Gather Knowledge

Reasoning
Memory
Presence

Short Description

Gather Knowledge is the ability to subconsciously absorb and recognize information that is relevant or useful, even without actively searching for it. This skill represents a keen, passive awareness of details in the environment, allowing a character to pick up on rumors, symbols, patterns, and useful facts without deliberate effort.

Success Criteria

Effects

Modifiers and Restrictions

Action Examples

Roll 1d100 against DR 100. The higher the roll, the more information. A roll of 100 might just let you know who the lord an area is and where a good inn is located, where a roll of 120 will let you feel if there is tension in the area, and a roll of 140 will let you know between whom.

Long Description

After a party, a stroll through a city, a visit to a local tavern etc. ask the Game Master if you picked up anything. Harder if you are in an unfamiliar culture, do not spend a lot of time or if the knowledge wasn't communicated in an obvious way. You will not learn any deep secrets from this, but gain a good understanding of the area.

Gather Knowledge is used to acquire non-academic, street-level, or underground information. It applies to rumors, black market trends, criminal activity, faction movements, or recent events.

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.