Pressure Point Strike

Agility
Quickness
Creativity

Short Description

A focused strike to a nerve cluster or weak spot, meant to disable or control without inflicting lethal damage.

Success Criteria

Roll d100 and subtract target Base Defense AND Resilience and adjust for attack modifiers.

Effects

If successful, target lose 1 AP per 15 successrate in this round.

(thus most effectful if you strike first).

Modifiers and Restrictions

Standard combat modifiers.

-20 against unfamiliar anatomies.

Must be combined with an unarmed strike (or similar).

Action Examples

  • A sudden jab to the armpit that makes an opponent’s sword arm go limp.
  • A spinning strike to the side of the neck that drops a guard to their knees.
  • A thumb pressure to the thigh that causes a collapse without pain or blood.
  • Long Description

    Pressure Point Strike is a high-precision combat technique used to subdue or control rather than injure. It is favored by martial artists, medics, and stealth operatives who rely on speed and anatomical precision to disable enemies quickly.When used correctly, it bypasses armor by striking exposed joints or nerve clusters, forcing involuntary responses like muscle collapse or unconsciousness. However, it is ineffective against machines, or unfamiliar anatomies.

    Sequencing

    Must be sequenced with an unarmed attack (for 3 AP cost)

    Potential Counters

    • Bulwark Sigil - enhances resilience.
    • Parry melee - use your attack to make an opposite roll to parry the attack

    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.