Intimidation Tactics

Boldness
Presence
Strength

Short Description

Use physical presence, combat dominance, or psychological threats to disrupt an opponent's decision-making in battle.

Success Criteria

Roll: d100 + Intimidation Tactics skill against DR 100 + target Resilience

Effects

Success: Cause target to lose 1 AP next round

Critical success (+30) causes 2 AP loss instead

Modifiers and Restrictions

–10 DR to -20 DR — You clearly dominate in size, strength, or position

–10 to -20 DR — Target has taken recent damage or is isolated

–-20 DR — Target is very injured (below 50% health)

+10 DR — Combat just started and/or both sides are on even terms

+10 DR to +30 DR— You appear weaker, injured, or outnumbered

Action Examples

Mid-fight, you roar and step aggressively into a lightly armored opponent’s guard. You declare Intimidation Tactics. The GM sets DR at 80 because of your size advantage and their recent damage.

Long Description

Intimidation Tactics disrupts an opponent’s rhythm through fear, dominance, and mental pressure. It may involve shouting, weapon flourishes, threatening posture, or the cold stare of a confident killer.

This skill works best when used early to seize control or during turning points in a fight. The psychological toll of combat is real—well-timed intimidation can shake resolve, force hesitation, or create costly mistakes. It scales with battlefield positioning, visible injuries, and perceived strength, and is less effective against highly trained or inhuman foes.

Sequencing

  • Intimidation Tactics – 1 AP (primary skill) -> Staggering Strike – 3-4 AP (for DB loss)) -> Taunt – 1 AP (provoke to control their next target)
  • Potential Counters

    Laugh at Danger – Offsets fear-like effects by inspiring allies and reinforcing resilience

    Clear Mind (psionics) - bonus to resilience against mind affecting skills, spells and modules.

    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.