Mislead your opponent to create hesitation, letting you reposition or prepare a stronger defense.
Roll 1d100 + Feinting bonus against DR 80 + target’s Intuition
Grants your success rate to your next defensive skill check made in the same round
-20 DR bonus for each Action Point you commit to doing the defensive feint.
-20 DR if the feint mimics a previously successful maneuver
+25 DR if you have feinted before in the same battle
You lunge as if going for a strike, then roll back out of range. Your opponent flinches, allowing you to use Disengage without provoking a reaction (or at least you potentially gain a hefty bonus to your disengage).
While commonly associated with opening up offensive strikes, Feinting also excels as a defensive tool, especially when paired with movement or reactive skills. A well-timed feint can cause an enemy to hesitate, flinch, or commit early—creating a window to escape, reposition, or enter a defensive stance with a +20 bonus to your next defensive skill that round.
This use of Feinting encourages clever sequencing: bait the opponent, then react with evasive or stance-based actions. It rewards tactical play and improvisation over brute force, making it ideal for agile or cerebral fighters who rely on control rather than armor.
Defensive Feint (1 AP) + Riposte (2/3 AP) = You feint that you will tumble, but instead you riposte (potentially with a large bonus)
Defensive Feint (1 AP) + Defensive Stance (1 AP) = You feint that you will go offensive, but instead opt to use the skill defensive stance to go really defensive
Feints - will often lead to an opposed roll
Smart Counterfire Module (TAS) - grants a bonus to attacks against a target that has just done a successful defensive maneuver.