
Ozma = {
	diplomacy = 10
	martial = 8
	learning = 8
	
	combat_rating = 50
	
	command_modifier = {
		speed = 0.5
		damage = 0.5
		siege = 0.5
		defence = 0.5
		morale_defence = 0.3
	}
	
	random = yes
	health = 3.00
	
	general_opinion = 30
	
	customizer = no
	
}

maiden_spring = {
	diplomacy = 5
	martial = 8
	learning = 2
	
	opposites = {
	trait =	maiden_fall
	trait = maiden_winter
	trait =	maiden_summer
	}
	
	combat_rating = 40
	
	command_modifier = {
		speed = 0.2
		damage = 0.2
		siege = 0.2
		defence = 0.2
		morale_defence = 0.1
	}
	
	random = yes
	health = 1.00
	customizer = no
	
	general_opinion = 30
	
	ruler_designer_cost = 30
	
}

maiden_summer = {
	diplomacy = 5
	martial = 8
	learning = 2
	
	opposites = {
	trait =	maiden_fall
	trait = maiden_winter
	trait =	maiden_spring
	}
	
	combat_rating = 40
	
	command_modifier = {
		speed = 0.2
		damage = 0.2
		siege = 0.2
		defence = 0.2
		morale_defence = 0.1
	}
	
	random = yes
	health = 1.00
	customizer = no
	
	general_opinion = 30
	
	ruler_designer_cost = 30
	
}

maiden_winter = {
	diplomacy = 5
	martial = 8
	learning = 2
	
	opposites = {
	trait =	maiden_fall
	trait = maiden_summer
	trait =	maiden_spring
	}
	
	combat_rating = 40
	
	command_modifier = {
		speed = 0.2
		damage = 0.2
		siege = 0.2
		defence = 0.2
		morale_defence = 0.1
	}
	
	random = yes
	health = 1.00
	customizer = no
	
	general_opinion = 30
	
	ruler_designer_cost = 30
	
}

maiden_fall = {
	diplomacy = 5
	martial = 8
	learning = 2
	
	opposites = {
	trait =	maiden_winter
	trait = maiden_summer
	trait =	maiden_spring
	}
	
	combat_rating = 40
	
	command_modifier = {
		speed = 0.2
		damage = 0.2
		siege = 0.2
		defence = 0.2
		morale_defence = 0.1
	}
	
	random = yes
	health = 1.00
	customizer = no
	
	general_opinion = 30
	
	ruler_designer_cost = 30
	
}

magic_user = {
	diplomacy = 5
	martial = 5
	learning = 5
	
	opposites = {
	trait = magic_potential
	}
	
	combat_rating = 20
	
	random = yes
	health = 1.00
	
	general_opinion = 10
	
	ruler_designer_cost = 15
	
}

magic_potential = {
	diplomacy = 2
	martial = 2
	learning = 2
	birth = 10
	
	opposites = {
	trait = magic_user
	}
	
	combat_rating = 10
	
	random = yes
	health = 0.50
	
	general_opinion = 5
	
	ruler_designer_cost = 5
	
}

true_god_descendant = {
	diplomacy = 2
	martial = 2
	stewardship = 2
	intrigue = 2
	learning = 2
	
	opposites = {
	trait = psuedo_god_god
	trait = psuedo_demi_god
	trait = psuedo_god_descendant
	}
	
	combat_rating = 10
	
	random = no
	health = 0.50
	
	command_modifier = {
		speed = 0.2
		damage = 0.2
		siege = 0.2
		defence = 0.2
		morale_defence = 0.1
	}
	opposite_opinion = -100
	general_opinion = 5
	
	ruler_designer_cost = 8
	
}

psuedo_god_descendant = {
	diplomacy = 1
	martial = 1
	stewardship = 1
	intrigue = 1
	learning = 1
	
	opposites = {
	trait = true_god
	trait = true_demi_god
	trait = true_god_descendant
	}
	
	combat_rating = 5
	
	random = no
	health = 0.20
	
	command_modifier = {
		speed = 0.1
		damage = 0.1
		siege = 0.1
		defence = 0.1
		morale_defence = 0.05
	}
	opposite_opinion = -100
	general_opinion = 10
	
	ruler_designer_cost = 5
	
}

true_demi_god = {
	diplomacy = 5
	martial = 5
	stewardship = 5
	intrigue = 5
	learning = 5
	
	opposites = {
	trait = psuedo_god_god
	trait = psuedo_demi_god
	trait = psuedo_god_descendant
	}
	
	combat_rating = 40
	
	random = no
	health = 2.00
	
	command_modifier = {
		speed = 1
		damage = 1
		siege = 1
		defence = 1
		morale_defence = 0.5
	}
	opposite_opinion = -100
	general_opinion = -20
	
	ruler_designer_cost = 20
	
}

psuedo_demi_god = {
	diplomacy = 3
	martial = 3
	stewardship = 3
	intrigue = 3
	learning = 3
	
	opposites = {
	trait = true_god
	trait = true_demi_god
	trait = true_god_descendant
	}
	
	combat_rating = 20
	
	random = no
	health = 1.00
	
	command_modifier = {
		speed = 1
		damage = 1
		siege = 1
		defence = 1
		morale_defence = 0.5
	}
	opposite_opinion = -100
	general_opinion = 20
	
	ruler_designer_cost = 20
	
}

true_god = {
	diplomacy = 50
	martial = 50
	stewardship = 50
	intrigue = 50
	learning = 50
	
	opposites = {
	trait = psuedo_god_god
	trait = psuedo_demi_god
	trait = psuedo_god_descendant
	}
	
	combat_rating = 100
	
	random = no
	health = 10.00
	
	
	immortal = yes
	
	command_modifier = {
		speed = 10
		damage = 10
		siege = 10
		defence = 10
		morale_defence = 5
	}
	opposite_opinion = -100
	general_opinion = -200
	
	ruler_designer_cost = 200
	
}

psuedo_god = {
	diplomacy = 30
	martial = 30
	stewardship = 30
	intrigue = 30
	learning = 30
	
	opposites = {
	trait = true_god
	trait = true_demi_god
	trait = true_god_descendant
	}
	
	combat_rating = 60
	
	random = no
	health = 10.00
	
	
	immortal = yes
	
	command_modifier = {
		speed = 5
		damage = 5
		siege = 5
		defence = 5
		morale_defence = 3
	}
	opposite_opinion = -100
	general_opinion = 100
	
	ruler_designer_cost = 100
	
}

faunus_symp = {
	diplomacy = 2
	learning = 2
	
	opposites = {
	trait = faunus
	}
	random = no
	
	command_modifier = {
	random = 0.2
	}
	opposite_opinion = 20
	general_opinion = -10
	
	ruler_designer_cost = 5
	
}

Divinity_pure = {
	diplomacy = 20
	martial = 20
	stewardship = 20
	intrigue = 20
	learning = 20
	
	
	combat_rating = 100
	
	random = no
	health = 10.00
	
	command_modifier = {
		speed = 5
		damage = 5
		siege = 5
		defence = 5
		morale_defence = 3
	}
	general_opinion = 200
	
	ruler_designer_cost = 150
	
}

Divinity_impure = {
	diplomacy = 20
	martial = 20
	stewardship = 20
	intrigue = 20
	learning = 20
	
	
	combat_rating = 50
	
	random = no
	health = 5.00
	
	command_modifier = {
		speed = 2
		damage = 2
		siege = 2
		defence = 2
		morale_defence = 1
	}
	general_opinion = 50
	
	ruler_designer_cost = 100
	
}

Divinity_fragment_5 = {
	learning = 5
	combat_rating = 20
	
	random = no
	
	
	command_modifier = {
		speed = 0.25
		damage = 0.25
		siege = 0.25
		defence = 0.25
		morale_defence = 0.25
	}
	opposite_opinion = -100
	grimm_opinion = 20
	
	ruler_designer_cost = 10
	
}

Divinity_fragment_4 = {
	intrigue = 5
	combat_rating = 20
	
	random = no
	
	
	command_modifier = {
		speed = 0.25
		damage = 0.25
		siege = 0.25
		defence = 0.25
		morale_defence = 0.25
	}
	opposite_opinion = -100
	grimm_opinion = 20
	
	ruler_designer_cost = 10
	
}

Divinity_fragment_3 = {
	stewardship = 5
	combat_rating = 20
	
	random = no
	
	
	command_modifier = {
		speed = 0.25
		damage = 0.25
		siege = 0.25
		defence = 0.25
		morale_defence = 0.25
	}
	opposite_opinion = -100
	grimm_opinion = 20
	
	ruler_designer_cost = 10
	
}

Divinity_fragment_2 = {
	martial = 5
	combat_rating = 20
	
	random = no
	
	
	command_modifier = {
		speed = 0.25
		damage = 0.25
		siege = 0.25
		defence = 0.25
		morale_defence = 0.25
	}
	opposite_opinion = -100
	grimm_opinion = 20
	
	ruler_designer_cost = 10
	
}

Divinity_fragment_1 = {
	diplomacy = 5
	combat_rating = 20
	
	random = no
	
	
	command_modifier = {
		speed = 0.25
		damage = 0.25
		siege = 0.25
		defence = 0.25
		morale_defence = 0.25
	}
	opposite_opinion = -100
	grimm_opinion = 20
	
	ruler_designer_cost = 10
	
}

crimson_eyes = {
	martial = 5
	combat_rating = 15
	inherit_chance = 10
	both_parent_has_trait_inherit_chance = 50
	birth = 1
	
	potential = {
		NOT = { religion = Ozman } ?
		age = 16
	}
	random = yes
	
	opposites = {
    trait = silver_eyes
  }
	
	command_modifier = {
		speed = 0.25
		damage = 0.2
		siege = 0.2
		defence = 0.2
		morale_defence = 0.2
	}
	opposite_opinion = -20
	same_opinion = 10
	grimm_opinion = 20
	
	ruler_designer_cost = 30
	
}

silver_eyes = {
	martial = 4
	combat_rating = 10
	inherit_chance = 10
	both_parent_has_trait_inherit_chance = 50
	birth = 5
	
	potential = {
		NOT = { religion = grimmish }
		NOT = { trait = grim }
	}
	random = no
	
	opposites = {
    trait = crimson_eyes
  }
	
	command_modifier = {
		speed = 0.25
		damage = 0.2
		siege = 0.2
		defence = 0.2
		morale_defence = 0.2
	}
	opposite_opinion = -20
	same_opinion = 10
	grimm_opinion = -20
	
	ruler_designer_cost = 20
	
}

huntsman = {
	lifestyle = yes
	martial = 4
	combat_rating = 7
	
	potential = {
		NOT = { religion = grimmish }
		age = 30
	}
	random = no
	
	command_modifier = {
		pursue = 0.2
	}
	
	same_opinion = 10
	grimm_opinion = -20
	
	ruler_designer_cost = 15
	
	male_compliment = COMPL_HUNTSMAN
	female_compliment = COMPL_HUNTRESS
}
faunus = {
	martial = 2
	combat_rating = 10
	fertility = 0.5
	
	random = no
	
	command_modifier = {
		pursue = 0.2
		speed = 0.25
		retreat = 0.25
		damage = 0.2
		siege = 0.2
		defence = -0.2
		morale_defence = -0.2
		random = -0.3
	}
	opposites = {
    trait = human
	trait = halfling_human
	trait = halfling_faunus
	trait = halfling_grim
  }
  
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	plot_power_modifier = -0.2
	assassinate_chance_modifier = 0.2
	plot_discovery_chance = 0.25

	
}
human = {
	stewardship = 2
	
	random = no
	
	command_modifier = {
		pursue = -0.2
		speed = -0.2
		retreat = -0.2
		damage = -0.2
		siege = 0.35
		defence = 0.25
		morale_defence = 0.25
		random = 0.3
	}
		
	opposites = {
    trait = faunus
	trait = halfling_human_faunus
	trait = halfling_faunus_human
	trait = halfling_faunus_grim
	trait = halfling_grim_faunus
	trait = halfling_grim_human
	trait = halfling_human_grim
	trait = abomination
  }
  
	opposite_opinion = -10
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	plot_power_modifier = 0.1
	assassinate_chance_modifier = 0.05
	plot_discovery_chance = 0.15
	
}
grim = {
	martial = 4
	combat_rating = 30
	fertility = -0.5
	
	random = no
	
	command_modifier = {
		pursue = 0.4
		speed = 0.5
		retreat = 0.5
		damage = 0.4
		siege = 0.4
		defence = -0.5
		morale_defence = -0.5
		random = -0.6
		
	}
		
	opposites = {
    trait = faunus
	trait = human
	trait = halfling_faunus
	trait = halfling_human
  }
  
	opposite_opinion = -10
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	plot_power_modifier = -0.2
	assassinate_chance_modifier = -0.1
	plot_discovery_chance = 0.25
	
	
}
abomination = {

stewardship = 1
	martial = 2
	combat_rating = 18
	fertility = -100
	
	random = no
	
	command_modifier = {
		pursue = 0.15
		speed = 0.2
		retreat = 0.2
		damage = 0.25
		siege = 0.37
		defence = 0.14
		morale_defence = -0.07
		random = -0.1
		
	}
		
	opposites = {
    trait = faunus
	trait = human
	trait = grim
	trait = halfling_human_faunus
	trait = halfling_faunus_human
	trait = halfling_faunus_grim
	trait = halfling_grim_faunus
	trait = halfling_human_grim
	trait = halfling_grim_human
  }
  
	opposite_opinion = -10
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	plot_power_modifier = -0.07
	assassinate_chance_modifier = 1.3
	plot_discovery_chance = 0.45
	
	
}
halfling_grim_human = {
	stewardship = 1
	martial = 2
	combat_rating = 15
	fertility = -0.25
	
	random = no
	
	command_modifier = {
		pursue = 0.15
		speed = 0.2
		retreat = 0.2
		damage = 0.15
		siege = 0.37
	}
		
	opposites = {
    trait = faunus
	trait = human
	trait = halfling_human_faunus
	trait = halfling_faunus_human
	trait = halfling_faunus_grim
	trait = halfling_grim_faunus
	trait = halfling_human_grim
	trait = abomination
  }
  
	opposite_opinion = -10
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	plot_discovery_chance = 0.4
	
}
halfling_grim_faunus = {
	martial = 3
	combat_rating = 20
	
	random = no
	
	command_modifier = {
		pursue = 0.3
		speed = 0.37
		retreat = 0.37
		damage = 0.3
		siege = 0.3
		defence = -0.35
		morale_defence = -0.35
		random = -0.45
	}
		
	opposites = {
    trait = faunus
	trait = human
	trait = halfling_human_faunus
	trait = halfling_faunus_human
	trait = halfling_grim_faunus
	trait = halfling_grim_human
	trait = halfling_human_grim
	trait = abomination
  }
  
	opposite_opinion = -10
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	plot_power_modifier = -0.3
	assassinate_chance_modifier = 0.15
	plot_discovery_chance = 0.3
	
}
halfling_human_grim = {
	stewardship = 1
	martial = 2
	combat_rating = 15
	fertility = -0.25
	
	random = no
	
	command_modifier = {
		pursue = 0.15
		speed = 0.2
		retreat = 0.2
		damage = 0.15
		siege = 0.37
	}
		
	opposites = {
    trait = faunus
	trait = human
	trait = halfling_human_faunus
	trait = halfling_faunus_human
	trait = halfling_faunus_grim
	trait = halfling_grim_faunus
	trait = halfling_grim_human
	trait = abomination
  }
  
	opposite_opinion = -10
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	plot_discovery_chance = 0.2
	
}
halfling_human_faunus = {
	stewardship = 1
	martial = 1
	combat_rating = 5
	fertility = 0.25
	
	random = no
	
	command_modifier = {
		pursue = -0.2
		speed = -0.2
		retreat = -0.2
		damage = -0.2
		siege = 0.35
		defence = 0.25
		morale_defence = 0.25
		random = 0.3
	}
		
	opposites = {
    trait = faunus
	trait = human
	trait = halfling_faunus_human
	trait = halfling_faunus_grim
	trait = halfling_grim_faunus
	trait = halfling_grim_human
	trait = halfling_human_grim
	trait = abomination
  }
  
	opposite_opinion = -10
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	assassinate_chance_modifier = 0.25
	plot_discovery_chance = 0.2
	
}
halfling_faunus_human = {
	stewardship = 1
	martial = 1
	combat_rating = 5
	fertility = 0.25
	
	random = no
	
	command_modifier = {
		pursue = -0.2
		speed = -0.2
		retreat = -0.2
		damage = -0.2
		siege = 0.35
		defence = 0.4
		morale_defence = 0.4
		random = 0.4
	}
		
	opposites = {
    trait = faunus
	trait = human
	trait = halfling_human_faunus
	trait = halfling_faunus_grim
	trait = halfling_grim_faunus
	trait = halfling_grim_human
	trait = halfling_human_grim
	trait = abomination
  }
  
	opposite_opinion = -10
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	assassinate_chance_modifier = 0.25
	plot_discovery_chance = 0.4
	
}
halfling_faunus_grim = {
	martial = 3
	combat_rating = 20
	
	random = no
	
	command_modifier = {
		pursue = 0.3
		speed = 0.3
		retreat = 0.37
		damage = 0.3
		siege = 0.3
		defence = -0.35
		morale_defence = -0.35
		random = -0.45
	}
		
	opposites = {
    trait = faunus
	trait = human
	trait = halfling_human_faunus
	trait = halfling_faunus_human
	trait = halfling_grim_faunus
	trait = halfling_grim_human
	trait = halfling_human_grim
	trait = abomination
  }
  
	opposite_opinion = -10
	same_opinion = 10
	grimm_opinion = -40
	
	ruler_designer_cost = 0
	
	plot_power_modifier = -0.3
	assassinate_chance_modifier = 0.15
	plot_discovery_chance = 0.3
	
}
#Aura strength
weak_aura = {
	potential = {
		age = 10
		NOT = { religion = grimmish }
		NOR = {
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
			trait = incapable
		}
	}

	combat_rating = 1
	martial = 2
	health = 0.5
	
	ruler_designer_cost = 10
}

medium_aura = {
	potential = {
		age = 18
		NOT = { religion = grimmish }
		NOR = {
			trait = weak_aura
			trait = strong_aura
			trait = master_aura
			trait = incapable
		}
	}
	monthly_character_prestige = 0.1

	combat_rating = 2
	martial = 3
	health = 1.5
	
	ruler_designer_cost = 15
}

strong_aura = {
	potential = {
		age = 24
		NOT = { religion = grimmish }
		NOR = {
			trait = weak_aura
			trait = medium_aura
			trait = master_aura
			trait = incapable
		}
	}
	monthly_character_prestige = 0.2

	combat_rating = 4
	martial = 4
	health = 3.5
	
	ruler_designer_cost = 22
}

master_aura = {
	potential = {
		age = 38
		NOT = { religion = grimmish }
		NOR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = incapable
		}
	}

	monthly_character_prestige = 0.3
	combat_rating = 8
	martial = 5
	health = 6.5
	
	ruler_designer_cost = 28
}
#Semblances

speed = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = power
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		speed = 0.2
		retreat = 0.15
		damage = 0.15
	}

	intrigue = 2
	martial = 3
	combat_rating = 3
	
	ruler_designer_cost = 2
}
telekinesis = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = power
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		defence = 0.3
		siege = 0.1
	}

	stewardship = 3
	diplomacy = 1
	martial = 4
	combat_rating = 6
	
	ruler_designer_cost = 5
}
multiplying_illusion = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = power
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		retreat = 0.1
		morale_defence = 0.1
	}

	intrigue = 4
	martial = 3
	plot_power_modifier = 0.23
	assassinate_chance_modifier = 0.1
	plot_discovery_chance = 0.1
	combat_rating = 3
	
	ruler_designer_cost = 4
}
local_illusion = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = power
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}

	diplomacy = 2
	intrigue = 4
	martial = 2
	plot_power_modifier = 0.15
	assassinate_chance_modifier = 0.05
	plot_discovery_chance = 0.05
	combat_rating = 2
	
	ruler_designer_cost = 3
}
illusion = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = mimic
			trait = hider
			trait = power
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		retreat = 0.1
		morale_defence = 0.1
		morale_offence = 0.1
	}

	intrigue = 4
	martial = 4
	plot_power_modifier = 0.35
	assassinate_chance_modifier = 0.15
	plot_discovery_chance = 0.1
	combat_rating = 6
	
	ruler_designer_cost = 7
}
mimic = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = hider
			trait = power
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		random = 0.25
	}

	intrigue = 1
	diplomacy = 1
	martial = 3
	combat_rating = 3
	
	ruler_designer_cost = 2
}
hider = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = power
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		retreat = 0.1
	}

	intrigue = 3
	diplomacy = 3
	combat_rating = 1
	
	ruler_designer_cost = 2
}
power = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		damage = 0.15
		defence = 0.15
		morale_offence = 0.1
		siege = 0.05
	}

	martial = 4
	combat_rating = 7
	
	ruler_designer_cost = 7
}
healer = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = power
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		defence = 0.1
		morale_defence = 0.05
	}

	diplomacy = 1
	stewardship = 1
	combat_rating = 1
	martial = 1
	health = 2.0
	
	ruler_designer_cost = 2
}
glyphs = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = power
			trait = healer
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		dynasty = 10
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		damage = 0.08
		morale_offence = 0.1
		siege = 0.05
	}

	martial = 3
	combat_rating = 5
	monthly_character_prestige = 0.09
	
	ruler_designer_cost = 6
}
bad_luck = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = power
			trait = healer
			trait = glyphs
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		morale_defence = -0.1
		siege = -0.05
	}

	martial = 3
	stewardship = -2
	diplomacy = -2
	combat_rating = 3
	health = -1.0
	fertility = -0.5
	plot_power_modifier = -0.05
	assassinate_chance_modifier = -0.15
	plot_discovery_chance = -0.1
	monthly_character_prestige = -0.1
	
	ruler_designer_cost = 0
}

defensive = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = healer
			trait = power
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		defence = 0.15
		morale_defence = 0.15
		siege = 0.05
	}

	martial = 2
	combat_rating = 3
	
	ruler_designer_cost = 4
}

teleportation = {
	potential = {
		NOT = { religion = grimmish }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = mimic
			trait = hider
			trait = power
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		speed = 0.35
		retreat = 0.35
		damage = 0.35
		siege = 0.25
	}

	intrigue = 6
	combat_rating = 8
	martial = 5
	stewardship = 2
	plot_power_modifier = 0.35
	assassinate_chance_modifier = 0.15
	plot_discovery_chance = 0.1
	
	ruler_designer_cost = 15
}

grim_pack_master = {
	potential = {
		NOT = { traits = huntsman }
		NOR = {
			trait = speed
			trait = telekinesis
			trait = defensive
			trait = multiplying_illusion
			trait = local_illusion
			trait = illusion
			trait = hider
			trait = power
			trait = healer
			trait = glyphs
			trait = bad_luck
			trait = teleportation
			trait = incapable
			trait = next_Salem
		}
		OR = {
			trait = weak_aura
			trait = medium_aura
			trait = strong_aura
			trait = master_aura
		}
	}
	
	command_modifier = {
		random = 0.25
		speed = 0.35
		damage = 0.4
		siege = 0.5
	}

	intrigue = 4
	diplomacy = -5
	martial = 5
	combat_rating = 20
	
	ruler_designer_cost = 10
}

next_Salem = {
	
	command_modifier = {
		random = 0.4
		speed = 0.4
		damage = 0.4
		siege = 1.0
	}
	
	immortal = yes

	intrigue = 8
	diplomacy = -8
	martial = 10
	combat_rating = 30
	
	ruler_designer_cost = 40
}

studying_huntsman_haven = {
	learning = 3
	
	cannot_marry = yes
	random = no
	customizer = no
}

studying_huntsman_alsius = {
	learning = 3
	
	cannot_marry = yes
	random = no
	customizer = no
}
studying_huntsman_beacon = {
	learning = 3
	
	cannot_marry = yes
	random = no
	customizer = no
}
studying_huntsman_shade = {
	learning = 3
	
	cannot_marry = yes
	random = no
	customizer = no
}
