You perform a misleading movement to distract or trick a foe, leaving them open to a follow-up strike.
Roll+CHA.
Complete Success: The target is completely fooled. You gain favour on your next attack against this target. In addition, choose one Good Thing from the list below.
Success: The target is momentarily distracted. You gain favour on your next attack against this target.
Partial Success: The target honours the threat, but doesn't completely relax their guard. You gain favour on your next attack, but you must choose one Bad Thing from the list below.
Failure: The target is not fooled. Your follow-up is predictable.
Complete Failure: You stumble during your attempt. Not only do you fail to trick the target, but you suffer one Bad Thing from the list below.
Favour granted by a Feint is fleeting. If not used before the end of your current turn, it is lost.