Initiative Burst

Agility
Quickness
Presence

Short Description

Use sudden motion and explosive reflexes at the start of combat to seize the initiative and act before your opponents.

Success Criteria

Roll d100 + Initiative Burst skill vs. DR 100

Effects

You gain a bonus of +3 to initiative plus 3 per 10 success rate. 110=+6, 120=+9, 130=+12 and so on.

Modifiers and Restrictions

Must be desclared either at the end of last round or before initiative is rolled.

First move after the use of this skill must be a movement skill. If you change your mind and not use a skill, spell or module that involves movement, you stumble and suffer -20 on all d100 rolls for the rest of the round.

This skill suffer the +25 to DR penalty if used in 2 battle rounds after each other.

Action Examples

At the end of a combat round, you find yourself with no opponents in melee and decide to spend 1 AP in that round to call for the use of Initiative Burst in the next round. You roll a 120 total and gain a +9 on your initiative, but you must do a maneuver that involves movement - even if an enemy gets to act first and close on you. If not, you suffer the -20 penalty.

Long Description

Initiative Burst captures the decisive moment at the beginning of combat when trained reflexes and physical explosiveness determine who acts first. Unlike passive Initiative scores, this skill represents a deliberate surge forward—whether diving for cover, drawing a weapon, or sprinting into position. It is a physical and tactical commitment, not just a reflex roll.

Used by fast, mobile characters—especially duelists, scouts, and skirmishers—Initiative Burst allows you to seize momentum before slower or more cautious opponents can react.

Sequencing

Not optimized for sequencing, but awesome as the basis for a sequence that uses movement as part of it.

Potential Counters

No direct 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.