Quick Reposition

Quickness
Presence
Boldness

Short Description

Use your leadership and battlefield awareness to grant allies movement options during tense or shifting situations.

Success Criteria

Roll d100 versus DR 100.

Effects

All allies gain 1 Action Point next battle round that can only be spent on movement + 1 Action Point (movement only...) per 20 success rate.

Must be able to see or hear you.

Modifiers and Restrictions

+20 DR per time you use this skill in the same battle.

Action Examples

You need a member of your team to close in on 2 enemies who are harrassing you with ranged shots from behind cover. You roll a 120 skill check, and they can add 2 Action Points to their action point pool to be spend before the end of next round.

Long Description

Quick Reposition is the hallmark of dynamic leadership under pressure. It allows you to direct one or more allies in your line of sight to move quickly and effectively—either to reposition for tactical advantage or escape danger.

The bonus Action Points can be used for any kind of movement—combat steps, disengagements, dashes—but not for attacking, casting, or activating gear. It’s an excellent option for turning defensive postures into flanking attacks, reinforcing weak spots, or enabling sudden charges.

Sequencing

Sequence with regroup to optimize tactics.

Potential Counters

Bear Hug (skill) Petrify, Blizzard (spells) or similar to minimize movement

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.