits - Household

Risks & Costs

  • If Head Maid's Domestic skill is below 20 or if her Intelligence is below 30: +$5 Household maintenance cost/day.
  • If Head Maid has Malevolent trait: +1 Household Depravity/day.
  • If Head Maid has Malevolent trait: -1 Happiness (daily 15% chance) for Slaves and Maids with a lower WILLPOWER than Head Maid's.

Butler

The Butler title is only available for assigned Footmen. It is a distinguished title, at least among the working classes, that'll bestow a man with much responsibility. A Butler governs all other footmen and may affect Household Depravity and Efficiency. He's also a close ally to his Lord. Tending to his well-being is always a Butler's first duty.  

Benefits - NPCs

  • A Butler has a 50% chance to increase his Perfectionist trait value +1/day If his Discipline is 50+, his Happiness is 50+ and his WILLPOWER is 25+.
  • A Butler will increase (15% chance per day) other Footmens' Discipline up to his own Discipline.
  • A Pure or kind (60+) Butler will increase (15% chance per day) other Footmens' WILLPOWER up to his own WILLPOWER.
  • A Malevolentor unkind (24 or less) Butler will decrease (15% chance per day) other Footmens' WILLPOWER down to 0, if those Footmens' WILLPOWER is lower than the Butler's.

Benefits - the MC

  • If Butler's Affection is Amiable+ and his INTELLIGENCE is 60+, the MC always wakes up with the Good Start ability (+2 bonus to all combat, seduction and persuasion rolls).

Benefits - Household

Risks & Costs

  • If the Butler's Administration skill is below 20 or if his Intelligence is below 30: +$10 Maintenance/day.
  • If Butler has Malevolent trait: +2 Household Depravity/day.
  • If the Butler has Malevolent trait: -1 Happiness (15%) for slaves and footmen with a lower WILLPOWER than the Butler's.

Pantry girl

The Pantry Girl has responsibility for buying groceries, and often lead a team of other girls (if available) in the kitchen. She works with the Head Chef if there is one, or fills that role herself if not. You only need one Pantry Girl.

Benefits

  • If Domestic skill is above 80: Household members are fed using 1 Ration less/day each (minimum: 1).
  • If Domestic skill is above 60: Seasoning/food luxuries costs 50% less.
  • If Domestic skill is above 50: +15 success chance during dinner parties, IF slave is assigned as a servant.
  • If Discipline is 50+, Happiness 50+ and Willpower 25+: 50% chance to increase Perfectionist trait 1 point each night (cap = 100).

Risks & Costs

  • If Domestic skill is below 20: Pantry girl spoils one extra Ration per day.
  • If Domestic skill is below 20 and Intelligence is below 30: Small daily risk (0.5%/day) of food poisoning incident in which the MC and all in his household suffer -15 Health points damage.

Quartermaster

A Quartermaster is the MC's Aide-de-camp. This should be a seasoned warrior who can help their patron in combat, and with combat-related chores. As the person responsible for the organisation and maintenance of the Household's weapons and armor, you only want one Quartermaster, to avoid confusion.

Benefits

  • If their Ranged or Melee skill is above 80: MC receives a +10 hit chance in combat, if Quartermaster is appointed as follower, is conscious and has a Neutral or higher Affection.
  • If their Medicine skill is above 40: The MC heals an additional 5 Health points per day, if Quartermaster is conscious and has a Neutral or higher Affection.
  • If their Science skill is above 50 and an Anvil is installed: All the MC's low-tech armors (Padded, Leather, Heavy Leather and Combat) will regenerate one Soak point per day, as the Quartermaster repairs them during down-time.
  • If their Science skill is above 80 and an Anvil is installed: Some of the MC's higher-tech armors also regenerate one Soak point per day: the Quartermaster will automatically repair 1 point of damage to Weave for $60 in materials, 1 point of damage to Duraplate for $80 in materials, and automatically restore any WEGA Armor with 39 or lower soak value back to full at the cost of 2 durasteel and 300 nanites -provided the Laboratory in the Household Modules is built.
  • If their Discipline is 50+ and Happiness 50+ and Willpower are 25+: 1 in 6 chance to increase Perfectionist trait 1 point each night (cap = 100).

Risks & Costs

  • If Ranged and Melee skill is below 20: MC receives a -10 hit chance in combat, if Quartermaster is appointed as follower and is conscious.
  • If Intelligence is below 30: All enemies have a +10 bonus to hit the Quartermaster during combat.

Nanny

A nanny's main occupation is to see to and care for her Master's Children – their needs and their education. The more children you have, the more nannies you should have to look after them. But only NPCs with social status Servant or lower can be assigned as Nannies.

Benefits

  • Nannies have a 1 in 6 chance to increase their Perfectionist trait 1 point each night (cap = 100), IF their Discipline is 50+ AND Happiness 50+ AND Willpower are 25+ - but ONLY if they have children under their care.
  • A nanny adds points to the Offspring Creation Engine (described as "Atmospheres" in the Nursery) each day. These points accumulate across eight categories, which influence the development of children in the nursery. The table below shows the points that are generated from each nanny's stats. These amounts stack - e.g. a nanny with 20 Melee and 95 Ranged will net a total of 4 Combat points (i.e. two plus three minus one). Each child removes 1 point per day. Nannies with jobs halve their chances of adding points from 100% to 50%. When these points have accumulated enough they can be spent on Lessons.
Atmosphere -1 Point if +3 Points if +2 Points if Lessons categories from total points
Combat School Melee Combat or Ranged Combat < 25 Melee or Ranged Combat 60+ Melee or Ranged Combat 90+ <10 = Very poor!; 10-19 = Inadequate; 20-29 = Infrequent; 30-59 = Organized; 60-79 = Superb; 80+ Excellent!
Physical Training Strength or Dexterity < 25 Strength or Dexterity 60+ Strength or Dexterity 90+ <10 = Very poor!; 10-19 = Poor; 20-29 = Infrequent; 30-59 = Organized; 60-79 = Superb; 80+ Excellent!
Discipline Discipline < 25 Discipline 60+ <10 = Disorder!; 10-19 = Poor; 20-29 = Lacking; 30-59 = Good; 60-79 = Superb; 80+ Excellent!
Free Thinking Willpower < 15 Willpower 60+ <10 = None!; 10-19 = Poor; 20-29 = Lacking; 30-59 = Frequent; 60-79 = Liberal; 80+ Enlightenment!
Mental Intelligence < 25 Intelligence 60+ Intelligence 90+ <10 = None!; 10-19 = Poor; 20-29 = Lacking; 30-59 = Frequent; 60-79 = Superb; 80+ Excellent!
Education Academics or Science < 25 Academics or Science 60+ Academics or Science 90+ <10 = None!; 10-19 = Poor; 20-29 = Mediocre; 30-59 = Frequent; 60-79 = Superb; 80+ Excellent!
Corruption Corruption < 15, or Nanny has Pure trait Corruption 60+ <10 = None!; 10-19 = Non-existent; 20-29 = Normal; 30-59 = Frequent; 60-79 = Degenerative; 80+ Massive!
Adventures Survival < 25 Survival 60+ Survival 90+ <10 = None!; 10-19 = Infrequent; 20-29 = Normal; 30-59 = Frequent; 60-79 = Very frequent; 80+ Daily!

Risks & Costs

  • None.

Head Chef

While pantry girls and maids can keep you and your personnel properly fed, assigning a skilled Chef will add satisfaction to the household, and can add prominence and a unique and distinctive atmosphere. It's a title that carries great responsibility - make sure to give it to an NPC you can trust.

The level of success depends on the person's Chef skill, which is further enhanced by working together with an experienced pantry girl (Domestic 60+), and having at least one maid per every ten household members (fewer may lead to Happiness and Flair penalties).

Chef skill = (Domestic x 2 + Discipline + Intelligence) / 4, -15 if Domestic <30, +5 if Age 40+.

Certain NPCs have particular aptitude for this role, giving them an additional +15 to Chef skill: Jack, Adora, and Loden once he is old enough.

Flair is generated by the cooperation between your Pantry girl and the Head Chef. This household attribute is used during parties, while also acting as an Influence generator (Assignments) based on the level of Luxury (Relish and Drinks).

If the Head Chef is assigned to another day job, except as a follower, their effect is decreased by 50%.

Chef effects are only active on NPCs with Normal or higher Food settings (NPC Menu > Actions). These effects are also heavily dependent on your level of Luxury, which can be set in the Economy and Influence menu.

Benefits

  • Significant daily chance of an increase in Happiness for everyone in your household.
  • Potential increased success of Meals and Parties
  • Potential Influence benefits.
  • If Discipline is 50+, Happiness 50+ and Willpower 25+: 1 in 6 chance to increase Perfectionist trait 1 point each night (cap = 100).

Risks & Costs

  • Insufficiently qualified Chefs may harm Happiness, Influence and Event Success rather than help these.

Nurse

A nurse will heal you and your personnel's Health, based on their Discipline and Medicine skill - and also boost Happiness, if it is low. You can have any number of Nurses (male as well as female), but someone needs Medicine 25+ to qualify. A nurse caters to all injured occupants in your household, prioritizing the Master first.

A nurse's Medicine skill determines the amount of Health points each of their patients recovers each day. This is roughly 1+(Medicine skill)/10. So for example +4/person at Medic 30, +5/person at skill 40 and +6/person at Medic skill 50.

The number of patients a nurse can treat each day is determined by their Discipline. This is roughly 1 person per 10 points of Discipline, rounded up. But if the Nurse is assigned to another day job, except as a Follower, the number of patients they can attend to is decreased 50%.

A nurse with Kindness 40+ or the Pure Trait will also increase an NPC's Happiness +2 points per day if that Happiness is below 30.

The nurse also reduces all types of Sexual Wear 20 points per type if that type is 20+, if you have enough Ointments in your inventory.

Benefits

  • Daily: Heal a number of Health Points of a number of injured or sick household members (quantities depending on Medicine and Discipline skills respectively).
  • Daily: Increase Happiness for people for whom it is below 30 (if Nurse has Kindness 40+ or the Pure trait.).
  • Daily: Treat Sexual Wear (Ointments permitting).
  • If Discipline is 50+, Happiness 50+ and Willpower 25+: 1 in 6 chance to increase Perfectionist trait 1 point each night (cap = 100).

Costs

  • A healing action costs $5/NPC (for sterile wash, bandages and other equipment).
  • Ointments, if healing Sexual Wear.

Risks

  • None.

Floor Crawler

Floor crawlers are the lowest form of slaves in Ikaanos – tasked to clean and satisfy all other members in a household. A slave must have either a Corruption above 39 or a Willpower below 25 if you want to appoint them as a Floor crawler. A Floor crawler's willingness and skill is determined by their Corruption value. There's no limit to how many active Floor crawlers you can have in your household. Two or more Floor crawlers will take advantage of each other if their Corruption is 40+. Having more than one Floor crawler distributes sexual wear among the assigned girls. Assigning a Floor crawler comes with risks that depend on the numbers of other slaves and NPCs under your command. Too many NPCs and actively participating slaves decrease Health and Sexual wear faster than what the Floor crawler's body is able to naturally regenerate.

Benefits

  • Daily: Actively participating NPCs have a chance to increase their Happiness and Affection toward you, based on the Floor crawler's skill and devotion.
  • If a Floor Crawler has Fame 200+, Notoriety 100+ or Prestige 50+, any NPC using that crawler gains an additional +1 Happiness and +1 Affection (up to Amiable).

Risks & Costs

First Wife

In the multi-religious cauldron that is Ikaanos, it's common practice for a prominent lord to appoint a wife as his First Wife, especially in a household with multiple wives.

Appointing a First Wife means that she's considered your equal - which comes with several benefits if your household is reputable, but also carries some costs.

Benefits (First Wife)

  • +20 Herald Skill if First Wife's INTELLIGENCE is 50+ and if your Influence is 10,000+.

Costs & Risks (First Wife)

Costs & Risks (Other Wives)

Bed Partner

Bed Partner is a unique assignment can be applied to any female NPC regardless of status, as long as she meets at least one of the following:

Requirements

  • Affection Soulmate+
  • Corruption 70+
  • WILLPOWER below 5
  • The Nymphomaniac trait
  • Affection Amiable+ and Corruption 60+

An NPC with Anger 3+ or Affection Despising or worse will not be eligible for this assignment if her WILLPOWER is also 20+.

An appointed bed partner will automatically serve you sexually at night (Conclude day) as long as she's not away (Arena, Monastery, Colonial Properties), has an ongoing session in the training room, or fails to meet the requirements above after being assigned.

Available Actions

  • Vaginal sex
  • Oral sex
  • Anal sex
  • Rough

Benefits

  • 33% chance to increase the corresponding sexual skill (all three cap at 90).
  • +1 Affection (up to Loving) and +1 Happiness (no cap) if either Corruption 60+, Affection Loving+, The Perverted trait or the Nymphomaniac trait is true.
  • A 15% chance to increase the corresponding Sexual Disposition (cap: 80) by one point if Affection is Amiable+.
  • A 10% chance to increase Corruption by one point per day (cap: 50), if "Rough" is set to ON and the MC's Copulation is 50+. That chance is increased to 30% if the MC's Copulation is 100+.
  • +1 Affection (up to Soulmate, 33% chance) if Rough is set to ON and the NPCs Corruption is 75+.
  • The MC always wakes up with the Normal craving status.

Costs & Risks

  • Sexual wear (5-13) that corresponds with the type of sex provided. The "Rough = ON" setting adds an additional 1-4 points of wear.

Skulduggerist

Available only to Rebecca Higgs, this is a unique special ability which appears as a Title but which only takes effect if Rebecca is not assigned to any Job - so it is a Title which takes the place of a Job. It also only takes effect if Rebecca is Friendly+ with the MC. It is detailed in full under Titles (and Special Abilities).

Benefits

  • Will increase the yield of most of the MC's passive income streams considerably. So possibly low or zero benefit early game, if no investments set up - but hundreds or thousands of Raanic Dollars a day later on. For full details see HERE.

Costs

  • Makes the NPC unavailable for other Jobs, if the Title is to remain active. Means the MC must maintain the NPC's Affection - though this should not be difficult.

Risks

  • None