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