Combat Stabilization

Self Discipline
Presence
Empathy

Short Description

Intervene to reduce ongoing physical damage caused by bleeding, burns, corrosive injuries, or similar effects by applying rapid emergency techniques to interrupt or contain internal or external trauma.

Success Criteria

Opposed Roll: Roll d100 + skill against the original roll or attack score that inflicted the Damage Over Time effect.

Effects

On success, the ongoing damage from the DoT effect is reduced by 10%, plus + 10% per 20 points of success rate (e.g., SR +20 = 20 % reduction)

Modifiers and Restrictions

You must be in range to touch the target.

Does not affect the initial damage or damage already taken.

Does NOT work against magic damage (Psychic, Dark, Radiant, Chaos/Flux etc), but only against energy, hybrid and physical damage.

Action Examples

Poisoned by acid (DoT from Acid Sphere, initial roll 124): Player rolls 132 with Stop Bleeding skill → Opposed vs. 124 → SR +8→ Effect: DoT reduced by 10% for the rest of the damage ticks.

Long Description

Trauma Interruption is a rapid medical technique used to reduce ongoing damage from bleeding, burning, acid, or other lingering effects. It doesn't heal past damage but targets the source of ongoing harm, applying pressure, neutralizers, or field tools to limit further injury.

Resolved as an opposed roll against the original attack, it scales by success rate to reduce damage over time - making it a vital tool for medics under fire or in high-threat environments.

Sequencing

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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.