Psychological Warfare

Empathy
Presence
Boldness

Short Description

The use of psychological tactics to demoralize, confuse, or intimidate opponents, using fear, misinformation, and manipulation to weaken enemy morale and decision-making.

Success Criteria

Effects

Modifiers and Restrictions

Action Examples

Make an opposed roll vs. your target’s Resilience + DR 100. If you succeed, the target suffers a –2 penalty to their Resilience for every 10 points of your success rate. This penalty lasts for the rest of the battle.

If used against the same target, in the same battle. you suffer a +50 penalty to DR. Against another target, you suffer a +25 penalty to DR.

Long Description

Psychological Warfare represents the tactical use of fear, intimidation, and psychological manipulation to break down an enemy’s mental defenses. Rather than relying on brute force, this skill targets a foe’s confidence, focus, and emotional stability, leaving them more vulnerable to other forms of attack. It can involve subtle cues, unsettling threats, or displays of dominance—anything that shakes the opponent’s resolve.

Psychological Warfare is best used early in a battle to soften up key enemies, especially those relying on high Resilience to withstand effects like illusions, poisons, or mind-affecting powers. It pairs well with skills such as Intimidation Tactics, Manipulate Perception, or Debilitating Strike, allowing you to cripple both morale and defense simultaneously.

Sequencing

Potential 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.