Ready Action

Reasoning
Self Discipline
Constitution

Short Description

Prepare a specific skill in advance to trigger when a chosen condition occurs, gaining a bonus based on timing and focus.

Success Criteria

Roll d100 + Ready Action skill bonus vs. DR 100 + modifiers

Effects

Gain +5 to the skill roll

Gain an additional +5 per 15 Success Rate (SR)

Modifiers and Restrictions

Must be sequenced with a skill

+10 to +30 DR if the trigger is vague, complex, or involves many variables

–10 to –30 DR if the trigger is obvious or highly specific

Action Examples

Preparing Regroup for when a teammate falls back toward you:

DR = 100 – 15 (predictable movement) = 85

Roll = 115 → SR = 30 → +15 bonus to Regroup

Long Description

Ready Action allows a character to declare a specific skill they are preparing to use as a response to a defined trigger. If the condition occurs, the character can immediately execute the skill with a precision bonus based on how well they anticipated and focused during the wait.

This skill is central to tactical play, enabling characters to act before or at the exact moment something happens — turning reaction into opportunity. It is often used in skill sequencing, formations, and support coordination.

Sequencing

Can be sequenced with just about any skll

Potential Counters

No direct 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.