Juggling

Agility
Strength
Quickness

Short Description

Skillful manipulation of objects in midair, useful for distracting opponents, controlling multiple weapons, or demonstrating finesse in non-combat scenarios.

Success Criteria

Effects

Modifiers and Restrictions

Action Examples

Juggle 2 objects or catch an item thrown to you. On a successful roll against DR 100, you keep control.

DR increase +15 per object and if object is hard to catch. Balls etc. are easy, small weapons (daggers eg) are hard (+20) and larger weapons even harder.

Long Description

Juggling is the skillful manipulation of objects in midair, often used to distract, coordinate, or perform feats of dexterity. In gameplay, it can serve both combat and social roles—letting a character manage multiple light weapons, misdirect opponents, or draw attention in crowded areas. It is particularly useful in chaotic encounters or bustling environments where precise, fluid motion can sway the outcome or set the tone.

This skill synergizes well with actions that involve thrown weapons, sleight of hand, or battlefield showmanship. It may be sequenced with skills like throw or catch weapon to/from ally or conjuring for dramatic flair or to conceal a combat opening. Outside of combat, juggling can be a gateway into performances, diversions, or establishing a presence in negotiations that rely on flair and finesse.

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.