Sense weakness

Intuition
Empathy
Presence

Short Description

Gain a preemptive advantage by sensing magical or physical vulnerabilities in your opponent before the first spell is cast.

Success Criteria

1d100 versus 100 DR + Target Resilience

Effects

Gain a +5 bonus to your first offensive spell roll against the target (if you target the weakness) as well as + 5 bonus per 15 Success Rate.

Modifiers and Restrictions

+10 to +30 DR if the target has magical defenses, concealment, or unfamiliar traits already in place

You only get the bonus if the spell cast targets the weakness you discover. Only applies to the first cast spell after Sense Weakness.

Potential weaknesses: Base Defense, Resilience, General Perception, Physical Damage, Energy Damage (fire, electricity, cold etc), Magic (psychic, dark, radiant), Hybrid Damage (force, sound, poison).

Action Examples

In the first combat round, you invoke Sense Weakness against an opponent. You roll a total of 120 which beat the DR of 100 + 5 Resilience. You are told that they have a relatively low Resilience, and you choose to cast a spell that targets Resilience which earns you a bonus of +10 on the spell you cast.

Long Description

This skill is used before your first spell in a combat to detect exploitable weaknesses in an opponent’s magical defense. It might be a crack in a low defense bonus etc. This intuition helps you choose not only which spell to cast, but also how to cast it. Unlike reactive awareness skills, Sense Weakness is predictive and proactive — giving your first spell a powerful edge. You must declare use of the skill before casting, and its effect only applies to that opening spell.

Sequencing

Not optimized for sequencing.

Potential Counters

Not any 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.