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ROUND
TRACKER
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BobboTt
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Lusciousdd
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Derpnarftt
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Yanceyd
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Candle - Light for 1, dim light for 1, lasts 4 turns Torch - Light for 2, dim light for 2, lasts 2 turns Lantern - Light for 3, dim light for 3, lasts 3 turns Hungry and Thirsty > Exhausted > Angry > Sick > Injured > Afraid > Dead
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Conflict TypeTo get Disposition, rollAttackDefendFeintManeuver
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Arcanist or Ritualist and Help as Dice + Will
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Banish or Abjure-1s if anyone is Hungry and Thirsty
-1s if the Conflict Captain is Exhausted
-1s for Angry if the conflict needs level heads
Use Arcanist or RitualistUse Lore Master or TheologianUse Arcanist or RitualistUse Lore Master or Theologian
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Attack reduces your opponent's hit points by the number or margin of successes.
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Defend protects and strengthens your position, regain Disposition equal to Ob3 or margin of success. +2D against Attack
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Feint represents a sneak attack. Reduce your opponent's hit points by number or margin of successes.
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Maneuver is used to gain an advantage. Get up to three different effects based off your number or margin of successes.
1 success - Opponent is -1D to their next action
2 successes - Gain +2D to party's next action
3 successes - Disarm your opponent
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The PartyStarting Disposition7 The GMStarting Disposition8Conflict Rules
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PLAYER LIST
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You may Capture creatures equal to or less than your Might.
Bobbo
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BobboLusciousDerpnarfGM TestsScary monstersSnot GoblinBarney RubbleYou may Attack and Kill creatures up to 1 Might higher than you.
Luscious
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You may Drive Off creatures up to 2 Might higher than you.
Derpnarf
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Injured -1DHit PointsInjured -1DHit PointsInjured -1DHit PointsHit PointsHit PointsHit PointsYou (and what army?) may Wage War against creatures up to 3 Might higher than you.
Yancey
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Otherwise you must Flee, Convince, Trick, or Riddle.
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YanceyTwo for one pancake specialRazzamatazUncle WinkyRemember that Might grants +1s per level greater for all successful or tied actions to Kill, Capture, or Drive Off.
OPPONENT LIST
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Scary monsters
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Injured -1DHit PointsHit PointsHit PointsHit PointsHit PointsHit Points
Snot Goblin
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11111.GM and Players set stakes and GM decides on a conflict type.
Barney Rubble
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2.Players choose a Conflict Captain. In general, this is usually the person who initiated the conflict.
Two for one pancake special
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Razzamataz
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ManeuverFeintDefendAttackAttackFeint3.Conflict Captain and GM roll for Disposition.
Uncle Winky
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LusciousDerpnarfBobboSnot GoblinScary monstersTwo for one pancake special4.Conflict Captain distributes Disposition as hitpoints as evenly as possible between party members.
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ManeuverFeintDefendReady?AttackAttackFeintReady?ACTION DESCRIPTIONS
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5.GM distributes Disposition as hitpoints between opposition.
Attack
Reduce your opponent's hit points by the number or margin of successes.
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Use Lore Master or TheologianUse Arcanist or RitualistUse Lore Master or TheologianUse Listed Weapon
or Default to Nature
Use Listed Weapon
or Default to Nature
Use Listed Weapon
or Default to Nature
6.GM secretly chooses 3 actions.
Defend
Protects and strengthens your position, regain Disposition equal to Ob3 or margin of success.

+2D against Attack
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7.Players choose and announce what weapons they will use.
Feint
Represents a sneak attack. Reduce your opponent's hit points by number or margin of successes.
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Gain up to 3 different effects based off number or margin of successes.
1s - Opponent's next action -1D
2s - Party's next action +2D
3s - Opponent is disarmed
Represents a sneak attack. Reduce your opponent's hit points by number or margin of successes.Protects and strengthens your position, regain Disposition equal to Ob3 or margin of success.

+2D against Attack
Reduce your opponent's hit points by the number or margin of successes.Reduce your opponent's hit points by the number or margin of successes.Represents a sneak attack. Reduce your opponent's hit points by number or margin of successes.8.Captain discusses and secretly chooses 3 actions.
Maneuver
Gain up to 3 different effects based off number or margin of successes.
1s - Opponent's next action -1D
2s - Party's next action +2D
3s - Opponent is disarmed
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9.No character can take 2 actions in a row, even between rounds; and any character who does not take an action in a round MUST take the first actions in the next round.
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DISPOSITION AND SKILLS
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Attack
Defend
Feint
Maneuver
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Versus TestGM TestsGM Tests10.Reveal and resolve actions one at a time.
Banish or Abjure
Arcanist or Ritualist
Will
Arcanist or RitualistLore Master or TheologianArcanist or RitualistLore Master or Theologian
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11.Order of Might grants additional successes for successful or tied Kill, Capture and Drive Off conflicts.
Capture
Fighter or Hunter
Will
FighterHunterHunterFighter
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Your ActionAttackDefendFeintManeuver
Convince
Persuader
Will
PersuaderPersuaderManipulatorManipulator
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AttackIndependent TestVersus TestIndependent TestVersus Test12.Reduce hit points. If both teams have at least 1 point left, choose weapons and repeat.
Convince Crowd
Orator
Will
OratorOratorManipulatorManipulator
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DefendVersus TestIndependent TestGM TestsVersus Test
Drive Off
Fighter
Health
FighterWillFighterWill
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FeintGM TestsIndependent TestVersus TestIndependent Test13.When conflict is over, loser suggests compromises if winner lost any hit points.
Kill
Fighter
Health
FighterHealthFighterHealth
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ManeuverVersus TestVersus TestIndependent TestIndependent Test
Pursue or Flee
Scout or Rider
Health
Scout or RiderHealthScout or RiderHealth
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14.Double check all traits, wises, and equipment usage and damage.
Trick or Riddle
Manipulator
Will
ManipulatorLore MasterManipulatorLore Master
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15.Gain Advancement from 1 skill or ability that was used during the conflict.
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ACTION MATRIX
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attackattack
Independent Test
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attackdefend
Versus Test
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attackfeint
Independent Test
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attackmaneuver
Versus Test
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defendattack
Versus Test
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defenddefend
Independent Test
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defendfeint
GM Tests
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defendmaneuver
Versus Test
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feintattack
GM Tests
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feintdefend
Independent Test
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feintfeint
Versus Test
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feintmaneuver
Independent Test
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maneuverattack
Versus Test
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maneuverdefend
Versus Test
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maneuverfeint
Independent Test
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maneuvermaneuver
Independent Test
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HIDE SWITCHES
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