Quirks D’Saytch
My introduction to modding, inspired by Flo the Briaxen’s More Quirks Mod from which I -coughborrowedcough- a couple ideas. I did what I could to make them interesting and balanced, but I do welcome feedback.
Assuming I did it correctly, the Armor and Weapon Tinkerer quirks have been directly modified, which means that any other mods that affect those might conflict. Besides that, this can be installed on an existing save. Removing it afterwards will result in your heroes losing whichever of these quirks they might have gained.
Incompatible with their opposites
-33% Stress if Afflicted
+20% Stress if Afflicted
+15% Stress Healing Received while Camping
-10% Stress Healing Received while Camping
+10% Stress while Camping
+10% DMG and +5 ACC vs Bleeding
-5% DMG and -10 ACC vs Bleeding
+7.5% CRT and +5 ACC vs Blighted
-5% CRT and -10 ACC vs Blighted
+200% DMG vs Corpse
-50% DMG and -20 ACC vs Corpse
+15% DMG vs size 2 and above
-10 ACC vs size 2 and above
+5 DODGE Melee Skills
-5 DODGE Melee Skills
+5 DODGE Ranged Skills
-5 DODGE Ranged Skills
+5 DODGE when health is 50%
-5 DODGE when health is 50%
+3 SPD if in position 1
-3 SPD if not in position 4
+5 ACC if in position 4
-8 ACC if not in position 1
+10% Trap Disarm Chance
-25% Trap Disarm Chance
+20% Resolve XP
-25% Resolve XP
+5% Move Skill chance
-10% Move Skill chance
-20% HP DMG Inflicted When Starving
+10% HP DMG Inflicted When Starving
Ambusher +10% Monsters Surprised chance
Bulwark +5% PROT if in position 1
Corpsman +10% Healing Skills in ranks 1 and 2
Finisher +10% DMG vs Stunned
Occluded Intellect +40% Resolve XP if Afflicted (incompatible with Incisive and Vacuous)
Regenerative +10% Heals Received
Stalker +5 ACC vs Marked, +2% CRT vs Marked
Extravagant +33% Weapon and Armor Upgrade Cost (incompatible with Weapon and Armour Tinkerer)
Ravenous Eats +100% more food while Camping
