Dirty Tricks

Creativity
Boldness
Empathy

Short Description

Underhanded tactics used to disrupt your opponent’s next action. Can only be used in melee range.

Success Criteria

Roll 1d100 vs DR 100.

Effects

  • Target suffers a –2 penalty to all d100 rolls in their next action phase per 10 success rate.
  • Penalty affects this round if their action hasn't occurred yet or if you are using dirty tricks as a reaction, otherwise next round.
  • Modifiers and Restrictions

  • +10 if you use an improvised object (cloak, debris, flash source)
  • +10-20 if your action is creative or highly thematic (GM approval)
  • +15 if the target is flanked or has just failed a roll (off-balance)
  • +5–15 if the environment supports it (dust, low light, debris, noise)
  • –10 if you repeat a similar trick used earlier in the encounter (per reapeat)
  • –10--50 if the target is a machine, construct or similar that is using different sensory input
  • –5 to –25 if the area is too open, sterile, or lacks elements to exploit
  • Action Examples

  • Flicking dirt or dust in an opponent’s face to disrupt their attack as a reaction in their action phase
  • Faking a stumble or drop to lure the enemy off balance
  • Using clothing, smoke, or debris to obscure vision or mask movement
  • Long Description

    Dirty Tricks is a non-damaging but highly tactical skill that thrives on misdirection and improvisation. It allows combatants to interfere with the enemy’s flow by applying a penalty to their next action phase, whether that’s an attack, spell, or skill. The trick must be varied and clever to remain effective—repetition reduces impact.

    It is not meant to delay or disable an enemy, but to slightly tip the odds in your favor or soften a threatening ability. Best used by agile, inventive fighters who exploit timing and openings.

    Dirty Tricks is considered dishonorable.

    Sequencing

  • Dirty Tricks → Disengage (2 AP) – Distract, then slip away
  • Dirty Tricks → Versatile Strike (3-4 AP) – Weaken the opponent’s response before a flexible attack
  • Potential Counters

    Keep at bay - keep enemy out of melee range

    Disengage - jump out of melee range (possibly an opposed roll)

    Side Step - stop out of the direction of the dirty trick (possible an opposed roll)

    Holographic Decoy Emitter - 50% chance that the dirty trick will hit decoy

    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.