Tumbling

Agility
Quickness
Self Discipline

Short Description

A mostly defensive skill that allows the character to move unpredictably, making them difficult to hit by opponents.

Success Criteria

Effects

Modifiers and Restrictions

Action Examples

Can be used as a counter against a lot of skills where it will be an opposed roll.

If used against an attack, it will be an opposed roll aginst the attack of the attack roll, where you can subtract your success rate from the attack roll when damage is determined. If you fail, your miss rate will be added to the attack roll when determining damage.

Long Description

Tumbling is a reactive mobility skill that helps you stay fluid in motion-heavy combat situations. It allows you to avoid being pinned down, bypass enemy zones, and recover quickly when destabilized. Useful in tight spaces, traps, or for repositioning under pressure.

Pairs well with skills like combat evasion, spring attack, or side step, and is essential for characters who rely on agility, hit-and-run tactics, or navigating chaotic terrain.

Please notice that re-using this skill against intelligent opponents will often lead to them countering with a bonus of +20 per time you have used it. Same penalty counts if you tumble against an attack repeatedly.

Sequencing

Potential 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.