Feinting

Presence
Empathy
Creativity

Short Description

Feinting is the art of misleading an opponent into committing to the wrong response—whether by simulating an attack, shifting stance, or exploiting a known reaction pattern. This creates brief openings that can be exploited for offensive or defensive maneuvers.

Success Criteria

Roll 1d100 + Feinting skill versus DR 80 + Target’s Intuition ability score

Effects

On success, the target suffers your succss rate against your next action this round and they lose 1 AP as they react to your feint. These penalties apply until your next action or until the end of the round, whichever comes first.

Modifiers and Restrictions

–10 DR if target is tired (at half AP or less), distracted, or surrounded by multiple enemies

+10 to +30 DR if the maneuver is illogical, crude, or clearly false

- 40 DR if the maneuver being feinted has worked on the target before

+30 to DR if you have used a feint before in this battle

Action Examples

Pretending to do flanking maneuver, then attacking:

DR = 80 + 50 Intuition – 40 (just did a successful flanking maneuver) = 90

Roll = 112 → SR = 22→ If target wants to react to your next attack/action, they will have a -22 to that reaction.

Long Description

Feinting is a classic tactical maneuver in combat that relies on body language, tempo control, and deceptive motion. It can simulate a strike or retreat, confuse enemy perception, or bait a reaction—such as a dodge or block—before committing to your real intention. The key to a successful feint lies in convincing the opponent that your initial movement is genuine, only to reverse or redirect it once they’ve overcommitted.

Feinting is not only useful in offense; it can also be employed defensively, causing enemies to hesitate, misjudge distance, or shift focus. This temporary disorientation can give you just enough of an edge to reposition, escape, or support allies. Highly skilled combatants often chain feints to keep opponents guessing, especially when dueling or facing a single adversary. However, repeated use of the same trick against the same opponent will reduce its effectiveness over time.

Sequencing

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Potential Counters

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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.