Keep at bay

Strength
Quickness
Intuition

Short Description

Keep at bay attempts to keep opponent out of melee range, making it harder for the enemy to use closing maneuvers or straight out attacking them if they move into your melee range.

Success Criteria

You can attack using this skill as an attack if target tries to move into your melee range.

Opposed roll if target is using closing, tumbling or similar skill to move into your melee range. If you are successul, you can choose to use this skill as an attack.

Effects

If successful, you can choose to attack using this skill as Attack Bonus for only 1 Action Point (instead of your standard attack).

Modifiers and Restrictions

When calling this skill, you spend 1 AP. Subsequent attacks against those that step into your melee range, you can attack them with this skill by spending only 1 AP per attack. You cannot use this skill to attack those that are already in your melee range.

Standard combat modifiers apply (including penalty for re-using skill)

The use of this skill to attack also counts as an attack in terms of penalties to multiple attacks.

Action Examples

Light-footed rogue attempts to tumble into range

You roll Keep at Bay: 94 + 35 = 129

They roll Tumbling: 112 + 25 = 137 → Fail

They slip past your guard, no attack allowed.

Long Description

Keep at Bay is a defensive melee technique that utilizes positioning, weapon reach, and psychological pressure to hold your ground and deny enemy movement. Especially effective in chokepoints, narrow corridors, or while guarding allies, this skill makes it dangerous for enemies to advance unchecked.

Using a long weapon or disciplined stance, the character creates a defensive zone that enemies must contest to breach. It can interrupt Closing, Charging, and Flanking Maneuvers, creating opportunities to control the battlefield and punish over-aggressive enemies with an attack if they misstep.

This is often combined with Disengage to form a retreat-and-hold tactic or used as part of a frontline anchor role in group tactics.

Sequencing

Sequence this with disengage for a powerful defensive move.

Potential Counters

Closing, tumbling, lunging attack, flanking maneuver etc.

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.