Hide (Outdoor)

Presence
Self Discipline
Creativity

Short Description

Conceal yourself from sight using natural or artificial cover in wilderness or rural environments.

Success Criteria

Roll d100 + Hide (Outdoor) skill vs. DR 80 + target general perception

Opposed roll if a trained observer (e.g. using Awareness, Tracking, or Danger Sense) is actively searching

Effects

On success, you are well hidden and even trackers will miss your location.

If used in combat, successful hiding prevents being directly targeted.

Modifiers and Restrictions

–10 to –30 DR if you have time to hide, good terrain, or the target isn’t actively looking

+10 to +30 DR in sparse terrain, under pressure, or if target is alert and nearby

+10 to +60 DR if those looking for you know your location (combat, you are being successfully tracked etc.)

Very hard (+20) if hiding unskilled allies or operating in indoor/urban settings

Action Examples

Duck Into Natural Cover During Combat: DR 120 (target nearby and alert), Roll 125 → SR 5. You break line of sight but could be found with an opposed check or next round. '

Conceal Yourself in Sparse Terrain: DR 130 (little cover), Roll 135 → SR 5

Long Description

Hide (Outdoor) allows you to blend into the environment, leveraging natural cover—bushes, rocks, tree trunks, elevation - to avoid detection. It is a staple skill for scouts, rangers, and anyone planning ambushes, infiltrations, or tactical retreats in open terrain.

This skill excels when used proactively: set your ambush, evade a pursuer, or get into position. It becomes much harder once you’ve been spotted or when trying to hide in plain view. It also serves a critical role in sequencing with skills like Ambush or Move Silently to improve your stealth-based approaches.

Sequencing

Use with Camouflage for bonus, move silently to ba able to move, ambush for an attack etc.

Potential Counters

Danger Sense., many awareness skills, tracking etc.

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.