Negative Traits & More (Also 18 Attribution Slots) [EN, JP, KR, CN]

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Author: HellpitAbomination

Last revision: 17 Mar at 14:48 UTC (1)

File size: 1.69 MB

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Description:

Adds some negative-point traits, and also some other positive & mixed ones for fun. Also, raises attribution slots to 18 (from 9) and attributable books per keypage to 8 (from 4), so you can make use of them. Invite with 1 Canard book. Not all passives are listed here, there’s a character limit.

Passives – negative
Wavering Defense: On [Clash Lose] with Defensive die, suffer 1 Fragile & Stagger Fragile next scene.
Hesitant Attack: When dealing 20 or more damage with one page, suffer 1 Heavy Guilt next scene.
Running on Fumes: [On Clash Win] with an Offensive/Defensive die, suffer 1 Feeble/Disarmed next scene.
Reckless: All offensive dice gain: On [Clash Start] against offensive dice, suffer 1 Bleed next scene.
Smoldering Indignation: On being hit with an attack, suffer 2 Burn next scene.
Crippled Health: Halve your max HP.
Crippled Stance: Halve your max Stagger Resistance.
Exhausted Health: Starts each battle with 96% less HP.
Exhausted Stance: Start each battle with 96% less Stagger Resistance.

Embrace Pain: When taking health damage from an attack (after all other effects), suffer it another time.
Embrace Breathlessness: When taking stagger damage from an attack (after all other effects), suffer it another time.
Half-Hearted Strikes: When dealing damage and stagger damage with an attack, deal half as much.
Gentle Killer: Deal no stagger damage with attacks.
Do No Harm: Deal no HP damage with attacks.
The Fool: Whenever you suffer a Status Ailment from a combat page, gain twice as many stacks.
Honor: Your one-sided attacks suffer -20 Power.
Curse of Aesc: Whenever you would gain a positive status effect from a combat page, gain half as many stacks instead, to a minimum of 0.
Foe of Aesc: The last enemy you targeted during the scene will be marked with Rain’s Blessing next scene, by which whenever it would gain a positive status effect from any source, it will gain twice as many stacks instead.

Doubting: All your dice suffer -3 minimum value.
Despairing: All your dice suffer -5 maximum value.
Dazed: Your counter-dice suffer -5 Power.
The Bindest: At the start of each scene, suffer 10 Bind.
The Fragilest: At the start of each scene, suffer 10 Fragile.
The Feeblest: At the start of each scene, suffer 5 Feeble.
The Disarmest: At the start of each scene, suffer 5 Disarm.
Paralyzed: At the start of each scene, suffer 4 Paralysis.
Rotting From Within: At the start of each scene, suffer 2 Erosion.

The Weakest: The values of the Speed dice with the highest value change to the minimum possible value.
Bad Luck Charm: All your dice roll minimum value.
Foe of Fortune: The last enemy you targeted during the scene will gain Fortune’s Blessing next scene, by which it will always roll max value on dice.
Battery-Powered: Lose one Charge stack before rolling each die. If you have no Charge when rolling, the die takes -5 Power.
Thanatophobia: Whenever a character dies, suffer 5 Feeble, Disarm, Paralysis, Bind and Fragile next scene.
Commoner: When playing an Object D’art rarity page: lose 1 Light, discard 1 combat page, all dice on the page lose 3 Power.
Rational: Gain half as much Emotion as normal.
Bringer of Conviction: The last enemy you targeted during the scene will gain Conviction next scene, by which all its dice will gain +5 minimum value.
Bringer of Hope: The last enemy you targeted during the scene will gain Hope next scene, by which all its dice will gain +7 maximum value.

Worthy Foe: On [Clash Win] with an offensive/defensive die, the opponent gains 1 Strength/Endurance next scene.
Just Woke Up: On the first scene of each Act, all your dice suffer -4 Power.
Old Ache: Every fourth page played suffers -10 Power to all its dice.
Heart Attack: Upon becoming Staggered, die.
Glass Jaw: On recovering from being staggered, gain 5 Fragile and Feeble this scene and the next.
The Price of a Life: Whenever you kill a character, suffer 13% of your Max HP in damage.
Tired: All your combat pages suffer: Whenever you roll a die, reduce the maximum value of the next ones on the page by 2 (cumulative).
Depression: Your dice lose Power equal to your Emotion level.
Sickly: Take 50% extra damage and stagger damage from Status Ailments.
Lethargy: Speed Dice Slot -1 (Can Overlap).
Lethargy III-V: Lose a Speed Die upon reaching Emotion Levels III and V (Can Overlap).

Passives – positive
Hero’s Destiny: All user’s dice roll maximum value.
Friend of Fortune: The last enemy you targeted during the scene will gain Fortune’s Curse next scene, by which it will roll minimum value on all its dice.
Healthy Breakfast: Increase your max HP by 50% (but not your current HP).
Good Night’s Sleep: Increase your max Stagger Resist by 50% (but not your current Stagger Resist).
Walk It Off: At the start of the scene, halve the amount of each status ailment on self.
Bandages Ready: On [Clash Win] with a defensive die, any Bleed stack on self is reduced by one. If there is no Bleed, recover 1 HP instead.
Venting Fury: On [Clash Win], any Burn stack on self is reduced by one. If there is no Burn, recover 1 Stagger Resist instead.
Nanomachines, Son: Whenever you are hit, gain 1 Protection & Stagger Protection this scene and next scene.
Second Wind: Upon becoming Staggered for the first time each Act, immediately recover all your Stagger Resist and take 30 less Stagger Damage from all attacks for the scene.

Momentum: On every second [Clash Win], your maximum dice value increases by one. This lasts until you lose a clash or get hit (or the Act ends).
Keen Learner: On [Clash Lose], your minimum dice value increases by one. This lasts until you are staggered or the Act ends.
Everflowing Stance: At the start of each scene, move into one of the four stances (Slash, Pierce, Blunt, Defense).
Slasher: Slash dice gain +2 Power and deal +4 Damage.
Piercer: Pierce dice gain +2 Power, they also deal +2 Damage and Stagger Damage.
Hitter: Blunt dice gain +2 Power and deal +4 Stagger Damage.
Blocker: Block dice gain +2 Power, at the start of each scene increase your resistance and stagger resistance to one of the three damage types (randomly chosen) by one degree for that scene.
Evader: Evade dice gain +2 Power and, upon winning a clash, inflict 1 Fragile to the enemy next scene.
Multipurpose: When playing a combat page, gain certain On Use bonuses depending on its rarity:
(doesn’t fit into description)

Hopeful: All your dice gain +5 maximum value.
Convicted: All your dice gain +3 minimum value.
Focused: Your counter-dice gain 3 Power.
No Tricks: Take 75% less damage and stagger damage from status ailments.
Shieldbreaker: On [Clash Win] with offensive die against a Block die, deal extra damage and stagger damage equal to the Block die’s value, and inflict 1 Disarm this scene and the next to the enemy.
Simple Nature: Whenever you gain a positive Status from any source, gain one more stack.
Motion-powered: At the start of the scene, gain Charge equal to your highest Speed Die value.
Shi: Whenever a die you roll is a natural (that is, before Power) ‘4’, it gains the following effects: It deals quadruple damage and stagger damage, inflicts 4 Fragile this scene and the next, and applies Seal next scene.
I Have A Dream, You Know?: When playing a combat page, gain certain On Use bonuses depending on its rank:
(doesn’t fit into the steam description); if your Keypage is below Star of the City, gain certain bonuses at the start of the act.

Credits: Restriction Mod, City Wide Revolt, Solo’s Index Buff, Naimon, Bookhunter. I got the concept (and the gist of attribution patching) from Restriction, and learned much of how to actually make the code work from CWR and Bookhunter, and particularly how to implement some traits from Naimon and Solo’s Index Buff.
Also, thanks to Kottadragon, who made the sprites used for the Mark-type effects.
If using Sayo for Everyone, its own attribution and book limits apply.

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Revisions:

Old revisions of this mod are available below. Click the link to download.