First Aid

Empathy
Reasoning
Presence

Short Description

Stabilize a wounded or dying target immediately after injury, preventing further harm and potentially reviving the recently fallen.

Success Criteria

Roll d100 versus DR 100

Effects

On success, the target is stabilized and receives (1 time only): 1d4 HP per 10 success rate - e.g., SR 100 = 1d4, SR 110 = 2d4, SR 120 = 3d4, etc..

If target is below 0 HP, use 1d8 instead of 1d4 per 10 SR

If the target takes continous damage from bleeding or damage over time from spells, then the continued appliance of First Aid can heal that damage.

Modifiers and Restrictions

+10 to DR per round since the injury happened

Action Examples

Patch up a bleeding ally during cover fire: Base DR = 100 - Roll = 120 (SR 190) → 3d4 HP restored

An ally takes a hit and falls down with -12 health next to you. You quickly administer First Aid and roll 130 providing the ally with 3d8 health. Might be enough for them to regain consciousness.

Long Description

First Aid is the frontline emergency medical skill. It’s used to immediately stabilize a wounded ally, particularly when magical healing is unavailable or when critical decisions must be made within seconds. The skill is reactive and must be deployed quickly—ideally within the round the injury occurs.

Unlike General Medicine, which is more comprehensive and ongoing, or Surgery, which addresses deep trauma, First Aid excels in triage: stopping death, buying time, and minimizing loss. It's the skill you reach for when an ally is bleeding out, a teammate falls from an explosion, or a comrade is poisoned and on the brink.

In skilled hands, First Aid can delay death long enough for more powerful spells or treatments to be applied.

Sequencing

Sequence with skills, spells and modules that enhance 1 skill check or similar.

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.