Side Step

Agility
Quickness
Intuition

Short Description

Shift your body just out of reach to disrupt an enemy’s carefully sequenced move, breaking the flow and reducing its effectiveness.

Success Criteria

Opposed roll: Roll d100 + Side Step skill vs. Attacker’s Sequenced attack

Effects

On success, the attacker’s sequencing is partially broken:

You negate the secondary effect of the attack sequence

The main attack is still resolved, but without added bonuses (e.g., Power Attack bonus, Charge attack bonus etc.)

Modifiers and Restrictions

Must be declared as a reaction to a sequenced action (attack + bonus effect)

+20 bonus to your roll if the sequence involves a movement skill from outside of your melee range (charge, lunging attack etc.)

Standard combat modifiers apply

Action Examples

Evade a Power Sequence: Enemy uses Power Attack and gains +20% damage (on a 120 roll) -> DR = 120 → You roll: Skill 70 + Roll 60 = 130 → SR = 10. Main attack hits as normal, but the Power Attack bonus is negated

Long Description

Side Step is a reactive defense designed to counter complex, coordinated combat techniques. While basic defenses block or absorb damage, this skill disrupts timing—stepping just far enough off-line to throw off an attacker’s full sequence. Whether it's a follow-up spell, a bonus from a power skill, or a movement-linked effect, a successful Side Step breaks the chain.

This makes it especially valuable against martial artists, battle casters, or operatives who combine multiple skills in a single action. It requires sharp intuition, refined footwork, and just the right moment to shift.

Sequencing

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Potential Counters

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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.