Feint Attack

Agility
Intuition
Boldness

Short Description

Mislead your opponent about your true intent to avoid counters and create a tactical opening for your real action.

Success Criteria

Roll d100 + Feint Attack skill vs. DR 80 + target’s Intuition

Effects

On success, your real action (e.g. strike, spell, movement) cannot be countered or opposed by direct reactions from those engaged with you like Parry, Disengage, Dodge, Counterspell.

+ the opponent will probably use a counter move against your feint causing them to spend Action Points.

Modifiers and Restrictions

-20 to DR if you have not used any feints in the current battle.

+10 to DR if you have used feints in the current battle.

Action Examples

Distraction for Escape: You fake a forward jab and then use Disengage. Roll 130 vs. DR 110 (DR 80 + 50 (intuition) - 20 (first feint) → Success Rate = 20. You exit combat without triggering reactions.

Long Description

Feint Attack is the combat application of misdirection: distracting, misleading, or baiting your opponent into reacting to the wrong move. A successful feint creates a window of vulnerability, preventing your target from defending effectively against your true action.

Often used in combination with offensive maneuvers or mobility skills, Feint allows skilled combatants to bypass defenses or retreat safely. Though subtle, it’s a powerful tool for duelists, tactical operatives, and spellcasters who rely on setup and positioning.

Sequencing

Optimized for sequencing with for example: Touch Spell - Land a melee-range spell without provoking defensive reactions, DisengageFake a strike, then retreat without triggering counters etc.

Potential Counters

Cannot be countered.

How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.