Dual Wielding

Agility
Quickness
Strength

Short Description

Strike with a weapon in each hand by replacing the severe penalty on off-hand attacks with a dedicated skill roll, enabling fluid two-weapon combat.

Success Criteria

On attacks with your off-hand, roll d100 + skill + combat modifiers against the weapon table.

Effects

When making two melee attacks (main hand + off-hand):

- Use your normal Attack Bonus for the main hand (as per usual)

- Use your Dual Wielding skill instead of Attack Bonus for the off-hand attack

This replaces the standard –50 penalty normally applied to off-hand attacks

Modifiers and Restrictions

-20 penalty to off-hand skill-attack roll: all 1-handed weapons not described as usable for dual wielding.

Notice - that using this skill costs 1 AP + the cost of your attack (standard is 2 AP).

Standard combat modifers apply to this skill.

When re-using this skill, you must add +10 to your Fatigue Threshold Roll (per re-use).

Action Examples

Dual Daggers:

  • Attack 1: d100 + Attack Bonus (2 AP cost)
  • Attack 2: d100 + Dual Wielding skill (3 AP Cost)
    → No off-hand penalty

Main sword + off-hand axe:

  • Attack 1: d100 + Attack Bonus (2 AP Cost)
  • Attack 2: d100 + Dual Wielding (-20 to attack roll) 3 AP cost))
    → Roll separately for each weapon

Long Description

Dual Wielding allows combatants to fight effectively with a weapon in each hand by replacing the harsh penalty normally applied to off-hand attacks. Instead of suffering a –50 penalty, the character rolls using their Dual Wielding skill, representing training, coordination, and timing.

This enables dynamic combat styles where precision and rhythm matter more than brute force. Whether striking with twin blades, hammer and dagger, or blade and hook, this skill allows characters to develop specialized offensive combos using two weapons in tandem.

Perfect for agile melee classes, swashbucklers, and anyone who wants to bring elegance and pressure into close combat.

Sequencing

Can be sequenced with any skill, module and spell that enhances attacks.

Potential Counters

Can be countered with any skills that counters standard attacks (Parry Melee for example).

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.