<?xml version="1.0" encoding="utf-8"?>
<FateCards>
  <FateDeck DeckEnabled="true" DeckName="Remind" DrawDelay="6m" HandSize="20" PlayCooldown="15m">
    <FateCard Id="Bonding" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="Event: Bonding" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc, Command" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Bonding_AltTired" AltOdds="100" />
          <Alt AltId="Bonding_AltFeast" AltOdds="100" />
          <Alt AltId="Bonding_AltInfestationCleared" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Bonding" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="A few hours without any threats of homicide or maiming. It's not paradise, but I've seen worse days. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Civility is awesome." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Don't laugh, it's better than people settling their differences with fists. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Chess Club" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Who knew we had enough people with musical talent to start a jazz quartet? Okay, maybe &quot;talent&quot; is too strong a word, but at least it's keeping people entertained. - %1$s" />
                <SummaryText Flags="" Notes="" Text="... So we formed a band!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Soooo... dunno who brought it, buuuut... somebody brought out a bottle of 20-year-old single malt. Turns out? 'Sa goooood team building exercise. Also turns out? Scotch is kin'a awesome. - %1$s" />
                <SummaryText Flags="" Notes="" Text="The good stuff." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Just wanted to say, it's good to have you here. We appreciate everything you do for us. - %1$s" />
                <SummaryText Flags="" Notes="" Text="'I'm glad you're here.'" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="No one's allowed to talk unless they have the Talking Stick. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Group therapy." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It might sound corny, but I've been encouraging people to share stories about where they're from. Turns out people have a lot more in common than they might think. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Common ground." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's amazing how much a simple &quot;thank you&quot; now and again can smooth things over. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Appreciation." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's funny how something as simple as a few days of nice weather can improve everybody's mood. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Sunny Days" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Monitoring community morale." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Bonding_AltTired" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Tired, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Enthusiasm" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="People are getting along pretty well now. %1$s has shaken off the fatigue and wants to go do something." />
                <SummaryText Flags="" Notes="" Text="'I'm glad you're here.'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer tired." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <Actor_StaminaTankReset ActorIndex="0" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Bonding_AltFeast" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc, Command" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.Feast" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="2" Event="HOPE" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="3" Event="HOPE" EventLogOutput="General" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="A Good Meal" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="That feast really improved group morale. -%1$s" />
                <SummaryText Flags="" Notes="" Text="'Today almost felt... normal.'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Bonding_AltInfestationCleared" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc, Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.InfestationCleared" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="We Kick Ass" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="People are celebrating having cleared that infestation. -%1$s" />
                <SummaryText Flags="" Notes="" Text="'We've fucked those zeds up!'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="BadRep_Preview" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.Archetype.Nurturer, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.ReputationLoss" Invert="" />
          <CheckBool InputFlags="" InputId="Status.RecentFate.ReputationRemind" Invert="True" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
          <ExecuteAction ActionId="AnnoyBully" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Morale Qualms" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I don't like what I've been seeing around here lately. We don't have to be ruthless to survive. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s wants us to help other survivors." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Taking a moral stand." />
              </EventNpcEffect>
              <EventEffect Icon="65 fame" Type="Status" Value="-1" IconId="65">
                <DescriptionText Flags="" Notes="" Text="Caring personalities object to selfish actions (e.g., refusing to help someone in need)." />
                <NameText Flags="" Notes="" Text="Selflessness vs. Selfishness" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5h" OutputId="Status.RecentFate.ReputationRemind" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="AnnoyBully" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.Archetype.Bully, Trait.Community.Asshole, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.Archetype.Bully, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
        </Actors>
        <Alts>
          <Alt AltId="DoNothing" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Thinks that's nonsense. Our top priority has to be taking care of ourselves." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="DoNothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </FateCard>
    <FateCard Id="Plink_Medicine_MiniWound" Quantity="3">
      <DescriptionText Flags="" Notes="" Text="Event: Ally Hurt" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc, Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.NPCDisabled" Invert="True" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="None" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Ally Hurt" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s was out scouting. Make it home, but just barely. Had to burn some medicine on the wound. -%2$s" />
                <SummaryText Flags="" Notes="" Text="Just happy to be alive." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Look, I'll make you a deal, okay? You don't ask me how I got this little, ahh, injury, let me take some medicine from the stocks on the QT, and I'll give you my share at lunch for the next week. Deal? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Just happy to be alive." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Oof... thanks... I really needed that. Don't worry, I feel much better now. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Just happy to be alive." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm not stealing it, I'm just... borrowing it. Honest. That's all. Look, I need it, okay? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Just happy to be alive." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="See? What'd I tell ya? Couple pills, some bandages, good as new. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Just happy to be alive." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's not a bite! Relax! I just need a little bit from our medical stocks and I'll be right as rain. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Just happy to be alive." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="IOU some medicine. Don't worry, I'll be fine. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Just happy to be alive." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Had to take some meds from the stores. Twisted my ankle pretty bad out there. Sure you don't mind. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Just happy to be alive." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Thought %1$s was a goner out there, but I guess it looked worse than it was. We patched it up with a little medicine, should be fine in no time. -%2$s" />
                <SummaryText Flags="" Notes="" Text="Just happy to be alive." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Should recover just fine." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.Recent.ResLost_Medicine" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20m" OutputId="Status.Recent.NPCDisabled" PauseWhenOffline="True" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Plink_Materials_Attack" Quantity="8">
      <DescriptionText Flags="" Notes="" Text="Event: Emergency Repairs" />
      <Action ActionFlags="" ActionId="Failed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="Success" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="SadFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="General" IconId="13">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Wall Repairs" />
            <TutorialText Flags="" Notes="" Text="Need 10 Materials" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Damn good thing the zombies tore this place up. We gotta fix this before people start getting sick." />
                <SummaryText Flags="" Notes="" Text="See that? Black mold." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We're gonna have to tear down all of this and rebuild it. Unless you want the place to fall down around our ears." />
                <SummaryText Flags="" Notes="" Text="Like we don't have enough problems?" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Hey, listen, sometimes stuff breaks. It's nobody's fault, it just is what it is." />
                <SummaryText Flags="" Notes="" Text="Gotta keep up with it." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's gonna take more materials than we expected to fix these walls." />
                <SummaryText Flags="" Notes="" Text="Amazed the walls didn't collapse." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.Recent.ResLost_Materials" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Success" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="10" InputFlags="" InputId="Stockpile.Materials" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Building" OutputAmount="-10" OutputId="Stockpile.Materials" RewardList="General" IconId="6">
            <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="SadFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="13">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Wall Repairs" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Went through more materials than usual reinforcing the wall." />
                <SummaryText Flags="" Notes="" Text="I hear them clawing at night." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Listen, we can do this fast, we can do it good, and we can do it cheap. Pick two." />
                <SummaryText Flags="" Notes="" Text="If it's worth doing, it's worth doing right." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="This is what we get for outsourcing American manufacturing jobs. Guess we gotta do all this again." />
                <SummaryText Flags="" Notes="" Text="Just perfect." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Maybe it'll make a difference and maybe it won't, but I figure better safe than sorry." />
                <SummaryText Flags="" Notes="" Text="Can't be too careful." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.Recent.ResLost_Materials" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Plink_Ammo" Quantity="15">
      <DescriptionText Flags="" Notes="" Text="Event: Zombie Hunt" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc, Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Plink_Ammo_AltNoAmmo" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-2" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Zombie Hunt" />
            <TutorialText Flags="" Notes="" Text="Good thing we had ammo." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s and %2$s wiped out a bunch of zombies before they became a threat. Cost us some ammo, but the morale boost's worth it! -%3$s" />
                <SummaryText Flags="" Notes="" Text="Bastards never stood a chance!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Well, that's a passel of zeds we don't gotta worry about any more! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Got those bastards!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Finally killed that one-armed bastard that killed Frankie and the rest way back at the start. I know they say these things can't think, but I swear that thing was stalking us. - %1$s" />
                <SummaryText Flags="" Notes="" Text="We got him!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Took %1$s out skeet shooting. Burned a little ammo, but it was worth it to blow off some steam. - %2$s" />
                <SummaryText Flags="" Notes="" Text="Zombies: Better than clay pigeons." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Man, I had no IDEA assault rifles made killing zombies so much fun. Gonna have to do that again. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Full Auto" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="That was intense! Gonna be riding this high for a while. Go team! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Hell of a fight." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Yeah, we burned through a lot of ammo. Totally worth it to bring %1$s home safe, though. - %2$s" />
                <SummaryText Flags="" Notes="" Text="Rescue Op" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Dude, I've never seen anybody kill as many zeds as %2$s! It was freaking unreal! Totally worth all the ammo we used. - %1$s" />
                <SummaryText Flags="" Notes="" Text="You're going for the record, Alex!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Okay, maybe we went a little overkill on the shooting... but these new guns are so cool! - %1$s" />
                <SummaryText Flags="" Notes="" Text="New toys!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You shoulda seen %2$s, man! Dumped, like, three whole clips into one of those big boys. I didn't think that thing would ever go down! It's epic! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Overkill? What's that?" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Led the way." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Feeling kind of heroic." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.Recent.ResLost_Ammo" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plink_Ammo_AltNoAmmo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc, Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;3" InputFlags="" InputId="Stockpile.Ammo" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-3" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventAddReward Count="-3" ExludeFromSummary="false" Icon="Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventAddReward>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Wounded Scout" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s came running back home with some zeds in hot pursuit. Couldn't do much to help because we're out of ammo. -%2$s" />
                <SummaryText Flags="" Notes="" Text="'We ran out of ammo.'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Narrowly escaped. Seems fine." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Plink_Medicine_Expiration" Quantity="3">
      <DescriptionText Flags="" Notes="" Text="Event: Meds Tossed" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NotInJournal" FunctionTags="Npc, Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-2" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Medications Expired" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="These things last a while past the expiration date, but not forever. -%1$s" />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="These meds are older than your mom. Yeah. I went there. -%1$s" />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Wine should have a vintage. Clothing can be vintage. Antibiotics should not be vintage. -%1$s" />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="&quot;Ugh. Me Lurgh. Me make medicine with fire. Fire good magic. Fire keep saber-tooth tiger away.&quot; -The guy who made this batch of meds." />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Any bug these would treat has probably evolved an immunity already. -%1$s" />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Well, these are about as useful as sugar pills now. -%1$s" />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Good thing nobody took any of these yet. God knows what weird side effects they'd have after all this time. -%1$s" />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Seriously? When these things expired the Spice Girls were still big. -%1$s" />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Doesn't anybody check the dates on these bottles? All this goes in the trash now. -%1$s" />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You know expired meds are worse than nothing, right? Ugh, throw all these out! -%1$s" />
                <SummaryText Flags="" Notes="" Text="These expired years ago!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Random_GunMishandled" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="Event: Mishandled Gun" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="GunMishandled_AltShaken01" AltOdds="33.3" />
          <Alt AltId="GunMishandled_AltGunshotWound01" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.NPCDisabled" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It just went off! I swear I wasn't screwing around. I definitely wasn't trying to shoot anybody! - %1$s" />
                <SummaryText Flags="" Notes="" Text="'You coulda killed somebody!'" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Geez, that thing coulda exploded in my hand! The hell is wrong with people? - %1$s" />
                <SummaryText Flags="" Notes="" Text="You coulda killed somebody!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Holy crap, that was loud! Did you guys know that was gonna be so loud? - %1$s" />
                <SummaryText Flags="" Notes="" Text="You coulda killed somebody!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's okay everybody! False alarm! Nobody got hurt, it's all good. - %1$s" />
                <SummaryText Flags="" Notes="" Text="You coulda killed somebody!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Dammit, %1$s, you want to stop wasting our ammo AND drawing zombie attention? Clear your chamber before you start cleaning your gun. - %2$s" />
                <SummaryText Flags="" Notes="" Text="You coulda killed somebody!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Was lucky nobody got hurt." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20m" OutputId="Status.Recent.NPCDisabled" PauseWhenOffline="True" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltShaken01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Okay, I know I screwed up, and I'm sorry, but at least nobody got hurt... right? - %1$s" />
                <SummaryText Flags="" Notes="" Text="It just went off!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Jesus... somebody coulda died there. We gotta be more careful. - %1$s" />
                <SummaryText Flags="" Notes="" Text="It just went off!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Woo! That one'll wake you up in the morning, huh? Damn near had a heart attack. - %1$s" />
                <SummaryText Flags="" Notes="" Text="It just went off!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Yeah, no, I'm fine. Least I will be when my hands stop shaking. - %1$s" />
                <SummaryText Flags="" Notes="" Text="It just went off!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20m" OutputId="Status.Recent.NPCDisabled" PauseWhenOffline="True" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltGunshotWound01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Status.Injury, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I am SO sorry, %2$s. You have to know it was an accident. I would never, ever do anything like that intentionally. - %1$s" />
                <SummaryText Flags="" Notes="" Text="'It just went off!'" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Huh. So that's what they mean by &quot;no such thing as an unloaded gun.&quot; Sorry %2$s. - %1$s" />
                <SummaryText Flags="" Notes="" Text="'It just went off!'" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="In my defense, I was drunk at the time. - %1$s" />
                <SummaryText Flags="" Notes="" Text="'It just went off!'" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="This right here is why giving everybody a gun is a bad idea. - %2$s" />
                <SummaryText Flags="" Notes="" Text="'It just went off!'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20m" OutputId="Status.Recent.NPCDisabled" PauseWhenOffline="True" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GraveSick_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Grave, Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_GraveSick" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
          <Actor_EvolveTraits ActorIndex="1" Event="FEAR" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Vomiting Blood" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm too tired to try to hide it. I vomited blood today. I don't know if I'm going to make it. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s could go at any time." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="May be a danger to the community." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Troubled by this situation." />
              </EventNpcEffect>
              <EventEffect Icon="13 Infirmary" Type="Facility" Value="-1" IconId="13">
                <DescriptionText Flags="" Notes="" Text="The better our medicine supply, facilities, and advisors, the higher the Recovery odds." />
                <NameText Flags="" Notes="" Text="Medical Care" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GraveHurt_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Grave, Trait.MoodType.Hurt, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_GraveHurt" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
          <Actor_EvolveTraits ActorIndex="1" Event="FEAR" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: High Fever" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s has been feverish and delirious for much of the day. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is barely hanging on." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="May be a danger to the community." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Troubled by this situation." />
              </EventNpcEffect>
              <EventEffect Icon="13 Infirmary" Type="Facility" Value="-1" IconId="13">
                <DescriptionText Flags="" Notes="" Text="The better our medicine supply, facilities, and advisors, the higher the Recovery odds." />
                <NameText Flags="" Notes="" Text="Medical Care" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Hunger_Remind_Bickering" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="Event: Bickering" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="HungerWarning" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="!Confidence.Food" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Mail" IconId="105">
            <NameText Flags="" Notes="" Text="NOTE: Food Concerns" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Did nobody see my name on the fucking hot dogs? Seriously? I had plans for those! Special plans. Assholes. - %1$s" />
                <SummaryText Flags="" Notes="" Text="I was saving that!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Whichever one of you dicks thought it would be funny to replace my tomato juice with sriracha sauce: vengeance is coming. Oh yes. You will suffer. - %1$s" />
                <SummaryText Flags="" Notes="" Text="You will pay for this." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Look, that &quot;dinner&quot; last night was revolting. Everybody knows it. I nominate we institute an &quot;opt-out&quot; program where people can take a little extra from the stores if they don't want to eat this deep-fried crap." />
                <SummaryText Flags="" Notes="" Text="That tasted terrible!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Really people? A candy dish full of pushpins? I'm sure they're super-useful and all, but some of us are coming back from supply runs tired and hungry and just want a mouthful of delicious candy, not tetanus of the mouth. - %1$s" />
                <SummaryText Flags="" Notes="" Text="That really hurt!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Guys, we've got maybe the last tub of spicy garlic hummus in the world in our kitchen. That's pretty awesome, right? I'd love it if everybody got to eat some, but if a certain someone keeps dipping their fingers in it, nobody's going to get to enjoy it. -%1$s" />
                <SummaryText Flags="" Notes="" Text="The hummus is for everybody." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Whoever keeps leaving passive-aggressive notes around the kitchen, please knock it off. We're all dealing with the same shit, and nobody cares about your petty complaints. - %1$s" />
                <SummaryText Flags="" Notes="" Text="It's getting ridiculous" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="People, how are we going through this much butter? Is somebody eating it like candy bars? Are you trying to construct a hilarious new zombie trap? Or are you just smearing it all over yourself and running naked through the streets screaming &quot;I am the queen of dairy!&quot; -%1$s" />
                <SummaryText Flags="" Notes="" Text="Where's it going?" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Look, I'm all for sharing freely, but whoever keeps eating my soy cheese could you please stop? I'm lactose intolerant, I can't eat the other kinds. Just a little pretend cheese, that's all I ask! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Seriously, enough!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Somebody used peanuts in our dinner last night. Now, I posted that list of common food allergies in the kitchen for a REASON, people, so let's all try to be a little more considerate of others, okay? - %1$s &lt;-- Nobody here is allergic to peanuts, will you please stop harping on it? - %2$s" />
                <SummaryText Flags="" Notes="" Text="Doesn't anybody bother to ask?" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Not happy about how things are going." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Took the brunt of the abuse." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="HungerWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
          <Check InputAmount="2" InputFlags="" InputId="!Confidence.Food" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressOrHurtAlly" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressOrHurtAlly" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Fight in the Community" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="With food supplies scarce, everyone's on edge, but %1$s and %2$s really crossed the line.  -%3$s" />
                <SummaryText Flags="" Notes="" Text="People are worried about food." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="&quot;got into it&quot; = argued and fought" Text="Got into it over our food supply." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="-1">
                <DescriptionText Flags="" Notes="&quot;got into it&quot; = argued and fought" Text="Got into it over our food supply." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="LowHousing_Remind" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.NoSleep_Weak, !Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse" Invert="" />
          <Check InputAmount="3" InputFlags="" InputId="!Confidence.Housing" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <ExecuteAction ActionId="WorryWard" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Not Enough Beds" />
            <TutorialText Flags="" Notes="" Text="People need to have somewhere to sleep!" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I can't keep going out there if I never get any rest when I'm here. It's gonna get me killed. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is not happy." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Upset about not having anywhere to sleep." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <EventTrigger Event="fsEvent.ReviewAdvice" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="WorryWard" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.NoSleep_Weak, !Trait.Immune.NonStoryContent,Trait.Archetype.Ward, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="DoNothing" AltOdds="0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="FEAR" EventLogOutput="General" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Concerned that this problem persists." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="DoNothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </FateCard>
    <FateCard Id="NoInfirmary_Remind" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Hurt" AltOdds="100.0" />
          <Alt AltId="Sick" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Infirmary_Basic" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: No Infirmary" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Dude, I know we don't have an infirmary here, but do you have to change those nasty-ass bandages in public? Some of us are trying to eat! -%1$s" />
                <SummaryText Flags="" Notes="" Text="People don't need to see that!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="More arguing in the community. Things are too dangerous to not have an infirmary. -%1$s" />
                <SummaryText Flags="" Notes="" Text="We need a goddamn infirmary!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="No, I'm not letting you cut out my appendix! Not only are you not even close to being a doctor, we don't even have an infirmary! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Are you crazy?" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Somebody put theantihistamines where the pseudoephedrine is supposed to go. Good thing I noticed, or I'd have killed myself trying to treat sniffles. We need a goddamn infirmary. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Why aren't we better organized?" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Excuse me all to hell for &quot;keeping you up at night moaning.&quot; In case you didn't know, gut wounds HURT. Where else am I supposed to recover? Not like we have an infirmary here. - %1$s" />
                <SummaryText Flags="" Notes="" Text="This shit still hurts!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Can we please get an infirmary in here? I'm tired of having to mop up blood in the common areas. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Bloodstains on the carpet again?" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Took me almost 20 minutes to find a first aid kit yesterday. If it had been a more severe injury, somebody could have died. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Time is of the essence!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="That's a fucking bread knife. You are not getting anywhere near me with that thing! Christ, we need an infirmary. - %1$s" />
                <SummaryText Flags="" Notes="" Text="You call that a scalpel?" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Not happy about how things are going." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Hurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.MoodType.Hurt, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Infirmary_Basic" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: No Infirmary" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="This sucks. Without a Medical Area, how am I supposed to heal up? -%1$s" />
                <SummaryText Flags="" Notes="" Text="Reduced Wound Recovery chance." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Not happy about how things are going." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Troubled by this situation." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Sick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Infirmary_Basic" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: No Infirmary" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="This sucks. Without a Medical Area, how am I supposed to heal up? -%1$s" />
                <SummaryText Flags="" Notes="" Text="Reduced Sickness Recovery chance." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Not happy about how things are going." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Troubled by this situation." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Despair_Remind" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair,!Trait.Immune.NonStoryContent, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
        </Actors>
        <Alts>
          <Alt AltId="GraveDespair" AltOdds="75" />
          <Alt AltId="DespairLight_BurnFood" AltOdds="50" />
          <Alt AltId="Bickering_Despair01" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Community.PrimaryLogSubject" />
          <ExecuteAction ActionId="LogCharacterData" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Loss of Hope" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's like high school all over again, except the glee club wants to eat me. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is sad." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Gather supplies, maintain our home base, staff facilities, kill zombies--when the hell do we get a break? - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is sad." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Christ, will you just shut up? You're not everybody's personal shrink. I don't want to &quot;open up&quot; or &quot;share my feelings,&quot; so just get lost. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is sad." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Despair" PauseWhenOffline="" />
          <Console_Command Command="LOG: DespairRemind - Default" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GraveDespair" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Community.Asshole, Trait.MoodType.Despair,Trait.Meta.Grave,!Trait.Immune.NonStoryContent, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair,Trait.Meta.Grave,!Trait.Immune.NonStoryContent, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Community.PrimaryLogSubject" />
          <ExecuteAction ActionId="LogCharacterData" />
          <ExecuteAction ActionId="AnnoyBully" />
          <ExecuteAction ActionId="WorryWard" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Serious Depression" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Look at how things are going lately. I can't kid myself anymore. We're doomed and anyone who says otherwise is full of it. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is depressed." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="The only thing that's ever gonna change is when the last of us finally die and there's nothing left on the planet but the zombies. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is depressed." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Despair" PauseWhenOffline="" />
          <Console_Command Command="LOG: DespairRemind - Grave" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="LogCharacterData" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Community.PrimaryLogSubject, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Community.PrimaryLogSubject" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Bringing everyone down." />
          </EventAddEffectNpc>
          <EventAddEffect Icon="79 trait_listless" RewardList="General" Type="Status" Value="-1" IconId="79">
            <DescriptionText Flags="" Notes="" Text="" />
            <NameText Flags="" Notes="" Text="Depression" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="DespairLight_BurnFood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, !Trait.Immune.NonStoryContent, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-3" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <ExecuteAction ActionId="AnnoyBully" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Binge Eating" />
            <TutorialText Flags="" Notes="" Text="Dangers of sad community members." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s has been binge eating to deal with the stress. Fucker ate the last of the snack cakes, too. %2$s" />
                <SummaryText Flags="" Notes="" Text="Food Loss" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Sorry, dudes. Didn't mean to eat all that grub, I just found the last stash of Acapulco Gold maybe in the world, and I figured &quot;hey, it'd suck to die with this righteous bud unsmoked,&quot; and, well, you can kinda see what happened from there. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Food Loss" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Oh... was I not supposed to eat all that? Sorry, nobody showed me the ration schedule. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Food Loss" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Uhh... it looked like it was all about to go bad. I swear. So I figured it was better for somebody to eat everything than to let it spoil. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Food Loss" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="What? Never heard of comfort food? Don't you judge me. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Food Loss" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I just couldn't stop myself. Now I feel like I'm gonna be sick. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Food Loss" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Did some serious stress eating." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.Recent.ResLost_Food" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Bickering_Despair01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Despair,!Trait.Story.Command, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Story.Command, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;20" InputFlags="" InputId="Stat.Morale" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-20" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="0" Event="DESPAIR" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
          <ExecuteAction ActionId="AnnoyBully" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Bickering" />
            <TutorialText Flags="" Notes="" Text="Low Morale puts your community at greater risk of depression, violence, and despair." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="If somebody wants to give me a reason to not just lay down and die, I'd love to hear it. -%1$s" />
                <SummaryText Flags="" Notes="" Text="Morale is dropping." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="The longer this goes on, the more I think the ones who got turned were the lucky ones. -%1$s" />
                <SummaryText Flags="" Notes="" Text="Morale is dropping." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm not even afraid of getting killed by zombies any more. It's the long, slow death that scares me. Starving, or sick, or lying broken-legged in a muddy ditch somewhere. Gives me chills. -%1$s" />
                <SummaryText Flags="" Notes="" Text="Morale is dropping." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="What the hell makes Lily so special, anyways? Don't ever see her risking her ass out there. -%1$s" />
                <SummaryText Flags="" Notes="" Text="Morale is dropping." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Spare us the inspirational speeches. We all know how bad it is out there, and pretty words ain't gonna make it better. -%1$s" />
                <SummaryText Flags="" Notes="" Text="Morale is dropping." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="No, I will not &quot;lay off the doom and gloom.&quot; I'm just being a realist. -%1$s" />
                <SummaryText Flags="" Notes="" Text="Morale is dropping." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Jesus, will you give it a rest with the doom and gloom? We all know things are bad, you don't have to keep reminding us. -%2$s" />
                <SummaryText Flags="" Notes="" Text="Morale is dropping." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="For the last time, asshole, nobody's going to help you rescue your action figure collection! We got enough problems already. -%1$s" />
                <SummaryText Flags="" Notes="" Text="Morale is dropping." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="AnnoyBully" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Despair,!Trait.Immune.NonStoryContent, Trait.Archetype.Bully, Trait.Community.Asshole, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.Archetype.Bully, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
        </Actors>
        <Alts>
          <Alt AltId="DoNothing" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Losing patience with this nonsense." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="WorryWard" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Despair, !Trait.Immune.NonStoryContent,Trait.Archetype.Ward, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="DoNothing" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="FEAR" EventLogOutput="General" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Troubled by this situation." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="DoNothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </FateCard>
    <FateCard Id="Discord_Remind" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.MoodType.Discord, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="GraveDiscord" AltOdds="75" />
          <Alt AltId="BurnAmmoIfBitter01" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.NPCDisabled" Invert="True" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <ExecuteAction ActionId="OffendNurturer" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Shouting Match" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Hey, %1$s, I've got a movie quote for you: 'Fuck you, asshole' - %2$s" />
                <SummaryText Flags="" Notes="" Text="I've had enough of your crap!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="So help me, %1$s, if you say one more thing about how Foghat sucks, I will kick your ass! - %2$s" />
                <SummaryText Flags="" Notes="" Text="No, YOU shut up!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Hey, it's not my fault! %2$s keeps trimming {[2:mn]his}{[2:f]her} toenails while I'm trying to eat. It's sick!" />
                <SummaryText Flags="" Notes="" Text="I just can't take it any more!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I don't care if you think it scares the zombies away, %2$s, next time you start yodeling at two in the morning I'm going to strangle you! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Shut up shut up shut up!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s snores. You all know it. Not a one of you wouldn't do the same thing. - %1$s" />
                <SummaryText Flags="" Notes="" Text="I can't sleep!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="What else is there to say? %2$s is a raging prick. I'm not sorry. - %1$s" />
                <SummaryText Flags="" Notes="" Text="We just don't like each other." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You stay the fuck away from %2$s, %1$s. Next time it won't just be an argument." />
                <SummaryText Flags="" Notes="" Text="Romance troubles on the rise." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You don't stop talking shit behind my back, %2$s, and I will cut you like a prison bitch. Sweet dreams, motherfucker. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Snitches get stitches" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Stirring up trouble." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Took the brunt of the abuse." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20m" OutputId="Status.Recent.NPCDisabled" PauseWhenOffline="True" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GraveDiscord" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Community.Asshole, Trait.MoodType.Discord,Trait.Meta.Grave,!Trait.Immune.NonStoryContent, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord,Trait.Meta.Grave,!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="BurnAmmoIfBitter01" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
          <ExecuteAction ActionId="OffendNurturer" />
          <ExecuteAction ActionId="WorryWard" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Fight at Home" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Hey, %1$s, I've got a movie quote for you: 'Fuck you, asshole' - %2$s" />
                <SummaryText Flags="" Notes="" Text="I've had enough of your crap!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="So help me, %1$s, if you say one more thing about how Foghat sucks, I will kick your ass! - %2$s" />
                <SummaryText Flags="" Notes="" Text="No, YOU shut up!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Hey, it's not my fault! %2$s keeps trimming {[2:mn]his}{[2:f]her} toenails while I'm trying to eat. It's sick!" />
                <SummaryText Flags="" Notes="" Text="I just can't take it any more!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I don't care if you think it scares the zombies away, %2$s, next time you start yodeling at two in the morning I'm going to strangle you! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Shut up shut up shut up!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s snores. You all know it. Not a one of you wouldn't do the same thing. - %1$s" />
                <SummaryText Flags="" Notes="" Text="I can't sleep!" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="What else is there to say? %2$s is a raging prick. I'm not sorry. - %1$s" />
                <SummaryText Flags="" Notes="" Text="We just don't like each other." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You stay the fuck away from %1$s, %2$s. Next time it won't just be an argument." />
                <SummaryText Flags="" Notes="" Text="Romance troubles on the rise." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You stay the fuck away from %1$s, %2$s. Next time it won't just be an argument." />
                <SummaryText Flags="" Notes="" Text="Romance troubles on the rise." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You don't stop talking shit behind my back, %2$s, and I will cut you like a prison bitch. Sweet dreams, motherfucker. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Snitches get stitches" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Stirring up trouble." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Took the brunt of the abuse." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20m" OutputId="Status.Recent.NPCDisabled" PauseWhenOffline="True" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BurnAmmoIfBitter01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Immune.NonStoryContent, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="4" InputFlags="" InputId="Stockpile.Ammo" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Discord" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-3" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
          <ExecuteAction ActionId="WorryWard" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Wild Shooting" />
            <TutorialText Flags="" Notes="" Text="Low Morale causes your community members to act out." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Oh, like you all have never played &quot;Zombie Celebrity Lookalike Shooting Gallery.&quot; Actually, I'm pretty sure one of them was the real Suzanne Sommers. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ammo Lost" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Just testing. Turns out we were right. You CAN'T kill them except by destroying the head. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ammo Lost" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You call it &quot;wasting ammo,&quot; I call it &quot;sighting in.&quot; It's sniper shit, I wouldn't expect you to understand. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ammo Lost" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You all saw it! I didn't have a choice! That cow would've killed us all! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ammo Lost" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s isn't allowed to go on sentry duty without somebody checking their breath for tequila. How many mags did they blow through and not hit a single damn thing? - %2$s" />
                <SummaryText Flags="" Notes="" Text="Ammo Lost" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Geez, %1$s, I know you hated high school, but did you have to shoot out every single window in the place? We need that ammo for zombie killing. - %2$s" />
                <SummaryText Flags="" Notes="" Text="Ammo Lost" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Wasted ammunition blowing off steam." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.Recent.ResLost_Ammo" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20m" OutputId="Status.Recent.NPCDisabled" PauseWhenOffline="True" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="LogCharacterData" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Community.PrimaryLogSubject, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Community.PrimaryLogSubject" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Stirring up trouble." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="OffendNurturer" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Discord,!Trait.Immune.NonStoryContent, Trait.Archetype.Nurturer, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="DoNothing" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DESPAIR" EventLogOutput="General" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Disapproves." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="WorryWard" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Discord, !Trait.Immune.NonStoryContent,Trait.Archetype.Ward, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="DoNothing" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="FEAR" EventLogOutput="General" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Troubled by this situation." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="DoNothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </FateCard>
    <FateCard Id="Fear_Remind" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear,!Trait.Immune.NonStoryContent, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="GraveFear" AltOdds="75" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Community.PrimaryLogSubject" />
          <ExecuteAction ActionId="LogCharacterData" />
          <ExecuteAction ActionId="AnnoyBully" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Crisis of Faith" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Christ, will you just shut up? You're not everybody's personal shrink. I don't want to &quot;open up&quot; or &quot;share my feelings,&quot; so just get lost. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is scared." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Sometimes, out of nowhere, my hands just start shaking. How am I supposed to shoot straight with shaky hands? - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is scared." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Fear" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GraveFear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear,Trait.Meta.Grave,!Trait.Immune.NonStoryContent,Trait.Community.Asshole, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.MoodType.Fear, Trait.Meta.Grave, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Community.PrimaryLogSubject" />
          <ExecuteAction ActionId="LogCharacterData" />
          <ExecuteAction ActionId="AnnoyBully" />
          <ExecuteAction ActionId="WorryWard" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Panic" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Look at how things are going lately. I can't kid myself anymore. We're doomed and anyone who says otherwise is full of it. - %1$s" />
                <SummaryText Flags="" Notes="" Text="We're doomed." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Fear" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="LogCharacterData" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Community.PrimaryLogSubject, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Community.PrimaryLogSubject" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Having trouble keeping it together." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="AnnoyBully" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Despair,!Trait.Immune.NonStoryContent, Trait.Archetype.Bully, Trait.Community.Asshole, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.Archetype.Bully, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Home, Npc" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
        </Actors>
        <Alts>
          <Alt AltId="DoNothing" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Losing patience with this nonsense." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="WorryWard" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Despair, !Trait.Immune.NonStoryContent,Trait.Archetype.Ward, !Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="DoNothing" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="FEAR" EventLogOutput="General" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Troubled by this situation." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="DoNothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </FateCard>
    <FateCard Id="LowMorale_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="LoseOneMember" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;10" InputFlags="" InputId="Stat.Morale" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_LowMorale" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="DANGER: Extremely Low Morale" />
            <TutorialText Flags="" Notes="" Text="People will start to flee." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We need to do something to turn this around or we're going to lose everyone. -%1$s." />
                <SummaryText Flags="" Notes="" Text="People may start to panic." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Concerned about our lack of construction materials." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="LoseOneMember" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Meta.CannotDie, !Trait.Immune.NonStoryContent, Trait.Status.Away, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;10" InputFlags="" InputId="Stat.Morale" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_LowMorale" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_BaseSiege" InstantMissing="True" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="PANIC" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We have to believe in each other. That's the only way this works. -%2$s." />
                <SummaryText Flags="" Notes="" Text="%1$s left the community" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Has left the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="DiseaseOutbreak_Remind" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Remind_NoInfirmary" AltOdds="100.0" />
          <Alt AltId="Remind_NeedMedicine" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Rumor_DiseaseOutbreak" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Flu Preparedness" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm continuing to hear stories of flu outbreaks. Having a good stockpile of medicine and decent medical facilities is all we can do. -%1$s." />
                <SummaryText Flags="" Notes="" Text="You might be okay." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Happy that you've stockpiled meds." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Rumor_DiseaseOutbreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Remind_NeedMedicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;3" InputFlags="" InputId="Confidence.Medicine" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="RUMORS: Disease Epidemic" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm continuing to hear stories of flu outbreaks. We'd better stock up on medicine. -%1$s." />
                <SummaryText Flags="" Notes="" Text="We need to stock up on medicine." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Pointing out that we need a medicine stockpile." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Rumor_DiseaseOutbreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Remind_NoInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="True" Type="Infirmary" Variant="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="RUMORS: Disease Epidemic" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Soon as anything contagious hits us, it'll spread like wildfire if we don't have an Infirmary. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Need an infirmary." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Rumor_DiseaseOutbreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="SpoilFood_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
    </FateCard>
    <FateCard Id="EnclaveRescueMissing" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fled, Trait.Meta.Missing, !Trait.Status.NotInJournal" FunctionTags="Npc, Missing, NotBusy" HideWarnings="True" Optional="" TargetEnclave="Enclave.Home" />
          <Enclave ActorFlags="" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts>
          <Alt AltId="RecruitMissing_Fail" AltOdds="70" />
          <Alt AltId="RecruitMissing_Expelled" AltOdds="100.0" />
          <Alt AltId="RecruitMissing_Fail" AltOdds="70" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_JoinEnclave ActorIndex="0" EnclaveIndex="1" />
          <Actor_EvolveTraits ActorIndex="0" Event="RESETMOOD" EventLogOutput="None" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.Missing" />
          <Console_Command Command="LOG: NpcEnclave recruited Missing community member" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mail" IconId="105">
            <NameText Flags="" Notes="" Text="NOTE: Safe and Sound" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Thought you'd want to know I made it. I met up with some good people. I have a new home now. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s joined some other survivors." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="RecruitMissing_Expelled" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Fled_Expelled, Trait.Meta.Missing, !Trait.Status.NotInJournal" FunctionTags="Npc, Missing, NotBusy" HideWarnings="True" Optional="" TargetEnclave="Enclave.Home" />
          <Enclave ActorFlags="" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_JoinEnclave ActorIndex="0" EnclaveIndex="1" />
          <Actor_EvolveTraits ActorIndex="0" Event="RESETMOOD" EventLogOutput="None" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.Missing" />
          <Enclave_AddTrust DisableBonus="false" EnclaveIndex="" Trust="-70" />
          <Enclave_StatSet DurationCancellable="" EnclaveIndex="" OutputAmount="2" OutputDuration="" OutputStat="CostScalar" PauseWhenOffline="" />
          <Console_Command Command="LOG: NpcEnclave recruited Expelled community member" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mail" IconId="105">
            <NameText Flags="" Notes="" Text="NOTE: Hasta La Vista" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Thought you were hot shit kicking me out, right? Well, it turns out I don't need you assholes. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s joined some other survivors." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="RecruitMissing_Loyal" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Fled_Expelled, Trait.Meta.Missing, !Trait.Status.NotInJournal" FunctionTags="Npc, Missing, NotBusy" HideWarnings="True" Optional="" TargetEnclave="Enclave.Home" />
          <Enclave ActorFlags="" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_JoinEnclave ActorIndex="0" EnclaveIndex="1" />
          <Actor_EvolveTraits ActorIndex="0" Event="RESETMOOD" EventLogOutput="None" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.Missing" />
          <Enclave_AddTrust DisableBonus="false" EnclaveIndex="" Trust="10" />
          <Console_Command Command="LOG: NpcEnclave recruited Loyal community member" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mail" IconId="105">
            <NameText Flags="" Notes="" Text="NOTE: Safe and Sound" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Thought you'd want to know I made it. I met up with some good people. I have a new home now. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s joined some other survivors." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="RecruitMissing_Fail" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </FateCard>
    <FateCard Id="HordeCount_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_HordeCount" Invert="" />
          <CheckBool InputFlags="" InputId="Status.RecentFate.Remind" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <ExecuteAction ActionId="Hurt" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Horde Encounter" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="With so many hordes out there, our people are in constant danger. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Too many HORDES out there." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Their numbers make them dangerous." />
                <NameText Flags="" Notes="" Text="Zombie Horde" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5h" OutputId="Status.RecentFate.Remind" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Hurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Flee_MidGame" AltOdds="50" />
          <Alt AltId="Flee_LateGame" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressOrHurtAlly" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Nearly killed." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Flee_MidGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.MoodType.Fled" InstantMissing="" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Fled from a horde. Now missing." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Flee_LateGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.MoodType.Fled" InstantMissing="True" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Fled from a horde. Now missing." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="SwatZombie_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_SwatZombie" Invert="" />
          <CheckBool InputFlags="" InputId="Status.RecentFate.Remind" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: SWAT Zombie Encounter" />
            <TutorialText Flags="" Notes="" Text="We should consider a FITNESS REGIMEN at an TRAINING AREA." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Those SWAT zombies can wear you out and you gotta fight 'em hand-to-hand. - %1$s" />
                <SummaryText Flags="" Notes="" Text="They're still out there." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Resistant to gunfire." />
                <NameText Flags="" Notes="" Text="SWAT Zombies" />
              </EventEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Nearly killed." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5h" OutputId="Status.RecentFate.Remind" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="ArmyZombie_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_ArmyZombie" Invert="" />
          <CheckBool InputFlags="" InputId="Status.RecentFate.Remind" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Army Zed Encounter" />
            <TutorialText Flags="" Notes="" Text="Maybe COMBAT TRAINING at a DOJO would help." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It takes some real hand-to-hand combat skill to take these on. - %1$s" />
                <SummaryText Flags="" Notes="" Text="They're still out there." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Fast, deadly, and nearly immune to gunfire." />
                <NameText Flags="" Notes="" Text="Army Zeds" />
              </EventEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Nearly killed." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5h" OutputId="Status.RecentFate.Remind" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Bloater_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_Bloater" Invert="" />
          <CheckBool InputFlags="" InputId="Status.RecentFate.Remind" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Bloated Zed Encounter" />
            <TutorialText Flags="" Notes="" Text="OUTPOSTS could take him out before he reaches us." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Those things are toxic. - %1$s" />
                <SummaryText Flags="" Notes="" Text="It's still out there." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Not all that hard to kill, but they're highly infectious." />
                <NameText Flags="" Notes="" Text="Bloated Zed" />
              </EventEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Nearly killed." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5h" OutputId="Status.RecentFate.Remind" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Feral_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Alt_Tower" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_Feral" Invert="" />
          <CheckBool InputFlags="" InputId="Status.RecentFate.Remind" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Feral Encounter" />
            <TutorialText Flags="" Notes="" Text="We need to make sure we're well fortified." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We'd better do something. I've seen them leap walls like they were nothing. - %1$s." />
                <SummaryText Flags="" Notes="" Text="We need ammo to deal with it." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Fast, vicious, tough in melee, and hard to shoot." />
                <NameText Flags="" Notes="" Text="Feral Zed" />
              </EventEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Nearly killed." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5h" OutputId="Status.RecentFate.Remind" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Alt_Tower" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="True" Type="Facility.Watchtower" Variant="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Feral Encounter" />
            <TutorialText Flags="" Notes="" Text="We need to make sure we're well fortified." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We'd better do something. I've seen them leap walls like they were nothing. - %1$s." />
                <SummaryText Flags="" Notes="" Text="A guard tower would help." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Fast, deadly, and nearly immune to gunfire." />
                <NameText Flags="" Notes="" Text="Army Zeds" />
              </EventEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Nearly killed." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5h" OutputId="Status.RecentFate.Remind" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Juggernaut_Remind" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_Juggernaut" Invert="" />
          <CheckBool InputFlags="" InputId="Status.RecentFate.Remind" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Big Bastard Encounter" />
            <TutorialText Flags="" Notes="" Text="Having a workshop to make explosives is our best bet against him." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="That guy was just as tough as you'd fear... and faster than you'd expect. - %1$s" />
                <SummaryText Flags="" Notes="" Text="It's still out there." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Extremely tough. Can be stunned with explosives." />
                <NameText Flags="" Notes="" Text="Big Bastard" />
              </EventEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Nearly killed." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5h" OutputId="Status.RecentFate.Remind" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Infestation_Remind" Quantity="5000">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Infestation" BuildingFlagsQuery="Infestation" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Infestation" BuildingFlagsQuery="Infestation" HideWarnings="" NearActorIdx="2" Optional="True" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Infestation" BuildingFlagsQuery="Infestation" HideWarnings="" NearActorIdx="2" Optional="True" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="4" InputFlags="" InputId="Count.InfestationsNearHome" />
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_InfestationCount" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <BuildingDiscover ActorIndex="3" />
          <BuildingDiscover ActorIndex="4" />
          <BuildingDiscover ActorIndex="5" />
          <ExecuteAction ActionId="Hurt" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Infestation Encounter" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Trying to find a safe spot to hide is a lot harder with so many infestations. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Too many INFESTATIONS." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Makes the surrounding area a lot more dangerous." />
                <NameText Flags="" Notes="" Text="Infestation" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Hurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Flee_MidGame" AltOdds="50" />
          <Alt AltId="Flee_LateGame" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressOrHurtAlly" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Nearly killed." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Flee_MidGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.MoodType.Fled" InstantMissing="" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Fled from a horde. Now missing." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Flee_LateGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.MoodType.Fled" InstantMissing="True" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Fled from a horde. Now missing." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="TradeOp_Dojo" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Training" Variant="BasicB" />
          <CheckBool InputFlags="" InputId="!Status.TradeOp.Dojo" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Survivors" IconId="60">
            <NameText Flags="" Notes="" Text="OPPORTUNITY: Train Outsiders" />
            <TutorialText Flags="" Notes="" Text="Use the &quot;Train Outsiders&quot; action at the Dojo to accept." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Seems like we're getting a reputation. Some neighboring survivors asked if they could come train at our dojo. There's 3 cases of ammo in it for us. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Dojo option added temporarily." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3d" OutputId="Status.TradeOp.Dojo" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="TradeOp_ShootingPlatform" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Watchtower" Variant="Double" />
          <CheckBool InputFlags="" InputId="!Status.TradeOp.ShootingPlatform" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Survivors" IconId="60">
            <NameText Flags="" Notes="" Text="OPPORTUNITY: Train Outsiders" />
            <TutorialText Flags="" Notes="" Text="Use the &quot;Train Outsiders&quot; action at the Shooting Platform to accept." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Seems like we're getting a reputation. Some neighboring survivors asked if they could come get some firearms training from us. There's 3 cases of ammo in it for us. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Shooting Platform option added temporarily." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3d" OutputId="Status.TradeOp.ShootingPlatform" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="TradeOp_Library" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Library" Variant="" />
          <CheckBool InputFlags="" InputId="!Status.TradeOp.Library" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Survivors" IconId="60">
            <NameText Flags="" Notes="" Text="OPPORTUNITY: Library Access" />
            <TutorialText Flags="" Notes="" Text="Look for the &quot;COMMERCE: Library Access&quot; action at the Library." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Not to toot my own horn, but this library thing's turned out to be a good idea. Another group of survivors has asked to check out our books. There's 2 cases of ammo in it for us. - %1$s" />
                <SummaryText Flags="" Notes="" Text="New LIBRARY facility action added temporarily." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3d" OutputId="Status.TradeOp.Library" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="TradeOp_FoodPreservation" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Storage" Variant="FoodStorage1" />
          <CheckBool InputFlags="" InputId="!Status.TradeOp.FoodPreservation" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Pickling" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Survivors" IconId="60">
            <NameText Flags="" Notes="" Text="OPPORTUNITY: Food Preservation" />
            <TutorialText Flags="" Notes="" Text="Use the &quot;Preserve Food&quot; action at the Storage facility." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Word's out about us being able to keep food from going bad. Another survivor group has approached us about pickling some vegetables for them. In exchange, we get to keep a portion for ourselves. - %1$s" />
                <SummaryText Flags="" Notes="" Text="New Storage facility action added temporarily." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3d" OutputId="Status.TradeOp.FoodPreservation" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="TradeOp_Biodiesel" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Storage" Variant="FoodStorage1" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Biodiesel" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Survivors" IconId="60">
            <NameText Flags="" Notes="" Text="OPPORTUNITY: Biodiesel" />
            <TutorialText Flags="" Notes="" Text="Use the &quot;COMMERCE: Biodiesel&quot; action at the Storage facility." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Another survivor group has approached us about generating some biodiesel for them. They're offering 5 ammo in exchange. - %1$s" />
                <SummaryText Flags="" Notes="" Text="New Storage facility action added temporarily." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3d" OutputId="Status.TradeOp.Biodiesel" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="OutpostRescue" Quantity="30">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Mood.Fled_Expelled, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, Missing, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Rescue" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.RecentFate.OutpostRescue" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="" IconId="">
            <NameText Flags="" Notes="" Text="HOME: Missing Ally" />
            <TutorialText Flags="" Notes="" Text="An OUTPOST would provide a safe destination for missing friends." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Still no luck finding %1$s. This would be easier if we had some outposts. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is still missing." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="MIA" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Rescue" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Mood.Fled_Expelled, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, Missing, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="1" InputFlags="" InputId="Count.OutpostTotal" />
        </Inputs>
        <Outputs>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.Missing" />
          <Actor_EvolveTraits ActorIndex="0" Event="RESETMOOD" EventLogOutput="None" />
          <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="General" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="15" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="" IconId="">
            <NameText Flags="" Notes="" Text="HOME: Outpost Arrival" />
            <TutorialText Flags="" Notes="" Text="OUTPOSTS provide a safe destination for missing friends." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s found shelter at one of our outposts. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is safe and sound." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Safe and sound." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="SetDelay" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="OutpostCount_5" AltOdds="100" />
          <Alt AltId="OutpostCount_4" AltOdds="100" />
          <Alt AltId="OutpostCount_3" AltOdds="100" />
          <Alt AltId="OutpostCount_2" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2h" OutputId="Status.RecentFate.OutpostRescue" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="OutpostCount_5" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="5" InputFlags="" InputId="Count.OutpostTotal" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="10m" OutputId="Status.RecentFate.OutpostRescue" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="OutpostCount_4" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="4" InputFlags="" InputId="Count.OutpostTotal" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20m" OutputId="Status.RecentFate.OutpostRescue" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="OutpostCount_3" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Count.OutpostTotal" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30m" OutputId="Status.RecentFate.OutpostRescue" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="OutpostCount_2" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Count.OutpostTotal" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1h" OutputId="Status.RecentFate.OutpostRescue" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="RelaxedVsFear" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Relaxed, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsBully" AltOdds="50.0" />
          <Alt AltId="VsRealist" AltOdds="50.0" />
          <Alt AltId="VsStressed" AltOdds="100.0" />
          <Alt AltId="VsWorried" AltOdds="100.0" />
          <Alt AltId="VsNervous" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="VsWorried" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Relaxed, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Scared_Worried, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Chill Pill" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Anybody else notice how %1$s just seems to stay calm no matter what? Maybe it should worry me, but I actually find it kind of reassuring. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is staying relaxed." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsBully" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Relaxed, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Bully, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Angry_Frustrated" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Chill Pill" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I don't know why you're so fucking relaxed, %1$s. The rest of us seem to understand there is some serious shit going on but you don't. You should get your head examined. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is staying relaxed." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsRealist" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Insensitive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Scared_Stressed, Trait.Archetype.Realist, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Scared_Stressed" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Chill Pill" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I can't say I'm totally relaxed, but when I see %1$s running around, talking like nothing's wrong, it makes me think maybe things aren't quite as bad as I thought. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is staying relaxed." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsStressed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Relaxed, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Scared_Stressed, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Chill Pill" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Anybody else notice how %1$s just seems to stay calm no matter what? Maybe it should worry me, but I actually find it kind of reassuring. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is staying relaxed." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsNervous" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Insensitive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Meek, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Chill Pill" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Anybody else notice how %1$s just seems to stay calm no matter what? Maybe it should worry me, but I actually find it kind of reassuring. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is staying relaxed." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="WelcomingVsShame" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Grateful_Welcoming, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsNotParalyzed" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="VsNotParalyzed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Grateful_Welcoming, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Meta.Grave, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Forgive and Forget" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Thanks, %1$s. I appreciate what you said. I've been blaming myself for things that aren't under my control. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%2$s is doing better." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Had a few words of wisdom to share." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="TrustingVsShame" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Trusting, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsNotParalyzed" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="VsNotParalyzed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Trusting, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Meta.Grave, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Forgive and Forget" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="There's no point in dwelling on the past. Sure, we aren't all perfect. I'm not perfect either, but I look around and I can tell you one thing: I believe in us. All of us. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%2$s is doing better." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="CharitableVsShame" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Charitable, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="CharitableVsNotParalyzed" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="CharitableVsNotParalyzed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Charitable, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Meta.Grave, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Forgive and Forget" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="There's no point in dwelling on the past. Sure, we aren't all perfect. I'm not perfect either, but I look around and I can tell you one thing: I believe in us. All of us. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%2$s is doing better." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="CharitableVsDiscord" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Charitable, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="CharitableVsNotGrave" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="CharitableVsNotGrave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Charitable, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Mood.Angry_Spiteful, !Trait.Mood.Angry_Bitter, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Bonding" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="-1" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's sort of an odd couple thing to see the two of them spending so much time together, but I'm glad to see it. Seems like %1$s is a good influence on %2$s. - %3$s" />
                <SummaryText Flags="" Notes="" Text="%2$s is doing better." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="SupportiveVsDiscord" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Supportive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsNotGrave" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="VsNotGrave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Supportive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Mood.Angry_Spiteful, !Trait.Mood.Angry_Bitter, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Bonding" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="-1" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's sort of an odd couple thing to see the two of them spending so much time together, but I'm glad to see it. Seems like %1$s is a good influence on %2$s. - %3$s" />
                <SummaryText Flags="" Notes="" Text="%2$s is doing better." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="AssertiveVsDespair" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Assertive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsSulking" AltOdds="100" />
          <Alt AltId="VsSullen" AltOdds="100" />
          <Alt AltId="VsQuiet" AltOdds="100" />
          <Alt AltId="VsMeek" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="VsSulking" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Assertive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Sulking, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-3" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Tension" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Has anyone else noticed that %1$s is always getting in everyone's business? - %2$s." />
                <SummaryText Flags="" Notes="" Text="%2$s isn't happy." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsSullen" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Assertive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Sullen, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-3" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Tension" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Has anyone else noticed that %1$s is always getting in everyone's business? - %2$s." />
                <SummaryText Flags="" Notes="" Text="%2$s isn't happy." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsQuiet" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Assertive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Sulking, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-3" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Encouragement" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Sometimes I feel a little lost. %1$s usually knows what we should do, though. That's a good thing. - %2$s." />
                <SummaryText Flags="" Notes="" Text="%2$s feels a little better." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HOPE" EventLogOutput="General" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsMeek" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Assertive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Sullen, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="General" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Encouragement" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Sometimes I feel a little lost. %1$s usually knows what we should do, though. That's a good thing. - %2$s." />
                <SummaryText Flags="" Notes="" Text="%2$s feels a little better." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
  </FateDeck>
  <FateDeck DeckEnabled="true" DeckName="Daily" DrawDelay="1d" HandSize="1" PlayCooldown="1d">
    <FateCard Id="Infestation" Quantity="1">
      <DescriptionText Flags="" Notes="" Text="Event: New Infestation Spotted" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="TooMany" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="Required" InputId="!Status.Daily.Infestation" Invert="" />
        </Inputs>
        <Outputs>
          <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="3" OutputDuration="0" OutputFlags="" OutputId="Fate.Infestations" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Daily.Infestation" PauseWhenOffline="" />
          <Display_Text Flags="" Notes="" Text="Daily Infestation" Type="Banner - Secondary" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="TooMany" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Fate.Infestations" />
          <CheckBool InputFlags="Required" InputId="!Status.Daily.Infestation" Invert="" />
        </Inputs>
        <Outputs>
          <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="1" OutputDuration="0" OutputFlags="" OutputId="Fate.Infestations" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1d" OutputId="Status.Daily.Infestation" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Cheat" Quantity="500">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.Voice.Playable" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, Trait.Voice.Playable" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Hurt_Grave" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Scared_Crazy" />
          <EventLog DisplayType="EventBanner" EventFlags="" Icon="" IconId="">
            <NameText Flags="" Notes="" Text="CHEAT CHEAT CHEAT" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Cheat card played!" />
                <SummaryText Flags="" Notes="" Text="" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
  </FateDeck>
  <FateDeck DeckEnabled="true" DeckName="Danger_Setup" DrawDelay="5m" HandSize="30" PlayCooldown="20m">
    <FateCard Id="Danger_InfestationCount" Quantity="3">
      <DescriptionText Flags="" Notes="" Text="Event: Morale Drop" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="Infestation, Discovered" BuildingFlagsQuery="Infestation" HideWarnings="" NearActorIdx="1" Optional="True" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="Infestation, Discovered" BuildingFlagsQuery="Infestation" HideWarnings="" NearActorIdx="1" Optional="True" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="Infestation, Discovered" BuildingFlagsQuery="Infestation" HideWarnings="" NearActorIdx="1" Optional="True" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="Infestation, Discovered" BuildingFlagsQuery="Infestation" HideWarnings="" NearActorIdx="1" Optional="True" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="4" InputFlags="" InputId="Count.InfestationsNearHome" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="DANGER: Infestations" />
            <TutorialText Flags="" Notes="" Text="Must clear some INFESTATIONS out." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Okay, we really need to do something about all these infestations. The more infestations out there, the greater the danger. - %1$s" />
                <SummaryText Flags="" Notes="" Text="'We're surrounded by infestations!'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Worried about community morale." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Danger_InfestationCount" PauseWhenOffline="" />
          <BuildingDiscover ActorIndex="2" />
          <BuildingDiscover ActorIndex="3" />
          <BuildingDiscover ActorIndex="4" />
          <BuildingDiscover ActorIndex="5" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Rumor_BlackFever" Quantity="3">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Success" AltOdds="100.0" />
          <Alt AltId="Warning_NoInfirmary" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="SICK" EventLogOutput="General" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="DANGER: Epidemic" />
            <TutorialText Flags="" Notes="" Text="Need an infirmary to keep sick people away from everyone else." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s got %2$s sick." />
                <SummaryText Flags="" Notes="" Text="The crud's contagious." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Rumor_DiseaseOutbreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Warning_NoInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="SICK" EventLogOutput="General" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="DANGER: Epidemic" />
            <TutorialText Flags="" Notes="" Text="Need an infirmary to keep sick people away from everyone else." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s got %2$s sick." />
                <SummaryText Flags="" Notes="" Text="The crud's contagious." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Rumor_DiseaseOutbreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Success" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Infirmary" Variant="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Epidemic Contained" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s is contagious. Good thing we decided to keep the sick people in the infirmary. The last thing we need is for half the community to be out of commission." />
                <SummaryText Flags="" Notes="" Text="Good thing we had an infirmary." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Rumor_DiseaseOutbreak" Quantity="3">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Story.DiseaseSpreading" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.Rumor_DiseaseOutbreak" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="RUMORS: Flu Epidemic" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Seems like there's a bug going around. It's only a matter of time before it hits us. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Better stock up on Medicine." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Rumor_DiseaseOutbreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Home_Hunger" Quantity="3">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;1" InputFlags="" InputId="Confidence.Food" />
          <CheckBool InputFlags="" InputId="!Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Home_Hunger" PauseWhenOffline="" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="DANGER: Food Shortage" />
            <TutorialText Flags="" Notes="" Text="People will leave if they do not have enough to eat." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="There just isn't enough to eat here. If this keeps up, I... I can't stick around. -%1$s." />
                <SummaryText Flags="" Notes="" Text="We're running low on food." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Not getting enough food." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Not getting enough food." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="2" Value="0">
                <DescriptionText Flags="" Notes="" Text="Not getting enough food." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="3" Value="0">
                <DescriptionText Flags="" Notes="" Text="Not getting enough food." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="4" Value="0">
                <DescriptionText Flags="" Notes="" Text="Not getting enough food." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Need.Food" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
  </FateDeck>
  <FateDeck DeckEnabled="true" DeckName="Community_Setup" DrawDelay="20m" HandSize="20" PlayCooldown="30m">
    <FateCard Id="Asshole_Setup_Boastful" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Boastful, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Asshole" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Asshole" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Boastful" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Asshole" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Community.Asshole" />
          <ExecuteAction ActionId="Description01" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="MORALE ISSUE: Boastful Personality" />
            <TutorialText Flags="" Notes="" Text="BOASTFUL people have their drawbacks." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Did you see me out there today? I don't mean to brag, but let me just put it this way: There was one point, I'm just looking at this pile of zeds and realizing I actually impressed myself. And that isn't easy. -%1$s." />
                <SummaryText Flags="" Notes="" Text="%1$s is starting to annoy people." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Boastful." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Description01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </FateCard>
    <FateCard Id="Asshole_Setup_Insensitive" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Insensitive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Asshole" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Asshole" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Insensitive" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Asshole" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Community.Asshole" />
          <ExecuteAction ActionId="Description01" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="MORALE ISSUE: Insensitive Personality" />
            <TutorialText Flags="" Notes="" Text="INSENSITIVE people have their drawbacks." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Ever notice how the people who suck the most at doing shit also have zero sense of humor? I mean, damn, if you're not a good shot, you could at least try to be good company. -%1$s." />
                <SummaryText Flags="" Notes="" Text="%1$s is starting to annoy people." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Insensitive" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Description01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </FateCard>
    <FateCard Id="Asshole_Setup_Overbearing" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Overbearing, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Asshole" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Asshole" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Overbearing" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Asshole" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Community.Asshole" />
          <ExecuteAction ActionId="Description01" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="MORALE ISSUE: Overbearing Personality" />
            <TutorialText Flags="" Notes="" Text="OVERBEARING people have their drawbacks." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'll tell you assholes what: You are lucky as hell I'm here. If there was a medal for zombie fighting master, it'd be a gold engraving of my face with a double-fucking rainbow behind it. -%1$s." />
                <SummaryText Flags="" Notes="" Text="%1$s is starting to annoy people." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Overbearing." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Description01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: SetEvent Description using new stuff from Lewis!" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GraveDespair_Setup" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Alt_Nurturer" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Asshole" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Asshole" Invert="True" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Despair" PauseWhenOffline="" />
          <ExecuteAction ActionId="SetDescription" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="SetDescription" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="SetDescription02" AltOdds="20.0" />
          <Alt AltId="SetDescription03" AltOdds="25.0" />
          <Alt AltId="SetDescription04" AltOdds="33.3" />
          <Alt AltId="SetDescription04fem" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Serious Depression" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s has fallen into an actual depression." />
                <SummaryText Flags="" Notes="" Text="%1$s is depressed." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="What's the Point?" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Not like any of us are gonna get out of this alive. Might as well just mix up a big old batch of cyanide punch and wait for the dark. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Might as well lay down and die." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="DESPAIR" EventLogOutput="None" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Despair" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Male, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Rejection" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm never going to know love again. - %1$s" />
                <SummaryText Flags="" Notes="" Text="She said no." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Depression" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="DESPAIR" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Futility" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I mean, is this what we're risking a hideous, painful death for? Living on scraps in the ashes of civilization? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Why bother fighting?" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="DESPAIR" EventLogOutput="None" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Despair" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription04fem" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Female, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Rejection" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm never going to know love again. - %1$s" />
                <SummaryText Flags="" Notes="" Text="He said no." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="DESPAIR" EventLogOutput="None" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Despair" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Alt_Nurturer" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Meta.Grave, Trait.Archetype.Nurturer, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Despair" PauseWhenOffline="" />
          <ExecuteAction ActionId="SetDescription_Nurturer" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="SetDescription_Nurturer" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Meta.Grave, Trait.Archetype.Nurturer, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="SetDescription_Nurturer06" AltOdds="16.7" />
          <Alt AltId="SetDescription_Nurturer07" AltOdds="20.0" />
          <Alt AltId="SetDescription_Nurturer08" AltOdds="25.0" />
          <Alt AltId="SetDescription_Nurturer09" AltOdds="33.3" />
          <Alt AltId="SetDescription_Nurturer10" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Denial" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Me? Don't be silly, I'm perfectly fine. No, UI don't know why %2$s said they heard me sobbing last night. Maybe it was somebody else? - %1$s" />
                <SummaryText Flags="" Notes="" Text="No, no, everything's fine." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription_Nurturer06" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Meta.Grave, Trait.Archetype.Nurturer, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Isolation" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm really starting to worry about %1$s. Nobody can get them to come out, or even talk to anybody. - %2$s" />
                <SummaryText Flags="" Notes="" Text="They've been locked in there for hours." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription_Nurturer07" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Meta.Grave, Trait.Archetype.Nurturer, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Suicidal Tendencies" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s has been acting really weird lately. Like, &quot;contemplating suicide&quot; weird. Somebody better do something. - %2$s" />
                <SummaryText Flags="" Notes="" Text="Keep an eye on %1$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription_Nurturer08" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Meta.Grave, Trait.Archetype.Nurturer, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Crushed" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Had to drag %1$s back to base after that last run. Thought they'd just sit there and wait for the zombies to eat 'em. - %2$s" />
                <SummaryText Flags="" Notes="" Text="All the fight's gone out of %1$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription_Nurturer09" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Meta.Grave, Trait.Archetype.Nurturer, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Broken" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s is starting to get that thousand-yard stare. Like something inside 'em just... snapped. - %2$s" />
                <SummaryText Flags="" Notes="" Text="It's like %1$s has forgotten everything that makes us human." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription_Nurturer10" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Meta.Grave, Trait.Archetype.Nurturer, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Cutting" />
            <TutorialText Flags="" Notes="" Text="Depressed community members won't pull their weight." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Have you noticed how %1$s is always wearing long sleeves these days? Yeah... it's not THAT chilly yet. - %2$s" />
                <SummaryText Flags="" Notes="" Text="This is a bad sign." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GraveDiscord_Setup" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Asshole" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Asshole" Invert="True" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Discord" PauseWhenOffline="" />
          <ExecuteAction ActionId="SetDescription" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="SetDescription" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="MORALE ISSUE: Anger" />
            <TutorialText Flags="" Notes="" Text="Unhappy community members create instability." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'll tell you assholes what: You are lucky as hell I'm here. If there was a medal for zombie fighting master, it'd be a gold engraving of my face with a double-fucking rainbow behind it. -%1$s." />
                <SummaryText Flags="" Notes="" Text="%1$s is starting to annoy people." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Unhappy." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GraveFear_Setup" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Asshole" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Asshole" Invert="True" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.RecentFate.MoodTrait_Fear" PauseWhenOffline="" />
          <ExecuteAction ActionId="SetDescription" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="SetDescription" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, Trait.Meta.Grave, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="MORALE ISSUE: Fear" />
            <TutorialText Flags="" Notes="" Text="Fearful community members may panic." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I came face to face with a screamer today and nearly shit myself. -%1$s." />
                <SummaryText Flags="" Notes="" Text="%1$s is starting to annoy people." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Unhappy." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="BadRepCrisis_Setup" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.VeryBad" Invert="" />
          <CheckBool InputFlags="" InputId="Status.RecentFate.Community_Any" Invert="True" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_BadReputation" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="14h" OutputId="Status.RecentFate.Community_Any" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.MoraleIssue_BadReputation" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="MORALE ISSUE: Bad Reputation" />
            <TutorialText Flags="" Notes="" Text="Some people have moral objections to our choices." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We've gotten a reputation for being selfish and heartless, and I agree. I can't be a party to this. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is upset." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Disapproves of our reputation." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Disapproves of our reputation." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="2" Value="0">
                <DescriptionText Flags="" Notes="" Text="Disapproves of our reputation." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="3" Value="0">
                <DescriptionText Flags="" Notes="" Text="Disapproves of our reputation." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
  </FateDeck>
  <FateDeck DeckEnabled="false" DeckName="Daily_Offline" DrawDelay="1d" HandSize="20" PlayCooldown="1d">
    <FateCard Id="FindAmmo" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Behavior.NeverAway, !Trait.Meta.Missing, !Trait.Status.Injury, !Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <ExecuteAction ActionId="Gain" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Ammo" IconId="1">
            <NameText Flags="" Notes="" Text="SCAVENGING: Ammo" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Found a stash of ammunition in the back of a pickup truck. -%1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s made the find." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Gathered Supplies" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="GainLow" AltOdds="25.0" />
          <Alt AltId="GainMed" AltOdds="33.3" />
          <Alt AltId="GainHigh" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="1" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainLow" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="3" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainMed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainHigh" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="10" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="FindFood" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Behavior.NeverAway, !Trait.Meta.Missing, !Trait.Status.Injury, !Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <ExecuteAction ActionId="Gain" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Food" IconId="37">
            <NameText Flags="" Notes="" Text="SCAVENGING: Food" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Found a stash of canned goods. -%1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s made the find." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Gathered Supplies" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="GainLow" AltOdds="25.0" />
          <Alt AltId="GainMed" AltOdds="33.3" />
          <Alt AltId="GainHigh" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="1" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainLow" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="3" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainMed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="5" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainHigh" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="10" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="FindMedicine" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Behavior.NeverAway, !Trait.Meta.Missing, !Trait.Status.Injury, !Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <ExecuteAction ActionId="Gain" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Medicine" IconId="49">
            <NameText Flags="" Notes="" Text="SCAVENGING: Medicine" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Found a stash of medications. -%1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s made the find." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Gathered Supplies" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="GainLow" AltOdds="25.0" />
          <Alt AltId="GainMed" AltOdds="33.3" />
          <Alt AltId="GainHigh" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainLow" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="3" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainMed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="5" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainHigh" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="10" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="FindFuel" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Behavior.NeverAway, !Trait.Meta.Missing, !Trait.Status.Injury, !Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <ExecuteAction ActionId="Gain" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fuel" IconId="39">
            <NameText Flags="" Notes="" Text="SCAVENGING: Fuel" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Brought home some fuel. It's too useful to ignore. -%1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s made the find." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Gathered Supplies" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="GainLow" AltOdds="25.0" />
          <Alt AltId="GainMed" AltOdds="33.3" />
          <Alt AltId="GainHigh" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="1" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
            <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainLow" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="3" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
            <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainMed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="5" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
            <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainHigh" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="10" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
            <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
          </EventRewardStat>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="FindMaterials" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Behavior.NeverAway, !Trait.Meta.Missing, !Trait.Status.Injury, !Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <ExecuteAction ActionId="Gain" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Materials" IconId="48">
            <NameText Flags="" Notes="" Text="SCAVENGING: Materials" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Brought home some building materials. -%1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s made the find." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Gathered Supplies" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Gain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="GainLow" AltOdds="25.0" />
          <Alt AltId="GainMed" AltOdds="33.3" />
          <Alt AltId="GainHigh" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Building" OutputAmount="1" OutputId="Stockpile.Materials" RewardList="General" IconId="6">
            <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainLow" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Building" OutputAmount="3" OutputId="Stockpile.Materials" RewardList="General" IconId="6">
            <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainMed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Building" OutputAmount="5" OutputId="Stockpile.Materials" RewardList="General" IconId="6">
            <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GainHigh" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Building" OutputAmount="10" OutputId="Stockpile.Materials" RewardList="General" IconId="6">
            <DescriptionText Flags="" Notes="" Text="%+d Construction Materials" />
          </EventRewardStat>
        </Outputs>
      </Action>
    </FateCard>
  </FateDeck>
  <FateDeck DeckEnabled="true" DeckName="Community_Payoff" DrawDelay="10h" HandSize="20" PlayCooldown="10h">
    <FateCard Id="Starving" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="Event: Food Shortage" />
      <Action ActionFlags="" ActionId="Starving01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Starving02" AltOdds="10" />
          <Alt AltId="Starving03" AltOdds="11.111111111111" />
          <Alt AltId="Starving04" AltOdds="12.5" />
          <Alt AltId="Starving05" AltOdds="14.28" />
          <Alt AltId="Starving06" AltOdds="16.7" />
          <Alt AltId="Starving07" AltOdds="20.0" />
          <Alt AltId="Starving08" AltOdds="25.0" />
          <Alt AltId="Starving09" AltOdds="33.3" />
          <Alt AltId="Starving10" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I haven't eaten an actual meal in weeks. You all can keep starving, I'm out. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Boiled shoe leather is not a food group. I don't care how much you salt it. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Somebody out there has to have some food. I'm going to find them. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Look, I wish you all the best, but you can't eat good wishes. I'll take my chances on my own. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving05" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="No food, no reason for me to stick around. Good luck with the zombies. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving06" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I don't care what your favorite book says, hunger isn't a game. I'm out. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving07" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Here's a riddle for you: How many cans of tuna does it take to kill a community? Answer: None. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving08" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I've fought my last squabble over a stale heel of bread. If you get the food situation sorted out, call me. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving09" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text=" - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving10" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="No food, no reason for me to stick around. Good luck with the zombies. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GunMishandled" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="Event: Mishandled Gun" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="GunMishandled_AltShaken01" AltOdds="25.0" />
          <Alt AltId="GunMishandled_AltGunshotWound01" AltOdds="33.3" />
          <Alt AltId="GunMishandled01" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It just went off! I swear I wasn't screwing around. I definitely wasn't trying to shoot anybody! - %1$s" />
                <SummaryText Flags="" Notes="" Text="'You coulda killed somebody!'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Was lucky nobody got hurt." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="GunMishandled02" AltOdds="25.0" />
          <Alt AltId="GunMishandled03" AltOdds="33.3" />
          <Alt AltId="GunMishandled04" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's okay everybody! False alarm! Nobody got hurt, it's all good. - %1$s" />
                <SummaryText Flags="" Notes="" Text="You coulda killed somebody!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Was lucky nobody got hurt." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Holy crap, that was loud! Did you guys know that was gonna be so loud? - %1$s" />
                <SummaryText Flags="" Notes="" Text="You coulda killed somebody!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Was lucky nobody got hurt." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Dammit, %1$s, you want to stop wasting our ammo AND drawing zombie attention? Clear your chamber before you start cleaning your gun. - %2$s" />
                <SummaryText Flags="" Notes="" Text="You coulda killed somebody!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Was lucky nobody got hurt." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Geez, that thing coulda exploded in my hand! The hell is wrong with people? - %1$s" />
                <SummaryText Flags="" Notes="" Text="You coulda killed somebody!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Was lucky nobody got hurt." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltShaken01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="GunMishandled_AltShaken02" AltOdds="25.0" />
          <Alt AltId="GunMishandled_AltShaken03" AltOdds="33.3" />
          <Alt AltId="GunMishandled_AltShaken04" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Okay, I know I screwed up, and I'm sorry, but at least nobody got hurt... right? - %1$s" />
                <SummaryText Flags="" Notes="" Text="It just went off!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltShaken02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Jesus... somebody coulda died there. We gotta be more careful. - %1$s" />
                <SummaryText Flags="" Notes="" Text="It just went off!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltShaken03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Woo! That one'll wake you up in the morning, huh? Damn near had a heart attack. - %1$s" />
                <SummaryText Flags="" Notes="" Text="It just went off!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltShaken04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Yeah, no, I'm fine. Least I will be when my hands stop shaking. - %1$s" />
                <SummaryText Flags="" Notes="" Text="It just went off!" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltGunshotWound01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Status.Injury, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="GunMishandled_AltGunshotWound02" AltOdds="25.0" />
          <Alt AltId="GunMishandled_AltGunshotWound03" AltOdds="33.3" />
          <Alt AltId="GunMishandled_AltGunshotWound04" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I am SO sorry, %2$s. You have to know it was an accident. I would never, ever do anything like that intentionally. - %1$s" />
                <SummaryText Flags="" Notes="" Text="'It just went off!'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltGunshotWound02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Status.Injury, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Huh. So that's what they mean by &quot;no such thing as an unloaded gun.&quot; Sorry %2$s. - %1$s" />
                <SummaryText Flags="" Notes="" Text="'It just went off!'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltGunshotWound03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Status.Injury, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="In my defense, I was drunk at the time. - %1$s" />
                <SummaryText Flags="" Notes="" Text="'It just went off!'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="GunMishandled_AltGunshotWound04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Meta.Grave,!Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent,!Trait.Status.Injury, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mishandled Gun" />
            <TutorialText Flags="" Notes="" Text="Maybe we need some FIREARMS TRAINING." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="This right here is why giving everybody a gun is a bad idea. - %2$s" />
                <SummaryText Flags="" Notes="" Text="'It just went off!'" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GraveDiscord_Payoff" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="Event: Deadly Disagreement" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord,Trait.Meta.Grave,!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal, !Trait.Status.Family" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Manslaughter" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Fight in the Community" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s disrespected me. I sure as shit wasn't going to let that go unanswered. - %1$s" />
                <SummaryText Flags="" Notes="" Text="You're lucky that's all you got." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s knows what he did. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Seems like it came out of nowhere." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s knows what she did. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Seems like it came out of nowhere." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Next person that tries to take what's mine gets worse than that. - %1$s" />
                <SummaryText Flags="" Notes="" Text="That was my goddamn pudding cup." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="The Minutemen ARE TOO better than the Goshawks! - %1$s" />
                <SummaryText Flags="" Notes="" Text="They're all dead, so who cares?" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Not so tough without your cronies, are you %2$s? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Well, that's one way to stop it." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s is my best buddy, though we sometimes have punch-ups. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Friendly... right." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I don't know what happened, %1$s tried to get %2$s to put on these sunglasses and suddenly it was like Monday Night Wrestling. - Lily" />
                <SummaryText Flags="" Notes="" Text="Is it that hard to put them on?" />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I don't know what happened, %1$s tried to get %2$s to put on these sunglasses and suddenly it was like Monday Night Wrestling. - Lily" />
                <SummaryText Flags="" Notes="" Text="Is it that hard to put them on?" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Manslaughter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Angry_Spiteful, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="">
            <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Angry_Bitter, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          </Character>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Manslaughter_AltResisted01" AltOdds="33.3" />
          <Alt AltId="Manslaughter_AltResistedMeds01" AltOdds="33.3" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Discord" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-25" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Output ActorIndex="0" DurationCancellable="" NonstackingCategory="" OutputAmount="-3" OutputDuration="0" OutputFlags="" OutputId="Stockpile.Food" PauseWhenOffline="" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Manslaughter" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Fucker drank the last cup of coffee. %1$s" />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Oh my God, %1$s just killed %2$s. Kept screaming something about &quot;cheating mother...&quot; well, you know. What do we do? - Lily" />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I... I think I'm going to be sick. You've never seen so much blood. - Lily" />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I guess %1$s just couldn't take it any more. - Lily" />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I didn't mean to kill 'em... Christ, it was an accident! - %1$s" />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I don't know how it happened, one minute %1$s and %2$s were just arguing, and then there was a gunshot, and %2$s was dead. - Lily" />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You have any idea how long I've wanted to do that? Dreamed about it? Planned it? Felt good, too." />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You have any idea how much of a living hell %2$s made my life? Should have done this years ago. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Finally. Maybe now I can have a bunk to myself. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I didn't like the look of 'em. Looked like %2$s was about to turn. I did what I had to. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%2$s killed by %1$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterKilling" InstantMissing="" />
          <Actor_Kill ActorIndex="1" Silent="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Manslaughter_AltResisted01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Counseling, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Manslaughter_AltResisted02" AltOdds="25.0" />
          <Alt AltId="Manslaughter_AltResisted03" AltOdds="33.3" />
          <Alt AltId="Manslaughter_AltResisted02" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="14h" PauseWhenOffline="" Trait="Trait.Community.AntiDiscord" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Crisis Averted" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's a good thing I was here, but we need to deal with %1$s. Next time I might not be around. - %3$s" />
                <SummaryText Flags="" Notes="" Text="%3$s stopped %1$s from killing %2$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Manslaughter_AltResisted02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Counseling, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Crisis Averted" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I want you to know the only reason %2$s isn't dead yet is because I respect %3$s. But this isn't over. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%3$s stopped %1$s from killing %2$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="None" />
          <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="14h" PauseWhenOffline="" Trait="Trait.Community.AntiDiscord" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Manslaughter_AltResisted03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Counseling, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Crisis Averted" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Everybody just calm down and think about this, okay? - %3$s" />
                <SummaryText Flags="" Notes="" Text="%3$s stopped %1$s from killing %2$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="None" />
          <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="14h" PauseWhenOffline="" Trait="Trait.Community.AntiDiscord" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Manslaughter_AltResisted04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Counseling, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="0.0" OutputId="Fate.Discord" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Crisis Averted" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You want %2$s, you've got to go through me. - %3$s" />
                <SummaryText Flags="" Notes="" Text="%3$s stopped %1$s from killing %2$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="None" />
          <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="14h" PauseWhenOffline="" Trait="Trait.Community.AntiDiscord" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Manslaughter_AltResistedMeds01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Injury,!Trait.Status.Wound, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Medicine, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Manslaughter_AltResistedMeds02" AltOdds="25.0" />
          <Alt AltId="Manslaughter_AltResistedMeds03" AltOdds="33.3" />
          <Alt AltId="Manslaughter_AltResistedMeds04" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterKilling" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Attempted Murder" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Damn good thing %3$s was on duty, or we might have lost %1$s." />
                <SummaryText Flags="" Notes="" Text="%1$s nearly killed %2$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Manslaughter_AltResistedMeds02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Injury,!Trait.Status.Wound, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Medicine, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterKilling" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Attempted Murder" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It was touch and go for a while there, but %2$s will be okay. Now, what the hell are we going to do about %1$s? - %3$s" />
                <SummaryText Flags="" Notes="" Text="%1$s nearly killed %2$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Manslaughter_AltResistedMeds03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Injury,!Trait.Status.Wound, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Medicine, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterKilling" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Attempted Murder" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Don't downplay this: if I hadn't been here, %2$s would be dead meat. We need to deal with this situation with %2$s." />
                <SummaryText Flags="" Notes="" Text="%1$s nearly killed %2$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Manslaughter_AltResistedMeds04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Discord, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Injury,!Trait.Status.Wound, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Medicine, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterKilling" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Attempted Murder" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s is stabilized, at least. Could have just as easily gone the other way, though. - %3$s" />
                <SummaryText Flags="" Notes="" Text="%1$s nearly killed %2$s." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="1" Event="HURT" EventLogOutput="None" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GraveFear_Payoff" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="Event: Ally Fled" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts>
          <Alt AltId="Resist_Counseling" AltOdds="75" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_BaseSiege" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-20" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Runaway" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We all saw it coming. %1$s has been more and more nervous lately. Some people just can't take the pressure, and I can't say that there aren't reasons to be scared. Anyway, %1$s is gone now. Ran away. Somehow I doubt we'll be seeing them again. -  %2$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <ExecuteAction ActionId="SetDescription" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="SetDescription" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts>
          <Alt AltId="SetDescription02" AltOdds="10" />
          <Alt AltId="SetDescription03" AltOdds="11.111111111111" />
          <Alt AltId="SetDescription04" AltOdds="12.5" />
          <Alt AltId="SetDescription05" AltOdds="14.28" />
          <Alt AltId="SetDescription06" AltOdds="16.7" />
          <Alt AltId="SetDescription07" AltOdds="20.0" />
          <Alt AltId="SetDescription08" AltOdds="25.0" />
          <Alt AltId="SetDescription09" AltOdds="33.3" />
          <Alt AltId="SetDescription10" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_BaseSiege" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-20" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Runaway" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We all saw it coming. %1$s has been more and more nervous lately. Some people just can't take the pressure, and I can't say that there aren't reasons to be scared. Anyway, %1$s is gone now. Ran away. Somehow I doubt we'll be seeing them again. -  %2$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Family Rumors" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm sorry. I know what this must look like, but I swear I wouldn't leave if it wasn't important. I met some survivors who said they might've seen my sister over in Danforth. I've got to find a way across the river and see if it's really her. Best of luck to you all. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="This place is a death trap!" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="How much longer do you think this place is gonna last, huh? The zombies KNOW WHERE WE ARE! You cal all hole up in your little death trap as long as you want, but hell if I'm going out like that. I'll find my own place. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Vanished Into the Night" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s is gone. Nobody seems to know where or why. Guess the fear finally got to 'em. At least it doesn't look like they swiped too much food on the way out. - %2$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription05" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Game Over, Man!" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Goddammit! We're right in the middle of a supply run and %1$s starts screaming like a baby and rabbits! What the hell ever happened to covering your buddy's back, huh? Well, good riddance, you ask me. -  %2$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription06" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Stalker?" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You all laugh at me, you think I'm crazy, but I'm TELLING you! I saw that same zombie in the green jacket outside my window AGAIN last night! It's STALKING me! I've got to get out of here... BEFORE IT FINDS ITS WAY IN! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription07" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_BaseSiege" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-20" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Witness Protection" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I saw what you did. And I know you know I saw it. I'm not going to out you, okay? In fact, I'm just going to leave. Nobody will ever find out from me. Okay? So there's no reason to come after me. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription08" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Bullying" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You all think it's funny? Huh? The &quot;pranks,&quot; the stolen food, the blanket parties when nobody's looking? Fuck all of you. Especially you, %2$s. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription09" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Mountain Man" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You're all nuts, you know. Squatting in what's left of civilization--where do you think all the zombies are concentrated? There's 8,000 acres of national park just on the other side of those mountains. Keep your Tartan Marts and Swines &amp; Bovines, I'll go live in the woods. How hard can it be? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDescription10" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="MIA" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Has anybody seen %1$s? They're way overdue, and from the way they've been acting lately, I'm afraid they might have run off. --  %2$s" />
                <SummaryText Flags="" Notes="" Text="Lost %1$s. Might be able to find them again, though." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Resist_Counseling" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Counseling, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="14h" PauseWhenOffline="" Trait="Trait.Community.AntiFear" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Counseling" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s was going to abandon us, but luckily %2$s has a sixth sense about these kinds of things." />
                <SummaryText Flags="" Notes="" Text="Gotta stay together" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GraveDespair_Payoff" Quantity="1">
      <DescriptionText Flags="" Notes="" Text="Event: Suicide" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Depressed,!Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Resist_Counseling" AltOdds="75" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Kill ActorIndex="0" Silent="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-30" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Suicide" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s committed suicide. I guess we all saw it coming, but nobody did anything to stop it. There was no note. - Lily" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Goodbye, cruel world. I die as I lived: an enormous cliche. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm sorry. I know I let you down, I know this is a coward's way out, but I just can't. I'll see you soon, Mama. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="None of you gave a shit about me while I was alive, so why should you after I'm gone? You'll probably just use this note for toilet paper or something. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Don't worry. I made sure the shot would destroy my brain. I'm not going to turn on you. At least I can do that part right. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="This is the only way out. %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="If anyone finds my mother, tell her I'm sorry. I wasn't strong enough. %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="There are supposed to be a lot of painless ways to do this. Course, all of them end with me turning, so I guess it's bullet in the head time. Fuck you, zombies. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I hope the rest of you make it. I really do. But I just can't face another day of this shit. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You could have prevented this. It's not like I exactly kept it to myself. All somebody had to do was say something, but I guess your &quot;supply runs&quot; are more important. Fuck you. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s committed suicide." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Dead." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Resist_Counseling" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Counseling, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="14h" PauseWhenOffline="" Trait="Trait.Community.AntiDespair" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Counseling" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Disaster averted" />
                <SummaryText Flags="" Notes="" Text="%1$s was in a bad place, but %2$s managed to talk them out of doing anything stupid." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="GraveSick_Payoff" Quantity="1">
      <DescriptionText Flags="" Notes="" Text="" />
    </FateCard>
    <FateCard Id="HomeAsshole_InsensitiveVsDespair" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Insensitive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Despair, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsQuiet" AltOdds="100.0" />
          <Alt AltId="VsMeek" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Insensitive" Invert="" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="VsQuiet" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Insensitive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Quiet, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsQuiet_Guilt" AltOdds="20" />
          <Alt AltId="VsBully" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Insensitive" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="DESPAIR" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Tension" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Suddenly, I'm the asshole for trying to bring a little levity to the situation? It's not like everyone didn't know it was you crying yourself to sleep, %2$s. (Besides, I thought it was a pretty damn good impression.) - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is a little insensitive." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsQuiet_Guilt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Insensitive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Quiet, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Insensitive" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="DESPAIR" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Foot In Mouth" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="So I think I owe %2$s an apology. I thought everyone knew what I said things like 'punk ass bitch' and 'unbelievable crybaby' that was just good natured ribbing. I was wrong. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is a little insensitive." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsBully" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Insensitive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Quiet, Trait.Archetype.Bully, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Insensitive" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Tension" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I needed a little quiet time to get my head straight after all the shit that's been going down. Nothing weird about that. If you've got a problem with that, %1$s, how about you quit with the wisecracks and try saying so to my face? - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is a little insensitive." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsMeek" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Insensitive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Meek, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsMeek_Guilt" AltOdds="20" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Insensitive" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="DESPAIR" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Tension" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="So we all know %2$s has been moping around lately. Fine, your way of coping is being a mopey bitch. My way is cracking jokes. There's no need to get all offended.  - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is a little insensitive." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="VsMeek_Guilt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Confident_Insensitive, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Sad_Meek, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Insensitive" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="DESPAIR" EventLogOutput="General" />
          <Actor_EvolveTraits ActorIndex="0" Event="GUILT" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Foot In Mouth" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="So I think I owe %2$s an apology. I thought everyone knew what I said things like 'punk ass bitch' and 'unbelievable crybaby' that was just good natured ribbing. I was wrong. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is a little insensitive." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="HomeAsshole_OverbearingVsShame" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Overbearing, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="OverbearingVsNotGrave" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Overbearing" Invert="" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="OverbearingVsNotGrave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Overbearing, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Meta.Grave, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Overbearing" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Tension" />
            <TutorialText Flags="" Notes="" Text="OVERBEARING people have their drawbacks." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Leave me alone, asshole. Somebody remind me why %1$s is here. Other than to annoy the shit out of me. - %2$s." />
                <SummaryText Flags="" Notes="" Text="%1$s is pretty obnoxious." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="HomeAsshole_BoastfulVsShame" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Boastful, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsNotGrave" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Boastful" Invert="" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="VsNotGrave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Boastful, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Shame, !Trait.Meta.Grave, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="DESPAIR" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Braggadoccio" />
            <TutorialText Flags="" Notes="" Text="BOASTFUL people may rub others the wrong way." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Sometimes I wish %1$s would just shut up. Yeah, yeah, I get it. You're great. I'm not. - %2$s." />
                <SummaryText Flags="" Notes="" Text="%1$s is pretty obnoxious." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="HomeAsshole_BoastfulVsBoastful" Quantity="5">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Boastful, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Boastful, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="VsBoastful" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_Boastful" Invert="" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="VsBoastful" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Boastful, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mood.Proud_Boastful, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="1" Event="DISCORD" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Braggadoccio" />
            <TutorialText Flags="" Notes="" Text="BOASTFUL people may rub others the wrong way." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Jesus. I'm getting tired of %1$s always trying to one-up me. Some people talk way too much, you know what I mean? - %2$s." />
                <SummaryText Flags="" Notes="" Text="%1$s is pretty obnoxious." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="BadFood" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="Event: Food poisoning" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Refridgeration" AltOdds="100" />
          <Alt AltId="Preservation" AltOdds="50" />
          <Alt AltId="BadFood_AltDiscoveredPrep01" AltOdds="20.0" />
          <Alt AltId="BadFood_AltDiscovered01" AltOdds="25.0" />
          <Alt AltId="BadFood_AltDouble01" AltOdds="33.3" />
          <Alt AltId="BadFood02" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Feels like a bunch of tiny goblins are doing a clog dance through my bowels. This is what we get for not having someone who knows how to cook worth a damn. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Refridgeration" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Storage" Variant="FoodStorage2" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="Preservation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Tech.Active_FoodPreservation" Invert="" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="BadFood03" AltOdds="11.111111111111" />
          <Alt AltId="BadFood04" AltOdds="12.5" />
          <Alt AltId="BadFood05" AltOdds="14.28" />
          <Alt AltId="BadFood06" AltOdds="16.7" />
          <Alt AltId="BadFood07" AltOdds="20.0" />
          <Alt AltId="BadFood08" AltOdds="25.0" />
          <Alt AltId="BadFood09" AltOdds="33.3" />
          <Alt AltId="BadFood10" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I didn't know poop could BE that color. We need somebody who actually knows how to cook. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I told you those pork chops looked under done. Nice going, Emeril. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Oh... the expiration date said &quot;2010,&quot; not &quot;2018.&quot; - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood05" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="My world is nothing but evacuation. Kill me now. Please. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood06" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I haven't puked this much since college. What the hell did I eat? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood07" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Why? Why did I think steak tartare was a good idea with two-week-old beef? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood08" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Okay, what joker tied my intestines into bowlines? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood09" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Feels like I'm trying to give birth to a nuclear explosion. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood10" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.BadFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-1" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="Assigning someone to staff your kitchen reduces the risk of food poisoning." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I knew that milk tasted a little too much like cheese.... - %1$s" />
                <SummaryText Flags="" Notes="" Text="Ugh...." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="NEW TRAIT: Sick" />
              </EventNpcEffect>
              <EventEffect Icon="82 trait_sick" Type="Status" Value="-1" IconId="82">
                <DescriptionText Flags="" Notes="" Text="Stamina penalty." />
                <NameText Flags="" Notes="" Text="Sick" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDiscoveredPrep01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Not Fit to Eat" />
            <TutorialText Flags="" Notes="" Text="Good thing %1$s was here." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s noticed some improper food handling. Someone could have easily gotten sick if we'd tried to cook and serve that." />
                <SummaryText Flags="" Notes="" Text="Crisis averted." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Prevented the food poisoning." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDiscoveredPrep02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Not Fit to Eat" />
            <TutorialText Flags="" Notes="" Text="Good thing %1$s was here." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Guys, guys, guys... for the last time, if there's fuzz on the bread, you throw it out. We can't eat this! - %1$s" />
                <SummaryText Flags="" Notes="" Text="Crisis averted." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Prevented the food poisoning." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDiscoveredPrep03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Not Fit to Eat" />
            <TutorialText Flags="" Notes="" Text="Good thing %1$s was here." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You're lucky you've got me keeping an eye on the kitchen. You know what would have happened if you ate this? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Crisis averted." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Prevented the food poisoning." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDiscoveredPrep04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Not Fit to Eat" />
            <TutorialText Flags="" Notes="" Text="Good thing %1$s was here." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="No, that's not &quot;dry-aged beef,&quot; that's rotten meat. That's nasty. Throw it out. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Crisis averted." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Prevented the food poisoning." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDiscovered01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-3" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Not Fit to Eat" />
            <TutorialText Flags="" Notes="" Text="We just got lucky." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Could have been food poisoning, but we noticed in time." />
                <SummaryText Flags="" Notes="" Text="Glad no one tried to eat that." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDiscovered02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-3" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Not Fit to Eat" />
            <TutorialText Flags="" Notes="" Text="We just got lucky." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We missed a catastrophic case of the shits by THAT much. We gotta be more careful with our food." />
                <SummaryText Flags="" Notes="" Text="Glad no one tried to eat that." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDiscovered03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-3" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Not Fit to Eat" />
            <TutorialText Flags="" Notes="" Text="We just got lucky." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I'm not 100% sure it's spoiled, but better safe than sorry." />
                <SummaryText Flags="" Notes="" Text="Glad no one tried to eat that." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDiscovered04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-3" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Not Fit to Eat" />
            <TutorialText Flags="" Notes="" Text="We just got lucky." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Yeah... pretty sure cheese isn't supposed to smell like gym socks. Unless it's French. Which this isn't." />
                <SummaryText Flags="" Notes="" Text="Glad no one tried to eat that." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDouble01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="BadFood_AltDouble02" AltOdds="25.0" />
          <Alt AltId="BadFood_AltDouble03" AltOdds="33.3" />
          <Alt AltId="BadFood_AltDouble04" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Check InputAmount="9" InputFlags="Required" InputId="Count.GeneralPopulation" />
          <CheckBool InputFlags="Required" InputId="!Status.Staff.FoodPrep" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Food poisoning. Got a couple of us. This is what we get for not having someone who knows how to cook worth a damn." />
                <SummaryText Flags="" Notes="" Text="We got a double dose." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDouble02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="9" InputFlags="Required" InputId="Count.GeneralPopulation" />
          <CheckBool InputFlags="Required" InputId="!Status.Staff.FoodPrep" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Well, they do say misery loves company...." />
                <SummaryText Flags="" Notes="" Text="We got a double dose." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDouble03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="9" InputFlags="Required" InputId="Count.GeneralPopulation" />
          <CheckBool InputFlags="Required" InputId="!Status.Staff.FoodPrep" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="This one was really bad. Two people down, and it's just dumb luck it wasn't more." />
                <SummaryText Flags="" Notes="" Text="We got a double dose." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BadFood_AltDouble04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="9" InputFlags="Required" InputId="Count.GeneralPopulation" />
          <CheckBool InputFlags="Required" InputId="!Status.Staff.FoodPrep" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BadFood" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Vomiting" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="Food Poisoning" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="See, %1$s? I told you it's possible to get food poisoning from a carrot. - %2$s" />
                <SummaryText Flags="" Notes="" Text="We got a double dose." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="LowMoraleVsNeutral" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Neutral, !Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Ward" AltOdds="100.0" />
          <Alt AltId="Bully" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;20" InputFlags="" InputId="Stat.Morale" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DESPAIR" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Concern" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Nobody wants to be the first to say it, but things are not going well around here. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is losing faith." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Ward" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Neutral, Trait.Archetype.Ward, !Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;20" InputFlags="" InputId="Stat.Morale" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="FEAR" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Concern" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Nobody wants to be the first to say it, but things are not going well around here. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is losing faith." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Bully" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Neutral, Trait.Archetype.Bully, !Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Bully_Despair" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;20" InputFlags="" InputId="Stat.Morale" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Concern" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Nobody wants to be the first to say it, but things are not going well around here. It's not my fault, I'll tell you that much. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is losing faith." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Bully_Despair" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Neutral, Trait.Archetype.Bully, !Trait.Story.Command, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;20" InputFlags="" InputId="Stat.Morale" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="trait_sullen" IconId="83">
            <NameText Flags="" Notes="" Text="COMMUNITY: Concern" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Nobody wants to be the first to say it, but things are not going well around here. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is losing faith." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="FoodShortage_Flee" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="Event: Food Shortage" />
      <Action ActionFlags="" ActionId="Starving01" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Starving02" AltOdds="10" />
          <Alt AltId="Starving03" AltOdds="11.111111111111" />
          <Alt AltId="Starving04" AltOdds="12.5" />
          <Alt AltId="Starving05" AltOdds="14.28" />
          <Alt AltId="Starving06" AltOdds="16.7" />
          <Alt AltId="Starving07" AltOdds="20.0" />
          <Alt AltId="Starving08" AltOdds="25.0" />
          <Alt AltId="Starving09" AltOdds="33.3" />
          <Alt AltId="Starving10" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I haven't eaten an actual meal in weeks. You all can keep starving, I'm out. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving02" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Boiled shoe leather is not a food group. I don't care how much you salt it. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving03" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Somebody out there has to have some food. I'm going to find them. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving04" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Look, I wish you all the best, but you can't eat good wishes. I'll take my chances on my own. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving05" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="No food, no reason for me to stick around. Good luck with the zombies. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving06" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I don't care what your favorite book says, hunger isn't a game. I'm out. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving07" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Here's a riddle for you: How many cans of tuna does it take to kill a community? Answer: None. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving08" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I've fought my last squabble over a stale heel of bread. If you get the food situation sorted out, call me. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving09" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text=" - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Starving10" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <DescriptionText Flags="" Notes="" Text="Actor Will flee if Hungry" />
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Hungry, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="char_fled" IconId="70">
            <NameText Flags="" Notes="" Text="Ally Fled (Food Shortage)" />
            <TutorialText Flags="" Notes="" Text="We need to find more food." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="No food, no reason for me to stick around. Good luck with the zombies. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s lost." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="No longer in the community." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="ReputationBad" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.Bad" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_BadReputation" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_BadReputation" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Home_MissingAllies" PauseWhenOffline="" />
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_MoralObjections" InstantMissing="True" />
          <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_MoralObjections" InstantMissing="True" />
          <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_MoralObjections" InstantMissing="True" />
          <Actor_Flee ActorIndex="3" FleeReasonTrait="Trait.Mood.Fled_MoralObjections" InstantMissing="True" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="BadRepCrisis_Payoff" Quantity="20">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Resist_RecentRepGain" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.VeryBad" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.MoraleIssue_BadReputation" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_BadReputation" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Home_MissingAllies" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.DailySummary.AbandonmentBadReputation" PauseWhenOffline="" />
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_MoralObjections" InstantMissing="True" />
          <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_MoralObjections" InstantMissing="True" />
          <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_MoralObjections" InstantMissing="True" />
          <Actor_Flee ActorIndex="3" FleeReasonTrait="Trait.Mood.Fled_MoralObjections" InstantMissing="True" />
          <Console_Command Command="LOG: Up to four characters abandon the community." />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="24h" PauseWhenOffline="" Trait="Trait.Immune.FledDeath" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="18h" PauseWhenOffline="" Trait="Trait.Immune.FledDeath" />
          <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="12h" PauseWhenOffline="" Trait="Trait.Immune.FledDeath" />
          <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="6h" PauseWhenOffline="" Trait="Trait.Immune.FledDeath" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Resist_RecentRepGain" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.ReputationGain" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Holding Together" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We did a few good things today. I'll grant you that. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Selfless actions are helping keep the peace." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
  </FateDeck>
  <FateDeck DeckEnabled="false" DeckName="Danger_Payoff" DrawDelay="10h" HandSize="20" PlayCooldown="10h">
    <FateCard Id="FoodContamination" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="Success" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Food Contamination" />
            <TutorialText Flags="" Notes="" Text="We need a KITCHEN" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Feels like a bunch of tiny goblins are doing a clog dance through my bowels. This is what we get for not having a proper place to prepare our food." />
                <SummaryText Flags="" Notes="" Text="Ugh..." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Success" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Kitchen" Variant="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Bonus" IconId="27">
            <NameText Flags="" Notes="" Text="HOME: Ship Shape" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="There's something about a well-maintained kitchen that makes everything feel almost normal." />
                <SummaryText Flags="" Notes="" Text="Keeping It Clean" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Contagious" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Success" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="SICK" EventLogOutput="General" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="" IconId="">
            <NameText Flags="" Notes="" Text="HOME: Epidemic" />
            <TutorialText Flags="" Notes="" Text="Need an infirmary to keep sick people away from everyone else." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s got %2$s sick." />
                <SummaryText Flags="" Notes="" Text="The crud's contagious." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Success" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Infirmary" Variant="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Bonus" IconId="27">
            <NameText Flags="" Notes="" Text="RESISTED: Epidemic" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s is contagious. Good thing we decided to keep the sick people in the infirmary. The last thing we need is for half the community to be out of commission." />
                <SummaryText Flags="" Notes="" Text="Good thing we had an Infirmary." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Home_Hunger_Payoff" Quantity="2">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_Flee ActorIndex="5" FleeReasonTrait="Trait.Mood.Fled_Starving" InstantMissing="True" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_missing" IconId="72">
            <NameText Flags="" Notes="" Text="CRISIS: Malnutrition" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="5" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="" />
                <SummaryText Flags="" Notes="" Text="%1$s left the community." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="DiseaseOutbreak_Payoff" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default (Failure)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Sick, !Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Resist_Medicine" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Rumor_DiseaseOutbreak" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="0" Event="SICK" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Flu Outbreak" />
            <TutorialText Flags="" Notes="" Text="An infirmary would help." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%1$s has the flu. We knew it was going around, but didn't prepare. - %2$s" />
                <SummaryText Flags="" Notes="" Text="It's hit home now." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Resist_Medicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Medicine" />
          <Facility_CheckBuilt Invert="" Type="Infirmary" Variant="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-5" OutputId="Stockpile.Medicine" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Flu-like Symptoms" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We've had a couple of people showing flu-like symptoms. We're churning through meds trying to keep everyone well. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Burning through Medicine" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="NoInfirmary_Payoff" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default (Failure)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Sick, !Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick, !Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Resist_Medicine" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Infirmary_Basic" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_EvolveTraits ActorIndex="0" Event="SICK" EventLogOutput="General" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Illness Spreading" />
            <TutorialText Flags="" Notes="" Text="An infirmary would help." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="1" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s got me sick. We need an infirmary and sick people need to stay in it. - %1$s" />
                <SummaryText Flags="" Notes="" Text="%1$s is sick now too." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Resist_Medicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Medicine" />
          <Facility_CheckBuilt Invert="" Type="Infirmary" Variant="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-5" OutputId="Stockpile.Medicine" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Super Dosing" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We're burning through meds at an alarming rate. I think everyone's a little paranoid about getting sick. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Medicine supplies dwindling." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Feral_Payoff" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default (Failure)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Success" AltOdds="100.0" />
          <Alt AltId="Failure_Wound" AltOdds="50.0" />
          <Alt AltId="Failure_Death" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Feral" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_Feral" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="DEATH: %1$s" />
            <TutorialText Flags="" Notes="" Text="We need ammo and a guard tower." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="A feral made it inside the walls. %2$s was torn apart. - %1$s." />
                <SummaryText Flags="" Notes="" Text="%2$s slain." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.DailySummary.DeathFromFreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Failure_Wound" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Infimary" Variant="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME DEFENSE: Feral Attack" />
            <TutorialText Flags="" Notes="" Text="We need ammo and a guard tower." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="A feral made it inside the walls. We managed to take it out without any deaths, but %2$s was wounded. - %1$s." />
                <SummaryText Flags="" Notes="" Text="%2$s wounded." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Wounded" />
              </EventNpcEffect>
              <EventEffect Icon="85 trait_wound" Type="Status" Value="-1" IconId="85">
                <DescriptionText Flags="" Notes="" Text="Cannot help with missions or provide labor until the wound heals." />
                <NameText Flags="" Notes="" Text="Wounded" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Failure_Death" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_InventoryWipe ActorIndex="0" />
          <Actor_Kill ActorIndex="0" Silent="" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="DEATH: %1$s" />
            <TutorialText Flags="" Notes="" Text="We need ammo and a guard tower." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="A feral made it inside the walls. %2$s was torn apart. - %1$s." />
                <SummaryText Flags="" Notes="" Text="%2$s slain." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Died" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.DailySummary.DeathFromFreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Success" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Watchtower" Variant="" />
          <Check InputAmount="1" InputFlags="" InputId="Confidence.Ammo" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME DEFENSE: Feral Attack" />
            <TutorialText Flags="" Notes="" Text="We're safe as long as we have ammo and a guard tower." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Spotted a Feral on its way toward us and took it out before it became a threat. - %1$s." />
                <SummaryText Flags="" Notes="" Text="Everyone's okay." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.DailySummary.ResistedFreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="Juggernaut_Payoff" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="Default (Failure)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Resist_Explosives" AltOdds="100.0" />
          <Alt AltId="Resist_Heal" AltOdds="100" />
          <Alt AltId="Failure_Death" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Juggernaut" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_Juggernaut" Invert="" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-10" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="DEATH: %1$s" />
            <TutorialText Flags="" Notes="" Text="Having a workshop to make explosives is our best bet against him." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Killed by a Big Boy" />
                <SummaryText Flags="" Notes="" Text="%2$s slain." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Died" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.DailySummary.DeathFromFreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Resist_Heal" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Infimary" Variant="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME DEFENSE: Big Boy Attack" />
            <TutorialText Flags="" Notes="" Text="Having a workshop to make explosives is our best bet against him." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="A big boy made it inside the walls. We managed to take it out without any deaths, but %2$s was wounded. - %1$s." />
                <SummaryText Flags="" Notes="" Text="%2$s wounded." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Wounded" />
              </EventNpcEffect>
              <EventEffect Icon="85 trait_wound" Type="Status" Value="-1" IconId="85">
                <DescriptionText Flags="" Notes="" Text="Cannot help with missions or provide labor until the wound heals." />
                <NameText Flags="" Notes="" Text="Wounded" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Failure_Death" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Immune.FateCardDeath, !Trait.Status.NotInJournal" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_InventoryWipe ActorIndex="0" />
          <Actor_Kill ActorIndex="0" Silent="" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="DEATH: %1$s" />
            <TutorialText Flags="" Notes="" Text="Having a workshop to make explosives is our best bet against him." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Killed by a Big Boy" />
                <SummaryText Flags="" Notes="" Text="%2$s slain." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="-1">
                <DescriptionText Flags="" Notes="" Text="Died" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.DailySummary.DeathFromFreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Resist_Explosives" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Workshop" Variant="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME DEFENSE: Big Boy Attack" />
            <TutorialText Flags="" Notes="" Text="Using explosives made in the workshop was key." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Spotted a Big Boy on its way toward us. We were able to use explosives to take it out. - %1$s." />
                <SummaryText Flags="" Notes="" Text="Everyone's okay." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.DailySummary.ResistedFreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
    <FateCard Id="HordeCount_Payoff" Quantity="10">
      <DescriptionText Flags="" Notes="" Text="Event: Near death experience." />
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent, !Trait.Status.NotInJournal" FunctionTags="Npc, NotBusy, Home" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_HordeCount" Invert="" />
          <CheckBool InputFlags="" InputId="Status.RecentFate.Remind" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="0.0" OutputId="Fate.Fear" PauseWhenOffline="" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-5" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressOrHurtAlly" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="INCIDENT: Horde Encounter" />
            <TutorialText Flags="" Notes="" Text="Low Morale puts your community at greater risk of depression, violence, and despair." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="With so many hordes out there, our people are in constant danger. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Too many HORDES out there." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Their numbers make them dangerous." />
                <NameText Flags="" Notes="" Text="Zombie Horde" />
              </EventEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Nearly killed." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5h" OutputId="Status.RecentFate.Remind" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </FateCard>
  </FateDeck>
</FateCards>