Last Stand

Boldness
Presence
Self Discipline

Short Description

Push wounded allies beyond their limits, granting them a short-lived but vital surge of health.

Success Criteria

Roll d100 against DR 100

Applies only to allies below 25% Health at the time of activation.

Effects

All allies below 25% health recaive 5 temporary health + 5 per 15 success rate.

The health is lost after 1 round.

Modifiers and Restrictions

+20 to DR per time used in the same battle.

Action Examples

With the line breaking, you turn and bellow. Your roll of 115 vs. DR 100 helps your dying comrade stand, boosted by +10 Health, giving them one final turn.

Long Description

Last Stand is the defining skill of field leaders who refuse to let allies fall without a fight. It taps into pure willpower and presence to momentarily push the wounded beyond normal physical limits—long enough to strike, defend, or flee. This is not healing in the traditional sense—it’s adrenaline, fury, and camaraderie distilled into survival instinct.
Tactically, Last Stand is perfect for rallying allies who are technically alive but practically out of the fight, especially if combined with effects like Retreat Coordination, Rallying Cry, or Quick Reposition. It works particularly well in high-risk moments before a Tactical Coordination move or when escape routes need to be created.

The effect lasts only 1 round, but that round can save lives or turn the tide. This skill becomes stronger when paired with spells like Sanctuary (to protect the revived), Rhythmic Flow (to regain lost AP), or the tech module Threat Vector Designation (to redirect enemies).

Sequencing

Use Last Stand → then Quick Reposition to get allies out of danger.

Potential Counters

Curse of Reversal – While active, all healing is halved, and anyone attempting to aid a cursed target suffers 2d12 magic damage, making this skill dangerous to use under the curse.

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.