Conceited

Red Card One: Boastful Blunder

* Name: Boastful Blunder     * Deck: Red Deck (Failure)     * Roleplay Emphasis: An overwhelming wave of self-importance leads to an ostentatious flourish rather than a disciplined strike. Convinced that the adversary cannot possibly offer any meaningful resistance, the stance drops into an arrogant posture of dismissive contempt, leaving an obvious gap in coverage.     * World and Mechanical Effect: The targeted enemy perceives the unearned arrogance, gaining immediate confidence and tactical poise. The enemy gains a temporary bonus of 4 points to its Armor Check and adds 3 points of physical damage to its very next attack.

Red Card Two: Derisive Distraction

* Name: Derisive Distraction     * Deck: Red Deck (Failure)     * Roleplay Emphasis: In an effort to deflect personal embarrassment after a botched execution, a mocking critique is loudly aimed at an ally. The companion is actively belittled, forced to endure patronizing advice in the heat of battle that erodes their focus and shakes their resolve.     * World and Mechanical Effect: A designated ally or companion suffers an acute penalty to their battlefield awareness, taking a 3-point reduction to their next attack roll and suffering a 10 percent penalty to their next attempted skill check within the encounter.

Red Card Three: Flaunted Guard

* Name: Flaunted Guard     * Deck: Red Deck (Failure)     * Roleplay Emphasis: Excessive vanity overrides self-preservation as attention shifts toward appearing majestic rather than staying alive. Armor, posture, or gear is openly displayed as if entirely untouchable, allowing a foe to seize full control of the initiative.     * World and Mechanical Effect: The closest enemy absorbs momentum from the vainglorious display, immediately increasing its next roll to hit by 4 points and treating its upcoming strike as targeting an exposed opening.

Green Card One: Majestic Demeanor

* Name: Majestic Demeanor     * Deck: Green Deck (Crit)     * Roleplay Emphasis: The attack lands with haughty perfection, carrying an aura of absolute superiority. The foe is treated as entirely beneath consideration, a mere nuisance to be swept aside, shattering the target’s self-worth and undermining their fighting spirit.     * World and Mechanical Effect: The targeted enemy is deeply unsettled by the display of effortless elegance, suffering an immediate 4-point penalty to its Armor Check and dealing half base damage on its next attempted strike.

Green Card Two: Patronizing Inspiration

* Name: Patronizing Inspiration     * Deck: Green Deck (Crit)     * Roleplay Emphasis: Upon landing an exceptional strike, an aloof gesture of magnanimous approval is cast toward a companion. By demonstrating how true mastery is achieved, the ally is condescendingly challenged to elevate their performance to match such high standards.     * World and Mechanical Effect: A designated ally or companion is driven to prove themselves, receiving a temporary 3-point bonus to their next attack roll and a 15 percent bonus to their next skill check attempted within the round.

Green Card Three: Towering Vanity

* Name: Towering Vanity     * Deck: Green Deck (Crit)     * Roleplay Emphasis: Absolute belief in personal flawlessness materializes as an imposing presence on the battlefield. The strike carries overwhelming weight, not merely harming the opponent, but dictating the flow of the entire skirmish through unshakeable egotism.     * World and Mechanical Effect: The strike inflicts an additional 5 points of bonus damage on the current attack, while the acting avatar gains an immediate 2-point boost to their Armor Check until the start of their next turn.