Draw Fire

Boldness
Presence
Self Discipline

Short Description

Force ranged enemies to target you instead of allies by intentionally drawing their attention or aggro.

Success Criteria

Roll d100 against DR 100

Effects

Target must attack you with their next ranged attack or ranged spell or suffer a penalty to their attack roll equal to your success rate.

Modifiers and Restrictions

+20 per enemy you try to force to attack you.

You must be within range of the attackers ranged attack and you cannot be more in cover than your ally.

Action Examples

You shout, bang your shield, and step forward as an enemy is lining up a shot at an injured ally. You roll 135 - enemy attacks on your ally now have a -35 penalty or they can attack you with no penalty.

Long Description

Draw Fire is a defensive support skill that turns attention and aggression toward the user. It’s particularly effective for bold, charismatic, or durable characters who can withstand enemy attacks better than their teammates. Instead of directly blocking attacks, it manipulates enemy behavior, forcing poor targeting decisions or hesitation.

Unlike taunt-style skills, Draw Fire affects targeting decisions mechanically, making it ideal for tanks, support units, or guards. It pairs well with other defense or resilience boosts and can be sequenced into aggressive stances to punish distracted enemies.

Sequencing

Defensive Stance (1 AP) + Draw Fire (1 AP) = You improve your defense bonus while stepping up to take the damage from an ally.

Draw Fire (1 AP) + Dodge Missile (1 AP) = You draw fire and antipating a shot, you dodge if/when it comes.

Potential Counters

No direct counters except enhancing your attack bonus.

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.