Iron-Will Shock Buffer

Memory
Self Discipline
Intuition

Short Description

Anticipate and buffer the disruptive energy spikes that follow a critical hit, preserving your Action Points (AP)

Success Criteria

Roll d100 + skill versus DR 80 + the total damage taken from the critical hit

Effects

Success Margin: (Success Rate = Roll–DR)

SR 0–15. Negate 1 AP that would be lost

SR 16–29Negate 2 AP

SR 30+Negate all AP loss from the critical

Modifiers and Restrictions

-10 per former use of the skill in this battle.

Action Examples

Front‑line Technomancer is crit with a margin of 100 which causes the loss of 1 AP to fatigue (needs short rest to recover).

Technomancer takes 46 damage and thus must roll above 126. The Technomancer rolls a total skill check of 135 and thus retains the Action Point.

Long Description

Critical Resource Dampening represents a deep, near‑instinctive grasp of energy flow. Whether channeling arcane currents or tech capacitors, the practitioner senses the moment a strike threatens to overload their focus. By bleeding off or rerouting the surge, they keep their action economy intact—often the difference between seizing initiative or being rendered helpless in the following beats.

The skill scales with precision: modest success cushions part of the shock, while flawless timing nullifies it entirely. Because the roll is made after confirming a critical hit, it serves as a last‑line insurance policy rather than general defence.

Sequencing

Not optimized for sequencing

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.