Diversion Tactics

Creativity
Boldness
Presence

Short Description

Use distraction and social cunning to draw enemy focus away from you or your allies.

Success Criteria

Roll 1d100 + Diversion Tactics skill vs. DR 80 + Target's General Perception

Effects

You successfully draw attention away from yourself, an ally, or an objective.

Allies may gain a bonus of +5 with a +5 per 15 Success Rate to stealth, deception, or repositioning skills (GM discretion).

Modifiers and Restrictions

–10 to –20 DR if distraction is simple and not personally risky

+10 to +30 DR if used in the middle of combat or while being observed closely

+10 DR if you try to divert attention toward an ally or away from a hidden objective

+20+ DR if enemy is highly focused, alert, or trained against misdirection

Action Examples

Tossing a lit flare and pointing: “They went that way!” to help a fleeing ally:

DR = 100 – 10 (simple act) + 10 (combat confusion) = 100 → Roll = 115 → SR = 15 → Ally gains +10 to Hide in Shadows.

Long Description

Diversion Tactics covers the subtle art of pulling attention without provoking full suspicion—be it creating noise, moving erratically, engaging in theatrical actions, or socially manipulating a target’s focus. It is often used to support stealth, theft, repositioning, or disruption tactics. The skill favors creativity and social finesse over brute force or direct deception. It is commonly sequenced before skills like Pick Pockets, Sneaking, or Conceal Weapon, and can be paired with Bluff, Feinting, or Draw Fire for tactical advantage.

Sequencing

...

Potential 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.