Shield Other

Strength
Self Discipline
Empathy

Short Description

Absorb damage meant for an ally by stepping into the path of harm.

Success Criteria

Roll d100 against DR 100.

Effects

You can absorb up to your success rate in health from a single strike dealt to an adjacent ally.

Modifiers and Restrictions

+10 DR per action point you must spent to move in order to intercept the attack.

Action Examples

An archer looses a deadly shot at your companion and deals 35 damage. You lunge into the path, succeeding with a roll of 125 , absorbing 25 damage whileyou companion still takes 10 damage.

Long Description

Shield Other is a noble and risky act of battlefield protection. Rather than simply defending yourself, you place yourself in harm’s way for another, using instinct, strength, and willpower to intercept injury. It rewards coordination, timing, and spatial awareness—especially in formations or duos.

It scales with characters built for endurance or mitigation, and can be a cornerstone of tanking strategies or protective bodyguard roles. Used effectively, it allows glass-cannon allies to survive otherwise lethal encounters.

Sequencing

Sequence with movement skills, modules or spells like dash, froststep and portal to minimize the time (Action Points) needed for the movement.

Sequence with skills, modules or spells that minimize damage taken such as Bark Skin or similar.

Potential Counters

Not many 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.