Second Wind

Constitution
Self Discipline
Presence

Short Description

Tap into deep reserves of energy to regain lost Action Points.

Success Criteria

Roll d100 against DR 100.

Effects

Regain 1 Action Point lost to fatigue if successful

Regain 1 extra AP per 20 success rate.

Modifiers and Restrictions

Can only be done in your action phase and you cannot attack in the round.

You get a +15 penalty to DR per action point you spent prior to using second wind.

You cannot use any action points in the battle round after using second wind.

Action Examples

- You take a defensive stance instead of attacking, then breathe deep and steel yourself to continue fighting

- While hiding behind cover, you take a moment to gather strength

- You hold off casting a spell to recenter your energy and get back in the fight

Long Description

Second Wind represents a combatant's ability to draw upon hidden reserves, grit, and determination when their body tells them to stop. Whether through battlefield discipline or adrenaline, it allows characters to reclaim precious momentum mid-battle.Used wisely, Second Wind lets a player maintain tempo and survive tight moments—but overuse in rounds full of action and stress makes success very unlikely.

Sequencing

Defensive Stance -> Second Wind (2 AP total) - provides better defense

Potential Counters

None

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.