namespace = RWBY

character_event = {
	id = "RWBY.392"
	desc = EVTDESCRWBY.361
	picture = GFX_Bloody_man
	
	trigger = {
		OR = {
			trait = huntsman
			has_character_flag = completed_graduation_quest
		}
	}
	mean_time_to_happen = {
		months = 12
	}
	option = {
	name = EVTDESCRWBY.362
	character_event = { id = RWBY.3925}
		}
		
		
}

character_event = {
	id = "RWBY.3925"
	desc = EVTDESCRWBY.363
	is_triggered_only = yes
	
	
	option = {
	name = EVTDESCRWBY.364
	character_event = { id = RWBY.394}
	wealth = -50
		}
		
		
}


character_event = {
	id = "RWBY.394"
	desc = EVTDESCRWBY.365
	is_triggered_only = yes
	
	
	option = {
	name = EVTDESCRWBY.366
	random_list = {
						100 = {
							character_event = { id = RWBY.395}
						}
						
					}
		}
		
}

character_event = {
	id = "RWBY.395"
	desc = EVTDESCRWBY.367
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.368
	character_event = { id = RWBY.396}
		}
		
}

character_event = {
	id = "RWBY.396"
	desc = EVTDESCRWBY.369
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.370
	character_event = { id = RWBY.397}
	prestige = -200
		}
	option = {
	name = EVTDESCRWBY.371
	character_event = { id = RWBY.399}
	
		}
	option = {
	name = EVTDESCRWBY.372
	character_event = { id = RWBY.400}
	prestige = 100
		}
		
}

character_event = {
	id = "RWBY.397"
	desc = EVTDESCRWBY.373
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.374
	wealth = 400
	character_event = { id = RWBY.398}
		}
		
}


character_event = {
	id = "RWBY.398"
	desc = EVTDESCRWBY.375
	is_triggered_only = yes
	
	option = {
		name = EVTDESCRWBY.376
		wealth = 50
		set_character_flag = bad_hunter
			random_list = {
							10 = {
								character_event = { id = RWBY.401}
							}
							90 = {
								character_event = { id = RWBY.402}
							}
						
						}
	}
		
}

character_event = {
	id = "RWBY.399"
	desc = EVTDESCRWBY.377
	is_triggered_only = yes
	
	option = {
		name = EVTDESCRWBY.378
		prestige = 50
		set_character_flag = lazy_hunter
			random_list = {
							35 = {
								character_event = { id = RWBY.401}
							}
							65 = {
								character_event = { id = RWBY.402}
							}
						
						}
	}
		
}

character_event = {
	id = "RWBY.400"
	desc = EVTDESCRWBY.379
	is_triggered_only = yes
	
	option = {
		name = EVTDESCRWBY.380
		set_character_flag = good_hunter
			random_list = {
							60 = {
								modifier = {
								factor = 1.4
								trait = weak_aura
								}
								modifier = {
								factor = 1.7
								trait = medium_aura
								}
								modifier = {
								factor = 2
								trait = strong_aura
								}
								modifier = {
								factor = 3
								trait = master_aura
								}
								modifier = {
								factor = 0.1
								trait = broken_aura
								}
								modifier = {
								factor = 0.5
								trait = wounded
								}
								modifier = {
								factor = 0.1
								trait = severely_injured
								}
								character_event = { id = RWBY.401}
							}
							15 = {
							modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								modifier = {
								factor = 2
								trait = broken_aura
								}
								modifier = {
								factor = 1.5
								trait = wounded
								}
								modifier = {
								factor = 2
								trait = severely_injured
								}
								character_event = { id = RWBY.401}
								add_trait = wounded
							}
							25 = {
							modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								modifier = {
								factor = 2
								trait = broken_aura
								}
								modifier = {
								factor = 1.5
								trait = wounded
								}
								modifier = {
								factor = 2
								trait = severely_injured
								}
								character_event = { id = RWBY.402}
								add_trait = severely_injured
							}
						
						}
	}
		
}

character_event = {
	id = "RWBY.401"
	desc = EVTDESCRWBY.381
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.382
	set_character_flag = completed_Hunter_quest
	prestige = 500
	wealth = 200
	}
		
}

character_event = {
	id = "RWBY.402"
	desc = EVTDESCRWBY.383
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.384
	set_character_flag = failed__Hunter_quest
	random_list = {
							45 = {
								modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								modifier = {
								factor = 2
								trait = broken_aura
								}
								modifier = {
								factor = 1.5
								trait = wounded
								}
								modifier = {
								factor = 2
								trait = severely_injured
								}
								add_trait = wounded
								wealth = -100
							}
							15 = {
								modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								modifier = {
								factor = 2
								trait = broken_aura
								}
								modifier = {
								factor = 1.5
								trait = wounded
								}
								modifier = {
								factor = 2
								trait = severely_injured
								}
								add_trait = severely_injured
								wealth = -400
							}
							25 = {
								modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								add_trait = broken_aura
								wealth = -200
							}
							15 = {
								modifier = {
								factor = 1.5
								trait = weak_aura
								}
								modifier = {
								factor = 2
								trait = medium_aura
								}
								modifier = {
								factor = 2.5
								trait = strong_aura
								}
								modifier = {
								factor = 3
								trait = master_aura
								}
							}
						
						}
	prestige = -1000
	}
		
}