Attack of Opportunity

Quickness
Agility
Intuition

Short Description

Strike quickly and decisively in melee when an opponent exposes themselves, reducing penalties to your follow-up attack by seizing the perfect moment.

Success Criteria

Roll d100 + skill versus DR 80 + target Quickness - combat modifers x 2 (+100 %)

Effects

On success, you may make a melee attack as a reaction. This attack counts as an extra attack this round.

Subtract the Success Rate from this skill use from the normal penalty to extra attacks. (The standard penalty for a second attack in a round is –50.)

You may apply this penalty reduction either to:

- This reaction attack (if it's your second attack), or

- Your next main attack in your next action phase.

Modifiers and Restrictions

This skill can (only) be used whenever a target in melee range gets a negative Combat Modifier.

You suffer the -/+ 25 Being Obvious penalty if you attempt this 2 battle rounds in a row.

Action Examples

Enemy turns their back and runs away: Quickness 50, Attack from Behind +25 → DR = 80 + 50 – 50 (2 x 25) = 80

You roll 118 → Success Rate = 38 → Your follow-up attack suffers –12 penalty

Long Description

Attack of Opportunity allows martial characters to act decisively in the gaps and pauses of combat. When an opponent leaves themselves exposed — by turning away, failing a disengage, or stumbling—this skill lets you exploit the moment with a strike.

This skill does not enhance the extra attack you do by much directly, but the sequenced attack will have the Combat Modifier and more importantly, this skill reduces or potentially removes the steep –50 penalty applied to your second attack in the round, making you deadlier when chaining attacks or responding reflexively.

Sequencing

Must be sequenced with an attack

Potential Counters

No direct counters

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.