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aetherbound-guild/docs/content/TRAIT_CATALOG.md

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Recruit Trait Catalog

Exact count: 36. One recruit carries exactly one trait for the entire run. Each benefit is inseparable from its cost and both appear in shop, formation, battle inspection, and results.

Prohibited lists combinations the generator removes before rolling. An action or equipment tag is a catalog eligibility tag, not an unresolved ID. The global one-trait rule prohibits every TR-* + TR-* pairing even when an artifact changes offer weights.

ID Name Visible benefit Visible cost Visibility and result evidence Prohibited combinations
TR-001 First Through First action after becoming foremost gains reach +1. That action cannot target the current foremost enemy. Front-arrow badge pulses; result names chosen farther target. PF-B01, PF-A01, PF-H01; self-only target actions.
TR-002 Patient Start After two allied actions resolve, first basic gains one local resource. Starts battle with its first basic delayed one cadence band. Two-notch timer under portrait; report shows delayed and paid tick. PF-A21; opening-action equipment.
TR-003 Narrow Guard When only one neighbor exists, intercepts one non-area hit without spending resource. While two neighbors exist, cannot receive transferred Guard. One/two-neighbor shield icon; intercept has trait source label. PF-A15; forced-intercept equipment.
TR-004 Long Memory Repeating the last legal target increases status duration by one tick. Changing target delays the next action by one tick. Prior-target ring and tick preview; report groups repeats/switches. Target-randomizing equipment; PF-A10.
TR-005 Spare Hand May carry one construct or summon footprint through a swap. Carried object loses its next automatic action. Object attaches visibly during swap; result logs skipped action. PF-H04; immovable-device items.
TR-006 Open Stance After a push or pull, immediately basic-attacks the mover if reachable. Becomes Exposed until that basic resolves. Bent-arrow badge and exposed outline; counter target logged. Displacement immunity equipment; PF-A04.
TR-007 Deep Pocket First consumable equipment trigger each battle is preserved for a second legal target. Both uses have one longer cooldown band. Two-charge item pip and extended clock; results split both uses. PF-A24; single-use wager items.
TR-008 Quiet Hands Cannot be targeted by sound-tagged enemy actions while behind two allies. Own sound-tagged actions generate no local resource. Muted-wave badge; rejected targets explain depth condition. PF-A22; PF-B11.
TR-009 Counterweight Resists first pull and transfers its movement to the neighbor ahead. If that neighbor cannot move, both become Hindered. Linked weight icon; preview shows legal recipient; failure logs blockage. PF-B01; movement-lock equipment.
TR-010 Shared Cup Effective healing received also restores a smaller amount to lowest-vitality neighbor. Direct self-healing is reduced. Cup arc identifies neighbor before resolution; result separates shared heal. PF-H01; no-neighbor formation starts.
TR-011 Bright Target Enemies prefer this recruit over equal-reach candidates. Each attack survived grants one Focus, capped until the recruit moves. Visible threat flare and Focus pips; report cites target-score source. Untargetable-opening items; PF-A08.
TR-012 Late Step When neighbor ahead dies, steps into the gap only after completing current wind-up. Cannot act during the subsequent collapse tick. Pending-step ghost silhouette; result shows preserved cast and lost tick. Instant-collapse equipment; no-wind-up actions.
TR-013 Frugal Rhythm Every third basic that spends no resource shortens one equipment cooldown. Resource-spending actions reset the three-basic count. Three-bead counter; reset and refresh named in results. PF-B12; equipment without cooldowns.
TR-014 Heavy Sleeve First interrupt becomes a delay instead of cancellation. Wind-up after the delay resolves one cadence band slower. Sleeve bar catches interrupt cue; report contrasts old/new completion tick. Uninterruptible-cast equipment; PF-A12.
TR-015 Far Listener May receive enable actions from one additional position away. Cannot receive them from an immediate neighbor while at full vitality. Distant-ear arc and rejected-neighbor reason. PF-A15; adjacency-only bond equipment.
TR-016 Ash Appetite Defeating a Hindered enemy restores one local resource. Defeating an unhindered enemy removes one local resource if available. Status-check flame icon; both gain/loss events captioned. Professions with no local resource; status-immunity items.
TR-017 Exacting The first action each battle gains +1 reach only for completion validation against its reserved target; movement that remains inside that reach follows the same unit ID and records TARGET_MOVED_STILL_LEGAL on its terminal outcome. If that reservation instead emits AO_INVALID_REACH, AO_INVALID_UNTARGETABLE, AO_INVALID_FALLEN, or AO_INVALID_FILTER, its policy is forced to fizzle, then emits AO_FIZZLED with zero resource or cooldown refund; it cannot retarget or ground-resolve. Reservation frame shows the one-use extended reach; results show the invalid record, AO_FIZZLED, or the followed-target detail and accepted wager. Ground-resolve equipment; PF-A10.
TR-018 Thin Blood Taking area damage advances next action by one tick. Direct single-target healing is less effective. Area-hit speed notch and cracked-drop badge; report quantifies lost care. Area immunity equipment; PF-B07.
TR-019 Backwatch First enemy entering the allied rear is immediately Marked. While no rear intruder exists, recruit's forward reach is reduced by one. Rear eye badge; reach preview updates; intrusion mark logged. PF-B05; reach-1 professions.
TR-020 Oathbound Tool The Recruit's equipped item's first trigger gains priority over its profession action. Until that trigger resolves or expires, the Recruit's first technique waits. One-slot oath ribbon and queue state; delayed technique has a reason. Triggerless equipment; PF-A24.
TR-021 Loose Formation Gains one local resource after swapping with a different profession role. Repeating a swap partner applies Hindered to self. Partner-role bead track; repeat warning in formation preview. PF-H04; swap-lock equipment.
TR-022 Stone Count Third hit from the same enemy grants Guard and clears its Mark. Changing attackers resets count. Attacker portrait with three stones; reset shown on target change. Forced-target equipment; PF-A01.
TR-023 Borrowed Pace After receiving an action advance, copies the giver's cadence for one basic. If copied cadence is slower, cannot be advanced again until that basic. Donor-color-independent bar shape; report records copied band. PF-A21; cadence-fixed equipment.
TR-024 Clean Break First cleanse also removes the recruit's oldest positive tag and grants local resource. If no positive tag exists, cleanse takes one extra tick. Paired plus/minus token; tooltip previews removed tag. PF-A16; positive-tag-lock items.
TR-025 Risk Ledger Surviving while Exposed adds one discount step to this recruit's next shop equipment purchase. Ending battle never Exposed clears all accumulated steps. Persistent personal tally visible in roster/shop; result states kept/cleared. Exposed-immunity equipment; retreat-only encounters.
TR-026 Hollow Reach Basics may pass through a summoned footprint. Basics deal no effect to summoned units. Hollow projectile/line cue; illegal summon target reason. Summon-hunter equipment; PF-A17.
TR-027 Rooted Voice Sound and command actions cannot be interrupted while recruit has not moved. Moving self-silences until next basic resolves. Rooted waveform icon; movement preview shows silence interval. PF-B04, PF-A08, PF-H04.
TR-028 Second Draft First self-applied hindrance is replaced by Hindered of shorter duration. Second self-applied hindrance lasts one tick longer. Two-page counter; replacement/extension source is explicit. Self-cost-free equipment; PF-A16.
TR-029 Open Palm Resource-sharing actions can target through one intervening ally. Sharing with a distant ally gives nothing to immediate neighbors that cadence. Straight handoff line; opportunity cost shown on neighbor pips. PF-H06; no-resource professions.
TR-030 Turncoat Buckle When pushed behind the current rearmost position, immediately steps to center. Drops one active positive equipment tag during the step. Buckle opens and center ghost appears; dropped tag named in log. Position-lock equipment; PF-A08.
TR-031 Storm Nerve Each completed enemy major wind-up grants Focus. An interrupted enemy major action removes all stored Focus. Major-action rings feed Focus pips; interruption loss bursts visibly. Focusless professions; PF-A09.
TR-032 Gentle Finish Overkill is converted into Remedy for the lowest-vitality ally. Cannot benefit from execution-threshold effects. Overkill trail bends to ally; threshold rejection is explicit. PF-A03; execution-tag equipment.
TR-033 Split Attention Can maintain two Marks placed by equipment. Profession-applied Marks last one tick less. Two half-eye pips; source-specific duration in inspect. Equipment set without Marks; markless professions.
TR-034 Weathered First region hazard each battle has no effect. Second hazard of a different tag has extended duration. Region hazard shield with empty/filled halves; result cites both tags. Hazard-immunity equipment; single-hazard challenge rules.
TR-035 Empty Scabbard With no armament-tag item, basic gains a profession-specific alternate target rule. Equipping an armament disables the trait and adds one cost tier to that shop action. Empty-slot target preview and explicit disabled state. Required-armament professions; bound armament items.
TR-036 Last Witness When the only living member in a line band, reveals next enemy target and gains reach +1. Cannot receive invisibility or untargetable tags. Lone-band eye and forecast line; rejected concealment has trait reason. Concealment equipment; PF-B01.

Production Ledger

All traits reuse one badge atlas (I) and the underlying action family's motion. Every trigger additionally needs a shape-coded overhead cue (V), a concise event caption, an optional short SFX role (S), a reduced-motion state, and result-log source text. No trait needs portrait, body, bespoke voice, or unique animation production.