Pilot Aircraft

Agility
Boldness
Reasoning

Short Description

Pilot Aircraft is the skill of operating and navigating aircraft, requiring understanding of aviation principles and flight mechanics. Piloting is difficult and you need training to perform even standard actions like take-off or landing.

Success Criteria

Roll d100 + your Piloting skill against DR 100

Effects

On a successful roll you can fly helicopters, hot air balloons or even war planes. A roll is usually required in any non-standard situation.

Modifiers and Restrictions

+30 DR when attempting to fly alien vessels (different from the technology of your time period or civilisation)

+20 DR when flying in difficult (weather) conditions

+20 DR to perform exceptional maneuvers like loops or battle actions

-20 DR in a familiar aircraft

Action Examples

While fleeing from your crashed spaceship - being chased by a group of enraged musketeers (early modern civilisation stage) - you stumble upon a zeppeliner port. You attempt to fly the unfamiliar aircraft to escape your pursuers. Roll Pilot Aircraft against DR 120, since you are on a "alien" aircraft, but the DM rules it is fairly simple granting you a smaller penalty of 20 than the standard 30.

While flying a war plane above a battlefield you attempt to dodge an earth-to-air missile launched from a bazooka. Roll against DR 120 (battle action) to succeed.

Long Description

With this skill you are a trained pilot. You know how to fly any type of aircraft occuring in your culture or setting. Unfamiliar types of aircraft may pose challenges, but you have a fair chance to pilot even alien or unfamiliar vessels.

Pilot Aircraft allows you to fly and navigate anything from hot-air balloons to futuristic anti-gravity scooters.

Sequencing

Can be sequenced with the Captain skill on large aircraft.

Potential Counters

Not normally countered, but could be countered by Sabotage or similar skills.

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.