Got your back

Empathy
Boldness
Presence

Short Description

Defend an ally's blind spots and prevent flanking, backstab, or surprise bonuses by staying alert and covering their position during battle.

Success Criteria

Roll d100 + Got Your Back skill bonus vs. DR 100

Effects

If successful, the ally gains a bonus to their Defensive Bonus (DB) against 1 triggering attack.

Bonus is +5, plus +5 per 15 SR

Modifiers and Restrictions

Must be called before the attack (usually as a reaction to the first action phase in a battle round and then covers for the rest of the combat round)

Covers only 1 attack.

+10 to +30 to DR if in chaotic combat, or poor visibility

+10 to DR per attacker above 1

Opposed roll may apply if enemy is using Ambush or Flanking Maneuvers

Action Examples

Protecting a squishy caster from two sneaky enemies:

DR = 110 (multiple threats), Roll = 135 → SR 25 → +10 DB against their first attack.

Long Description

Got Your Back is used to prevent allies from being taken by surprise, especially from the sides or behind. This skill shines in cooperative positioning and formation defense. It helps defenders and tacticians maintain battlefield control and protect vulnerable teammates during skirmishes. Works best with mutual awareness and strategic placement. It does not block attacks, but makes them harder to land cleanly.

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.