Knock Unconscious

Strength
Agility
Empathy

Short Description

Deliver a precise blow that incapacitates an opponent without causing permanent harm. Must use a melee weapon.

Success Criteria

Roll a d100. Subtract the target’s Resilience and add the resulting success rate to your normal melee attack roll.

Effects

If the attack would reduce the target’s health below 1, they instead fall unconscious for 1d10 rounds but remain at their current health.

If the target does not fall unconscious, they take no damage.

You do not deal any critical effect, but the critical damage is doubled.

Modifiers and Restrictions

The check is very hard (–30) if the target is aware of you (including in combat)

Standard combat modifiers.

Action Examples

  • Sneaking behind a guard and delivering a knockout strike.
  • Using your melee weapon’s pommel to strike someone in the temple mid-fight.
  • Hitting an already dazed enemy when their awareness is lowered.
  • Long Description

    Knock Unconscious allows for non-lethal takedowns using melee weapons. It is a precise combat skill that focuses on control rather than brute force. You aim to shut down an opponent’s ability to act by disrupting consciousness, requiring awareness of their health status and resilience. The attack leaves no wounds, but must be perfectly timed and well-executed—especially if the target is engaged or expecting a fight. This is a useful method for interrogation, capture, or crowd control in urban missions and espionage.

    Sequencing

    Closing -> Knock Unconscious (2 AP)

    Potential Counters

    Pain Suppression - halves the effect (damage) of the Knock Unconscious attack

    Adrenal Defense - gives a bonus to your DB when injured

    Mind Over Matter - gives you a roll to stay conscious

    Revenant’s Gift - Grants temporary immunity to unconsciousness and death effects

    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.