ironbound:rules:activities:feint
This is an old revision of the document!
Table of Contents
Feint
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.
Good Things
- Your foe blundered into your Feint, and takes one die of weapon damage.
- The target is Staggered until the end of their next turn.
- The target remains distracted, and you maintain favour on attacks against that foe until the start of your next turn.
Bad Things
- The target sees a real opening and may immediately Counterattack.
- You lose your focus and cannot Feint this target again for the rest of the encounter.
- You overextend and become Open until the end of your next turn.
ironbound/rules/activities/feint.1791719874.txt.gz ยท Last modified: by tailkinker
