Force ranged enemies to target you instead of allies by intentionally drawing their attention or aggro.
Roll d100 against DR 100
Target must attack you with their next ranged attack or ranged spell or suffer a penalty to their attack roll equal to your success rate.
+20 per enemy you try to force to attack you.
You must be within range of the attackers ranged attack and you cannot be more in cover than your ally.
You shout, bang your shield, and step forward as an enemy is lining up a shot at an injured ally. You roll 135 - enemy attacks on your ally now have a -35 penalty or they can attack you with no penalty.
Draw Fire is a defensive support skill that turns attention and aggression toward the user. It’s particularly effective for bold, charismatic, or durable characters who can withstand enemy attacks better than their teammates. Instead of directly blocking attacks, it manipulates enemy behavior, forcing poor targeting decisions or hesitation.
Unlike taunt-style skills, Draw Fire affects targeting decisions mechanically, making it ideal for tanks, support units, or guards. It pairs well with other defense or resilience boosts and can be sequenced into aggressive stances to punish distracted enemies.
Defensive Stance (1 AP) + Draw Fire (1 AP) = You improve your defense bonus while stepping up to take the damage from an ally.
Draw Fire (1 AP) + Dodge Missile (1 AP) = You draw fire and antipating a shot, you dodge if/when it comes.
No direct counters except enhancing your attack bonus.