Flying

Intuition
Agility
Self Discipline

Short Description

The ability to control movements and perform actions while flying by technological or magical means.

Success Criteria

Effects

Modifiers and Restrictions

Action Examples

Situation: You’re hovering via jetpack during a firefight and need to cast a spell or fire a weapon. Action: Use Flying to remain level and accurate while airborne. Roll vs DR 90+ depending on the situation (strong winds etc.): On success, you ignore accuracy penalties (standard is -25)

Situation: An explosion destabilizes your flight module or gravity pulse. Action: Use Flying to recover balance and reorient in space. Roll vs DR 100+ depending on the situation: Success lets you avoid crashing, falling prone, or spiraling out, and stay in control for your next action.

Long Description

Flying represents your ability to maintain control, accuracy, and orientation while airborne—whether through jetpack, wingsuit, magical levitation, or other means. This skill is crucial in vertical combat, low-gravity environments, or when performing complex aerial maneuvers under pressure.

It enables you to attack, cast spells, or dodge while suspended in the air, and helps avoid disorientation or crashes in unstable conditions. Flying pairs well with skills like airborne combat, shoot on the run, or aerial dash to create fast, three-dimensional combat tactics. It is essential for characters who rely on mobility, elevation, or flight-based abilities.

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.