Underhanded tactics used to disrupt your opponent’s next action. Can only be used in melee range.
Roll 1d100 vs DR 100.
Dirty Tricks is a non-damaging but highly tactical skill that thrives on misdirection and improvisation. It allows combatants to interfere with the enemy’s flow by applying a penalty to their next action phase, whether that’s an attack, spell, or skill. The trick must be varied and clever to remain effective—repetition reduces impact.
It is not meant to delay or disable an enemy, but to slightly tip the odds in your favor or soften a threatening ability. Best used by agile, inventive fighters who exploit timing and openings.
Dirty Tricks is considered dishonorable.
Keep at bay - keep enemy out of melee range
Disengage - jump out of melee range (possibly an opposed roll)
Side Step - stop out of the direction of the dirty trick (possible an opposed roll)
Holographic Decoy Emitter - 50% chance that the dirty trick will hit decoy