Disengaging Move

Agility
Quickness
Intuition

Short Description

Quickly retreat from melee without provoking attacks.

Success Criteria

Roll 1d100 against DR 100.

Or opposed roll against closing and similar.

Effects

If successful, you move out of melee range without provoking a readtion such as Attack of Opportunity.

If failed, you stay in melee range and opponent can react to your engage and gain your failure rate as a bonus to the reaction (not directly to an attack).

Modifiers and Restrictions

Standard combat modifiers

Action Examples

You are surrounded by two enemies. You use Disengage, beating DR 100. You slip past one who stays, but the second chooses to follow with closing, triggering an opposed roll.

You attempt to Disengage from an opponent with a long spear, who uses spring attack to counter. You can choose to be attacked or disengage again with a combat modifier for repeated use of skill (+25 to DR)

Long Description

Disengage is the fundamental skill for breaking away from melee engagements. Whether dodging a sword, ducking under a spear thrust, or simply creating distance, the Disengage skill allows you to avoid the automatic threat of retaliation that comes with leaving combat range. It is particularly effective against enemies with short weapons or when allies distract or pressure your opponent.

Unlike retreating normally, using Disengage avoids triggering automatic attacks - if successful. The skill becomes part of tactical positioning and can be essential for ranged or vulnerable characters needing breathing room.

Sequencing

Disengage (1 AP) + Dash (1AP) or Tumble (1 AP) = You disengage and immediately follow up to move further away preventing a counter from closing for example.

Potential Counters

Closing, Spring attack and similar can lead to opposed roll, or a series of reactions (disenga, closing, disengage, closing, disengage...)

Attack of Opportunity if the disengage fails.

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.