Quick Draw Melee

Agility
Quickness
Self Discipline

Short Description

Instantly draw and ready a melee weapon to gain a tactical advantage, enabling fast reactions or surprise attacks.

Success Criteria

Roll d100 versus DR 100

Effects

On your action phase if you have not yet drawn your weapon, you can use quick draw melee as a surprise that leaves opponents unable to react to your attack.

On success, you gain +5 to your attack roll + extra +5 per 15 success rate.

Further, you can use this skill as a reaction to melee attacks if you are not armed with a melee weapon - to avoid the 25 penalty for being vulnerable.

Modifiers and Restrictions

You must be in melee range of the target for the surprise effect to apply.

+20 to DR per use in the same battle.

Action Examples

You enter melee range and quick draw your concealed blade. DR = 100. Skill 65 + Roll 50 = 115 → Success (Success Rate = 15)→ Opponent cannot react, and you gain +10 to your attack roll.

An enemy swings at you while you're unarmed. You Quick Draw as a reaction. DR = 100. Skill 55 + Roll 60 = 115 → Success→ You draw your weapon and avoid the -25 Vulnerable penalty.

Long Description

Quick Draw Melee allows characters to weaponize speed and readiness. Whether starting a duel, entering close combat, or reacting to an incoming blow, the skill determines whether the weapon is drawn with precision and timing—or fumbled under pressure. Executed in your action phase, a successful draw can prevent reactions and overwhelm an unprepared target. As a reaction, it prevents being labeled Vulnerable, letting you meet a melee threat without crippling penalties. This skill is crucial for combatants who start unarmed, carry concealed weapons, or frequently switch weapons in battle. Used properly, Quick Draw Melee sets the tone for initiative, tempo, and control.

Sequencing

Sequence with feinting, lunging attack or even blitz attack for powerful openers to a battle.

Potential Counters

Quick draw melee - this will end in an opposed roll where the winner gets the bonus to their next attack this round.

Danger sense - Will alert opponents that you are dangerous which might prompt them to not allow you to get near.

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.