The Player

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In Masters of Raana, you take the role of a male protagonist who's recently inherited a large house from his disappeared brother. That now makes you one of the lucky few. The world of Raana is harsh and unforgiving, where might and influence determine who you are and how the future will remember you.

And the future is truly yours. Masters of Raana is an open-world with endless possibilities. There are no guiding hands or set goals and there is no end except when you choose to quit. Your background is also highly customizable during the character creation progress and your choices there affect how the inhabitants of Ikaanos perceive and remember you.


Masters of Raana features an advanced old-school skill system. There are no levels - you get better at the skills you actually use, and you can further tune your character's focus with skill books, personal trainers, and by taking courses at the academy.

Attributes

Attributes are six defining statistics that represent the core of your main character (MC) and have a significant impact on many of the things you undertake in Masters of Raana. Each Skill is dependent on an attribute, and in some cases, attributes give a small boost to every skill check you undertake during gameplay. Basic actions such as breaking down a door (Strength), jumping or climbing (Dexterity), or enduring a sexual orgy (Stamina) are all determined solely by an attribute check, whereas more advanced actions such as gambling, hacking computers, or firing a weapon are determined by a skill check.

Dexterity

Dexterity is what defines your overall acrobatic abilities - such as scaling walls, racing through minefields, or fleeing from an adversary. The attribute is primarily used in battle, where a Dodge roll checks your Dexterity when someone tries to hit you with a melee weapon.

  • A Dexterity score of less than 40 represents a typical Ikaanos individual.
  • A Dexterity score of 40 to 74 indicates that the individual has begun to work on honing their physical abilities. If you pay attention and have a little bit of luck, you can evade enemy attacks.
  • A Dexterity score of 75 to 99 reflects an agile fighter with a well-trained body. Even when wearing armor, you can be extremely difficult to hit. Nevertheless, a few masters and numerous cybernetics are still capable of hitting you.
  • A Dexterity score of 100 or above indicates a body that is operating at the very top of its capabilities.

Increase Dexterity

  • By performing a workout at home.
  • Through critical success rolls.
  • Working a shift at the Assembly Plant will sometimes deliver a +1, cap = 100.

Dexterity can be negatively affected by

  • Injuries
  • Aging

Health, and Health Points

Health primarily determines how much damage the player can take in combat and still function. It is a reflection primarily of physical size, but also theoretically fitness and willpower. It is hard to increase naturally.

Increase Health:

  • Train up your Strength or Stamina.
  • Health Implants significantly increase your maximum health level; these are expensive high-tech.

Health can be negatively affected by:

  • Losing Strength points permanently to old age or to debilitating injuries caused by getting knocked out in Combat.

Health Points (Health pool) are not technically an ATTRIBUTE or Skill, they are a critical metric to monitor. Each hit in combat depletes your Health Point pool. When you run out of health you become unconscious. On regaining consciousness you will have near zero Health and will be unable to do much more than rest and recover. Recovery is slow without medical assistance.

Restore Health Points:

  • A good night's sleep will restore roughly 5% of your total (affected by quality of your Bedfroom and a couple of other factors).
  • Taking a luxurious bath, at home if you have upgraded your Bathroom sufficiently, or at Virax Springs (might restore 5?).
  • Getting a professional massage, from one of the girls at Virax Springs or Divine Juices (might restore 5?).
  • Injecting Tendstims (restores 20, or 30 if you have Medicine skill 40+).
  • Healing Implants boost daily healing rate; these are expensive high-tech.

Note: Doctor's Kits can be used by the MC, but not on the MC.

Health Points are reduced by:

  • Getting injured in combat.
  • Pushing yourself when Training physical skills (Dexterity, Stamina, Strength, Melee): -5 points per 2 hours.
  • Poisoning, for example from food badly prepared by incompetent servants.
  • Pushing yourself beyond your Stamina Point limit.
  • Starvation.

Influence

Read more here.

Intelligence

Intelligence is what defines a character's concentration, intellect, and sharpness of mind. This ATTRIBUTE provides a significant advantage while attempting to educate one of your slaves or extract skill points from a Book.

A high Intelligence value will also assist you in manipulating other characters.

Increase Intelligence:

  • By completing any of the four short courses on offer to you at the Academy (+1-3, 1-5, 1-3 and 1-6; they stack).
  • By instructing students at the Academy (small daily chance of +1, but you get paid to do it; caps at 80).
  • Through critical success rolls in actions determined by Intelligence.
  • Through the SpaceBall event (Arrange Event > ENSYS night) - 20% chance to increase INT up to a maximum of 70.
  • Playing poker (critical success rolls give you +1; capped at 90).
  • If you are married, chats with your wife at the café can increase your Intelligence if hers is higher than yours (no cap, but practical limit about 120).
  • Carousing at the Dockgrave tavern can occasionally increase a range of skills including Intelligence, but may be capped at 80.
  • By reading Books on Academics, Science or Medicine - one you'll find at home (+1), one in a bunker in Stokke Hills (+1), one in Roo's store (+1) and eight in the Secret Garden (+1, +1, +1, +2, +2, +2, +2, +2).
  • By joining the Historical Society and spending time browsing their library (total gain +5 possible; no cap).
  • By completing an RPG campaign (Arrange Event > RPG night); +2; no cap.
  • By completing Ayden's RPG campaign.
  • If Dexter Colt is in your Household, you will occasionally get opportunities to stay up late talking with him, which may grant a +1 at cost of 15 Stamina points the next day (cap: 120).

Intelligence can be negatively affected by:

  • Specific injuries.

Stamina, and Stamina Points

Stamina reduces the amount of Health Points damage you take in combat: -1 at 40+, -2 at 50+, -3 at 60+, -4 at 70+, -5 at 80+, and -6 at 90+, per wound. Stamina also impacts how quickly you heal from injuries, how rapidly you replenish Stamina Points, and how athletic you are when it comes to sustaining prolonged sessions of sexual activity. Lastly, this ATTRIBUTE has a minor influence on the result of physical training sessions.

  • A Stamina score of less than 40 indicates a typical Ikaanos individual.
  • A Stamina score of 40 to 74 indicates that the individual has begun to work on honing their physique. You'll be able to return home after a hard day's work and still perform strenuous activities.
  • A Stamina rating of 79 to 99 indicates an inexhaustible warrior with a well-trained body. Individuals that attempt to flee you will eventually succumb to exhaustion unless they are one of the rare elites or possess cybernetics.
  • A Stamina score of 100 or more indicates that the body is operating at the extreme limits of the human body.

Increase Stamina:

  • By performing a home workout.
  • Through prolonged sessions of sexual interaction.
  • Through hunting sessions (20% chance of +1; cap: 50).

Stamina can be negatively affected by:

  • Injuries
  • Aging

Stamina Points (Stamina pool) are not technically an ATTRIBUTE or Skill, they are a critical metric to monitor. Each complex action, such as trekking through a thunderstorm, hunting in the woods, engaging in sexual activities, or working at a chemical processing factory, depletes your Stamina Point pool. When all of your Stamina Points are depleted, you become exhausted and must immediately rest. A restful night's sleep restores the majority of your Stamina Points and prepares you for another day of activity.

Restore Stamina Points:

  • A good night's rest (+10 points minimum, increasing with increasing Stamina, -/+4 according to bed quality, and -7 if woken up by events).
  • Taking a shower (additional bonuses for showering with your slave).
  • Taking a bath at Virax Springs spa (+6 points; 30 minutes; $50)
  • Getting a massage (either from slaves or prostitutes).
  • Spend an hour reminiscing in the basement of your old "clubhouse" in Stokke Hills (+2 points).
  • Relax by taking a short (<1hr) rest "camp" when in an area where it's safe and appropriate to Camp (+2 points).
  • Walking through natural areas if you have Devotion of 100+ in the Cult of the Elder (+1 point per map transition).
  • Stargazing with an NPC, if you extend the event and it goes well (+3 per 30 min interaction; available only on cloudless nights).
  • Various relaxing and enjoyable activities.

Stamina Points are reduced by:

Most activities that require effort on your part:

  • Combat: -4 points per 18 minute battle.
  • Searching the Scrap Heap: -10 points per 2 hours
  • Hunting: - 6 points per 2 hrs.
  • Scavenging: -3 points per 1 hour scavenging an area.
  • Training: -7 points per 2 hrs.
  • Partying: -3 points per 5 hours.
  • Crafting: -2 points per 30 minutes.
  • Hacking: 50% chance of -1 per attempt to crack a digit.
  • Resources: -2 points per 12 minutes preparing leather from skins or extracting gold from circuit boards.
  • Resources: -1 point per 12 minutes preparing food rations from meat or scrapping merchandise.
  • Conversions: -2 points per 2 hour attempt to change an NPC's Religion to your own.
  • Preaching (religious lecturing in your Shrine): -10 points per 1 hour session IF you decide to use additional "Fury".

Strength

Strength is a metric that indicates your physical prowess and muscular build. The ATTRIBUTE is mostly used to modify the damage dealt in melee combat. Additionally, you employ Strength to break through barriers and improve the efficiency of heavier weaponry. Maintaining a trim body is critical if you want to get laid. A high Strength value provides a small bonus when seducing the opposite sex.

  • A Strength score of less than 40 represents a typical Ikaanos individual. You will have difficulty performing relatively simple strength-based jobs and should avoid anybody who is trained or naturally skilled.
  • A Strength score of 40 to 75 indicates that the individual has begun to work on honing their physique. You can easily overcome average individuals but will face a challenge from those who have invested their own effort.
  • A Strength score of between 74 and 99 indicates a well-trained body in an aspiring warrior. However, there are further extremes, particularly for individuals who have embraced cybernetics.
  • A Strength score of 100 or above indicates a body that is operating at the extreme limits of human performance.

Increase Strength:

  • By performing an at-home workout.
  • Through critical success rolls (ie, working a physically demanding job, story events, etc).
  • Through the use of melee weapons in combat.

Strength can be negatively affected by:

  • Injuries
  • Aging

Willpower

Willpower is a measure of the player's sense of self-esteem, honor, and mental wellness. It amplifies his attempts at manipulation, seduction, and persuasion while engaging with other characters. Additionally, it is a beneficial ATTRIBUTE when gambling or carousing in a Tavern. And for people foolish enough to dabble in the Occult, Wisdom is eroded in the pursuit of this knowledge, and also in the practice of the powers which come with it.

Increase Willpower:

Willpower can be negatively affected by:

  • Assembly Plant work.
  • Random events.
  • There are rumored to be rare Occult books, the reading of which may reduce Willpower substantially.
  • There are also stories of occult Incantations, which can be cast at the cost of Willpower (1-3 points, depending on Occult skill).

Skills


There are many different ways to increase your skills in the game. Most of these ways have caps. The caps are different for different methods. Plus Quest or Storyline increases to attributes or skills will ignore caps. E.g. searching your brothers scrap heap gives +1 strength, +1 stamina, +1 melee combat, one time only each but will increase them above the typical 130 cap.

Academics

The Academics skill indicates the MC's general knowledge of Raana, Earth, and human history. It's also used for library searches and as a bar for entering certain establishments (such as the Historical Society).

Increase Academics:

Administration

The MC's "Administration competence" is a compound skill whose value is derived from other scores: Power Value (warlord experience), Intelligence (general know-how), Academics (old-world structures) and Science (maths). It is thus similar to an NPC's Accountant skill, which is derived from their Administration skill. Its value = ( Power Value [max. 150] + MC's Intelligence + MC's Academics + MC's Science - 10 ) / 4.

  • A low Administration score will impose small business income penalties, and increased maintenance costs for big households.
  • A high Administration score will provide small business income bonuses.
  • An accountant will override all negative effects from a low MC Administration skill.
  • To increase his Administration skill, the MC can increase the attributes it is calculated from.

The MC is able to personally tutor household occupants in the art of Administration (raising their Administration skill, which will raise their Accountancy skill):

  • Homeschooling Administration sessions use the MC's Administration competence as the base of their success chance.

Artisan

Artisan skill allows you to Craft a range of items. Each item requires a certain level of the skill to make. Such crafting requires appropriate Materials, and most items require either a Loom or a Smithery to make. Some items require a sufficient level in the Blacksmithing skill too. Making things takes time, but the practice may boost your skill level, as well as producing items that in some cases you will be able to sell for more than the cost of the materials consumed in making them.

To increase your Artisan skill:

  • Practice crafting items (cap: 130).

Blacksmithing

Blacksmithing allows you to Craft a range of items. Each item requires a certain level of Blacksmithing to make. Such crafting requires appropriate Materials, and most items require a Smithery to make. Some items require a sufficient level in the Artisan skill too. Making things takes time, but the practice may boost your skill level, as well as producing items that in some cases you will be able to sell for more than the cost of the materials consumed in making them.

To increase your Blacksmithing skill:

  • Practice crafting items (cap: 130).

Bondage

Your skill at tying up others, but in a sexual play context rather than for restraining captives. Can affect a variety of attributes in the person tied (Affection, Happiness, Pain, Fear, Stamina, Willpower, Corruption...) depending on your relationship with them, their psychological preferences and current state, and your intentions with the bondage and how good you are at it. Some will enjoy what others will hate.

To increase your Bondage skill:

  • Practice it at home in the Training Room.
  • Rough petting during foreplay can increase Bondage on a critical success (cap: 70).
  • Can increase by "rougher play" at The Velvet Room - expensive, but can get several points per session if you play it right (cap: 70).
  • Read The Art of Paine I, Demonic Pleasure and The Pain of Rose sold at Devious Tools (+9, +8-10, +7-10) and The Art of Paine II at The Secret Garden (+8-10).

Note: the increases from books and courses are not capped, so if you want to maximize eventual skill level, do the Velvet Room first, then the courses, then the books.

Charm

Charm partly describes the MC's good looks but is also a sign of his good manners, behavior, and general masculine "force of attraction".

Increase Charm:

  • By reading certain Books, including The Pain of Rose sold at Devious Tools (+5), and three in the "Shelves of Domination" at the Secret Garden (+3, +2, +2).
  • By getting a critical success Caressing a partner during seduction events (cap: 70).
  • Through plastic surgery at the Doctor's Hall in Crystal Heights (+5 points per surgery. No surgery will be attempted above Charm 84, hence maximum Charm achievable in this way = 89.)
  • Caressing during sexual foreplay can increase Charm on a Critical Success.

Charm can be reduced by:

  • Some injuries serious enough to knock you unconscious in Combat.

Copulation

Your skill at making love - pleasing yourself while satisfying the other.

To increase your Copulation skill:

  • Practice it - your skill will increase by 1 point on a critical success during vaginal sex (doggy or missionary). Such progress is capped at 100.
  • Spending time reminiscing in your brother's "clubhouse" can bring a one-off, +2 gain. Which can be applied on top of your cap.
  • Sex with Leia Winton can teach you a thing or two. Two, actually. A +2, one-off gain, which can be applied on top of your cap.

Flagellation

Your skill at using implements of punishment or torture in a way that causes pleasure and/or inflicts pain. Can cause Willpower loss and Corruption increase in the subject, particularly when you give them orgasms this way. Can affect a host of other attributes too: Affection, Happiness, Pain, Fear, Stamina, and can cause temporary Health loss - all depending on your intentions, how good you are at it, and the psychology of the recipient (some will enjoy what others will hate).

To increase your Flagellation skill:

  • Chance to increase each time perform a "disciplinary act" during bondage sessions in the MC's basement Training Room, even on a failure (cap: 120).
  • Can increase via "rougher play" at The Velvet Room; expensive but can get several points per session if you play it right (cap: 70).
  • Read the Books The Art of Paine I, Demonic Pleasure and The Pain of Rose sold at Devious Tools (+5, +5, +3) and The Art of Paine II at The Secret Garden (+6).

Note: the increases from books and courses are not capped, so if you want to maximize eventual skill level, do the Velvet Room first, then the courses, then the books.

Gambling

The skill that determines the player's ability to win any form of gambling-related things.

To increase gambling skill:

Kissing

Besides knowing his way inside a girl's mouth, this skill also executes when the MC is cuddling or performing cunnilingus on a member of the female sex. A devout master uses his Kissing skill to bring pleasure and arousal to his partner before and during sexual intercourse. It's a good and safe way to show your appreciation without being too invasive.

Increase Kissing:

  • Through the seduction engine or by Making Out during sex (cap: 120).

Manipulate

The skill of persuading NPCs into doing something in the player's favor as well as making slaves more obedient to his command.

To increase your Manipulate skill:

  • Teach or Lecture at The Academy (very small daily chance, but you get paid to do it.)
  • Read the Books Rule Your Enemy, Obey, Invite Yourself, and Dama's Handbook found on the "Shelves of Domination" at The Secret Garden (+9, 8-10, 10-13, 9-14).
  • Attend Master Hemme's Know-It-All course at The Academy (+2-6).
  • By completing an RPG campaign (Arrange Event > RPG night); +1; no cap.
  • Through critical successes on persuasion rolls.
  • Through critical successes when requesting sex (cap: 100).
  • Through critical Explanation (chores/sex duties) rolls.
  • Through several events and Quests

Medicine

The Medicine skill determines if the MC is able to use Doctor's Kits (40+), and at this same level will increase the amount of restored Health points from 20 to 30 when using a tendstim.

Increase Medicine:

  • By reading the books Basic Medicine, Doctor's Manual, High Medicine and Natural Remedies found at The Secret Garden bookstore (+8, 8-10, 14-16, 13-14).

Melee Combat

Your skill in fighting hand-to-hand, with fists or blades or blunt objects. Your chance to hit is determined by this skill level, then modified by the target’s Dexterity (their ability to dodge) and their armor's weight (how slow and encumbered they are).

Having Melee skill 80+ enables you to choose your starting position in combats (Close or Distant range, rather than always starting at Distant).

You can increase your Melee skill by:

  • Getting a critical hit in combat (up to a cap at 130).
  • Training at Home (+1 point per 2 hour session if successful, for the MC and any Followers too. Cap = 120, or 130 if in Dojo).

Occult

The Occult skill determines the MC's knowledge about Raana's esoteric forces, witchcraft and the hidden, non-academical gods that dwell in the fringe outskirts of the universe.

Increase Occult:

Performance

Not currently used much in the game; you are the boss, and have dozens of minions dancing to your tune - it's their job to entertain you. However once you have established a solid power base you may find the time to indulge in some music making (WIP; watch this space).

Increase Performance by:

Ranged Combat

Your skill in fighting with ranged weapons, whether crossbows, pistols, rifles, grenade launchers or plasma rifles. Your chance to hit is determined by this sill level, then possibly modified by certain situations such as distance to the enemy, type of weapon, or if you're mortally wounded.

Ranged skill 40+ means you can shoot Medium Recoil weapons without the usual -3 penalty; Ranged skill 70+ means you can shoot High Recoil weapons without the usual -6 penalty.

Ranged skill 50+ starts to increase Ranged combat damage due to ability to aim at more vulnerable body parts (currently +1 damage per 20 skill points, rounded, but subject to future tweaking. So +0 damage at skill 49, +2 at 50, +3 at 63, +4 at 88, +5 at 113, +6 at 138 etc.).

You can increase your Ranged skill by:

  • Getting a critical hit in combat (up to a cap at 130).
  • Training at Home (+1 point per 2 hour session if successful, for the MC and any Followers too. Cap = 120, or 130 if in Dojo).

Science

The Science skill indicates the MC's knowledge of technology, computers, and natural history. It's crucial when Hacking computers and electronic locks, and solving domestic events at home that require electrical repair.

Increase Science:

  • By completing any of the four short courses on offer to you at the Academy (+2-5, 2-8, 1-2 and 2-5; they stack).
  • By reading Books on science purchasable from the Secret Garden bookstore (four currently there, giving +9, +11, +10-14 and +9-12).
  • Through random events and Quests.
  • By completing an RPG campaign (Arrange Event > RPG night); +1; no cap.
  • Working a shift at the Assembly Plant will sometimes deliver a +1, cap = 100.
  • Can be increased by spending time drinking whiskey at The Orient (small chance of +1 each time; cap: 50).
  • Drunken discussions at Furry's Tavern will occasionally deliver a +1, cap = 60 (round 2 of carousing; Drink, Socialize, Gamble).
  • A knowledgeable, white-haired old relative who you occasionally meet at Furry's Tavern may deliver a +1, cap = 100 (round 2 of carousing).
  • Carousing at the Dockgrave Tavern can give a +1 (cap: 65).
  • By joining the Historical Society and spending time chatting with scholars in the Cigar Room (cap: 100).
  • By joining the Historical Society and spending time browsing their library (total gain +3 possible; no cap).
  • If Dexter Colt is in your Household, you will occasionally get opportunities to stay up late talking with him, which may grant a +1 at cost of 15 Stamina points the next day (no cap).
  • Flying up to the Mastersphere might give a +1 (cap: 100).
  • Chance of a +2 from a gift if you have a lavish Wedding.

Stealth

Helps in the performance of certain quests, and affects chance of surprising or being surprised by an enemy. (Some enemies require sneaking up on else they get to fire first; others may ambush you, but not if you are stealthy).

To increase Stealth:

  • Very small chance when Hunting (6%, cap = 40).
  • Small chance if try to steal things while working at the Assembly Plant (cap: 90).

Survival

Main contributor to your chance of successfully Hunting, Fishing or Scavenging. Also necessary for some materials processing & manufacturing tasks, such as preparingSkins from Leather Sheets (skill 35+ required).

To increase Survival skill:

  • Small chance when Hunting (20% chance to increase up to skill 40, then 6%; cap = 80).
  • Smaller chance when Scavenging.
  • Very small chance when Fishing (roughly 3%, if successful; no cap).

States & Conditions

Devotion

Devotion measures how firm and informed the MC's faith is in his chosen Religion. There are benefits to having a high Devotion, even if the MC's "faith" is Atheism; see Religion for details. Devotion goes from 0 to 130; the MC starts with 20; it resets to zero if the MC changes Religion.

Devotion is increased by:

  • Praying/Meditating in Shrine: +1, +2, +3 or +4 per hour, depending on how upgraded the MC's Shrine's Symbols are.
  • If have Preacher trait: +2 per day.
  • Home Grove (if Cult of The Elder): +0, +1 or +2 per day depending on level of upgrade.
  • Worshipping at Tancred's Stone (if Cult of The Elder): +5, once per day (takes approx. 30 minutes)
  • Embrace Raana (if Cult of The Elder, and in natural wild area): +1; takes approx. 1 hour.
  • Random events.

Devotion is decreased by:

  • Conversion attempts: -10 per 2 hour attempt.
  • Lecture (= Sermon) on topic of Devotion in Shrine, IF choose to add "Religious Zeal": -10 per 1 hour attempt.

Books

Books are available in a variety of areas to improve your skills and attributes, including the following: Intelligence, Academics, Medicine, Science, Gambling, Charm, Manipulate, Willpower, Bondage, Flagellation, Blacksmithing, and Artisan. Once obtained, books can be accessed via Training > Advanced Training.

Note that most skills can increase through practice as well as study (or surgery in the case of Charm), but some have caps in this regard (e.g. Medicine), so to reach maximum level in some skills it may be advisable to put off reading some or all of books until you have reached your practice cap.

Courses

There's several courses you can attend to improve your skills and attributes. Four at The Academy, addressing Intelligence (offering +4-17 in total), Willpower (+0-5), Academics (+10-23), Science (+7-20), Manipulate (+2-6), Gambling (+2-20) and the Occult (+1), and one at Devious Tools, for Willpower (+2-3), Bondage (+6-12), Academics (+2), and Flagellation (+0-12).

The courses require turning up early enough to participate in a full day session (generally before noon), paying a substantial fee up front on your first session, attending enough sessions to complete the course (generally 6-8), and provide benefits on completing the final session.

Note that most skills can increase through practice as well as study (or surgery in the case of Charm), but some have caps in this regard, so to reach maximum level in some skills it may be advisable to put off attending some courses until you have reached your practice cap.