Hold Shot

Self Discipline
Intuition
Agility

Short Description

Prepare and hold a ranged attack to be released the moment a specific trigger occurs—executing the shot as a reaction with enhanced precision.

Success Criteria

Roll 1d100 + skill bonus versus DR 100

Effects

On success, you may ready a ranged attack and release it as a reaction when the declared trigger occurs (cost: 1 AP)

The attack receives a bonus to hit equal to half the Success Rate (SR) from this skill check

If the trigger doesn’t occur, the shot is held until the start of your next action phase and may then be used or forfeited

If the situation deviates from the declared trigger, the GM may apply penalties or disallow the shot

Modifiers and Restrictions

–20 DR: Simple trigger (e.g., “when an opponent steps into area”)

±0 DR: Complex but specific trigger (e.g., “when the opponent attacks my ally”)

+20 DR: Complex trigger:  If the opponent is in melee and the attack must avoid hitting an adjacent ally

Action Examples

DR 80 (Simple Trigger): “I hold my arrow until the enemy steps into the ambush zone.”

DR = 100 – 20 = 80 -> Roll 120 -> SR 40 → +20 to attack when triggered

DR 120 (Risky Positioning): “I fire the instant the attacker shifts behind my ally, without risking friendly fire.”

DR = 100 + 20 = 120. Roll 140 -> SR 20 → +10 to attack roll

Long Description

Hold Shot represents a trained marksman’s discipline and battlefield awareness. By choosing to delay their attack until a precise moment, they sacrifice speed for superior control and impact. Whether covering an alley, watching a choke point, or timing a strike with an ally’s movement, this skill enables ranged combatants to dominate predictable foes through anticipation and timing.

Importantly, while a shot is being held, the character can - within reason - perform other actions, such as movement, or using reactions in response to enemy behavior. However, actions that significantly disrupt aim or readiness (such as sprinting, jumping, or drawing a different weapon) may void the held attack at the GM’s discretion.

Sequencing

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Potential Counters

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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.