Feign weakness, fear, or injury to draw enemy aggression, provoke tactical errors or gain sympathy in social situations.
Roll d100 against DR 100 + target resilience
In combat, if you are successful, the target of the gambit will prioritize attacking you in their next action phase. Against that attack, you will have a bonus to any reaction you make.
Can also be used socially to draw sympathy, appear non-threatening, or manipulate perceptions giving a bonus to all social and diplomatic skills in situations directly related to the gambit.
The bonus in and out of combat is +5 per 10 success rate.
-20 to DR if the gambit is believable (you are already injured but feign to be very injured for example).
You let your blade clatter to the ground and clutch your shoulder, baiting a dominant foe into charging you while you secretly prepare a defensive or offensive counter to their attack.
In a tense negotiation, you present yourself as overwhelmed and fragile, shifting the emotional balance in your favor.
Broken Wing Gambit is a psychological manipulation tactic designed to provoke rash actions by appearing wounded or vulnerable. Drawing on social cunning and emotional presence, it works by painting the user as an easy target—only to use that false impression to lure enemies into disadvantageous actions.
In combat, it can redirect enemy attention, setting them up for counters or decoys. Outside of combat, it functions as a form of emotional leverage, opening doors for deception, escape, or control. It is particularly powerful when used by those who can follow up with defensive reaction skills or strategic repositioning.
Sequence with defensive counters such as parry melee, Hedgehog Tactics or dodge missile if ranged.
Not any direct counters except things like true seeing.