Stunning Strike

Agility
Quickness
Self Discipline

Short Description

Transform a successful weapon hit into a stunning impact that drains momentum and disrupts the opponent’s next action.

Success Criteria

(Roll 1d100 + Add the success rate of your weapon attack) against DR 100 + Target’s Self Discipline (SD))

Effects

Target loses 1 AP to fatigue

Your success rate on this skill check is subtracted from the target’s next attack roll

Modifiers and Restrictions

-15 if you are using a slashing and - 30 if you are using a piercing weapon

(no standard combat modifiers as those are used for the attack roll)

Action Examples

A hit with a warhammer to the chin, solar plexus or temple.

Long Description

Stunning Strike turns precise combat knowledge into disabling blows. It replaces any normal critical effect with an attempt to destabilize an opponent’s balance and focus. The more accurate your hit, the greater the chance of disrupting their rhythm. This skill rewards precision and control rather than brute force and becomes more effective against enemies with low Self Discipline. It is especially powerful against glass cannon foes and spellcasters. However, it is difficult to pull off in a standard melee fight and will often require that you have an advantage on the attack such as attacking from behind or similar.

Sequencing

Must be sequenced with your attack in your action phase.

Potential Counters

Riposte – Punish the attacker if their Stunning Strike fails

Defensive Stance – Boosts defense and reduces likelihood of a strong hit sequence

Bio-Stasis Core (BiB Module) - Prevents loss of AP

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.