When you use Distraction, you roll a social or performance skill and generate a success count. That count becomes the
The bonus is flat. Your skill determines how many enemies you can rattle — not how badly you rattle each one. A mediocre insult affects one nervous lieutenant. A legendary one echoes across the whole formation. Either way, the ally who swings gets +1.
Cost: 2
Distraction cannot be interrupted. Taking damage mid-taunt does not stop the taunt. A character with a crossbow bolt in their shoulder can finish their insult — they just sound more committed.
This is intentional. It is what makes Distraction different from spellcasting, which can be interrupted.
The +1 bonus only matters if an ally is there to use it. A lone character taunting in an empty field is not a tactician — they are a loud person getting stabbed.
If no ally attacks a distracted enemy this round, the distraction does nothing. The enemy was rattled. Nobody took advantage of it. Better luck next round.
Distraction is a team action dressed up as a solo performance. Coordinate with your party before you spend 2 AP on it.
The party is outnumbered in a courtyard. The warlord stands at the back with two lieutenants and four mercenaries arranged in front. Bran has a greatsword (3 AP) and is already eyeing the nearest lieutenant. Tilly is circling for an angle. Nobody has done anything yet.
Fiera spends 2 AP and opens her mouth.
She tells him, in the tone of someone correcting a minor administrative error, that she burned Aldric Voss at his post two winters ago and he screamed for quite a lot longer than she expected. She mentions this because the warlord once called Voss his most loyal man, and she thought he should know how that loyalty ended.
The GM agrees this is Presence + Performance. Fiera has Presence 4, Performance 3. She rolls 2d6: a 1 and a 5.
Die 1 (Presence 4, rolled 1): 4 − 1 + 1 = 4 successes. Die 2 (Performance 3, rolled 5): 5 > 3, so 0 successes. Total: 4 successes. The threshold is 4.
Now the GM checks each enemy against the threshold:
Bran attacks the lieutenant. He adds +1 bonus success to his roll. The lieutenant was already flustered — Bran’s warhammer finds an opening that would not have been there otherwise. He looks pleased. He will write something about this later.
Tilly drops in behind one of the rattled mercenaries. Same bonus. A flanking strike into someone already off their footing is a question of geometry, not strength. She takes it.
The warlord watches two of his people take hits in the same round. He turns to Fiera. She is already examining her nails.
The hat comment was about the feather.
Distraction costs 2 AP. In the step system, the first AP is paid at one step and the second at a later step. Distraction resolves the moment the second AP is paid — not at end of round.
The +1 bonus applies to allies whose attacks resolve after that moment. Allies whose attacks already resolved before the distraction was fully paid do not benefit — the window was not open yet.
Practically: if you pay your second AP at Step 2/3, allies attacking later in Step 2/3 and all of Step 3/3 get the +1. Allies who already attacked at Step 1/3 do not. Time your spending to open the window before your hardest-hitting ally swings.
The bonus does not carry into the next round. If the distracted enemies survive, a new Distraction must be spent to open the window again.
See The Round — 3-Step System for the full step structure.
Use Distraction when:
Skip Distraction when:
Distraction grants a +1 bonus success to allies. It does not reduce enemy AP, remove enemy actions, or lock anyone out of attacking. A distracted enemy still acts on their declaration — they are just slightly easier to hit while doing it.
It also does not deal damage, and it does not interrupt spells. What it does: open a small window. What your allies do with that window is up to them.
For the full step structure and when actions resolve, see The Round — 3-Step System . For the full action cost table, see Actions & Action Points . For spell interruption (what Distraction is not), see Magic in Combat .
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