Psychological First Aid

Presence
Empathy
Self Discipline

Short Description

Use this skill to suppress fear, stabilize psychological trauma, and boost resilience against mental attacks caused by magic, technology, or extreme stress.

Success Criteria

Opposed Roll vs. the effect or source causing fear, panic, or psychological breakdown

Effects

Target gain +10 resilience against the attack +5 per 15 success rate.

Modifiers and Restrictions

Must be used as a reaction against a specific attack/skill/module to have full effect. You get a -20 penalty to your roll per round that has passed since the fear was induced.

Target must be able to see and hear you for the full effect. -20 penalty to your roll if they cannot.

Can only be used against attacks that specifically fears target, tries to dominate or take over the the mind.

Action Examples

Roll 132 vs. opopenent skill check of 110 (SR +22): Target gains +15 Resilience vs. fear based attack

Long Description

Psychological First Aid allows trained medics, empaths, and field leaders to intervene during moments of acute psychological distress - fear, panic, domination, or trauma - using composure, communication, and insight. When used as a reaction in the moment fear is induced, it can dramatically raise the target's resistance.

Delays reduce its effectiveness rapidly, as does poor communication or disrupted contact with the target. The skill cannot cure trauma but can shield the mind temporarily from debilitating effects, allowing allies to continue operating under duress. It is especially useful in high-threat environments involving fear spells, psionic domination, or alien horror.

Sequencing

As a reaction skill, it is 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.