Build Machine

Creativity
Memory
Reasoning

Short Description

Design and construct machines and technological devices from scratch using engineering knowledge, technical materials, and creativity.

Success Criteria

Roll d100 + Build Machine skill vs. DR 100

Effects

On success, you construct a working machine or tech device

Modifiers and Restrictions

+10 to +80 DR for unfamiliar or advanced tech

–10 DR if working from detailed schematics or repairing a known model

Requires access to a workshop, tools, or suitable workspace

Time investment required (ranging from hours to days depending on complexity)

Action Examples

Design and Construct a Surveillance Drone

DR 120, Skill + Roll = 145 → SR 25

Fully operational flying drone with camera feed and 20-minute battery

Long Description

Build Machine is the foundational skill for engineers, inventors, and tinkerers who want to turn raw materials and theory into working tech. Whether you're designing a sensor turret, a security drone, or even the shell for an integrated tech module, this skill lets you shape machines from the ground up.

While some machines can be improvised in the field, complex constructions typically require access to proper tools and time. This skill is especially useful when resources are limited but creativity and know-how are plentiful.

Sequencing

Not optimized for sequencing

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.