Martial Arts - Throws

Quickness
Self Discipline
Intuition

Short Description

You are trained in martial arts similar to Judo, Jiu-jitsu or Aikido and can make unarmed attacks at opponents without being considered vulnerable. The attack does not deal damage, but can leave the target vulnerable.

Success Criteria

Effects

Modifiers and Restrictions

Action Examples

Use your Martial Arts skill instead of a weapon skill to make an attack at an opponent. The target may defend himself with any type of martial arts, brawling (unarmed) or similar skill - roll opposed roll between the two. If you score a hit or win the opposed roll the target is thrown to the ground and will be vulnerable (-25).

Long Description

Martial Arts – Throws is ideal for characters who prefer disabling over dealing damage. It allows you to use your opponent’s strength and motion against them, breaking combat rhythm and creating openings.

This skill excels in:

  • Unarmed combat against aggressive foes
  • Non-lethal takedowns in crowd-controlled areas
  • Confined spaces where swinging weapons is impractical

It can be sequenced with:

  • Brawling to follow up with a pin or choke
  • Tumbling to recover after the throw
  • Touch Spell for spellcasters who engage physically
  • Unarmed Fighting to stay defensive even when unarmed

The ability to throw enemies can destabilize elite fighters, force dropped items, or knock them into disadvantageous positions—such as off ledges, into traps, or into allies’ reach. The best users of this skill know when to use it not just for control, but for tactical repositioning in chaotic combat.

Please notice that re-using this skill against intelligent opponents will often lead to them countering with a bonus of +20 per time you have used it.

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.