Escape Artist

Creativity
Self Discipline
Agility

Short Description

Slip from restraints, holds, or tight spaces through dexterity and calm under pressure.

Success Criteria

Roll 1d100 + Escape Artist skill vs.– DR 100

Opposed roll vs. target's Strength or relevant skill (e.g., Bear Hug, Grapple) if escaping a hold

Effects

You break free from physical restraints or grapples. In the case of an opposed roll (e.g., against a Bear Hug or Grapple), a successful check immediately ends the effect and allows full movement on your next action.

Modifiers and Restrictions

–10 to –40 DR for poorly tied ropes or unsecured restraints

+20 DR for advanced or high-tech restraints

+10 to +30 DR if panicked, with little time, or unable to see

-20 to DR if you have plenty of time

+10 to +40 DR if ropes are tied by a professional (jailer, hunter etc.)

Action Examples

Slipping free from loosely tied rope while hidden behind crates: DR = 100 – 20 (poor knots) – 10 (time) = DR 70 Roll = 89 → Success Rate = 19 → Freed and ready to move.

Long Description

Escape Artist is the quintessential skill for slipping out of tight situations — whether it’s wriggling from a guard’s ropes, slipping shackles in the dark, or bursting free from a crushing hold in combat. It measures a character’s ability to remain calm, flexible, and controlled under pressure, using breath control, subtle contortions, and practiced techniques.

The skill works both in and out of combat, often in response to being physically restrained or trapped. In grappling situations, it acts as a direct counter — allowing the character to break free from abilities like Bear Hug or Choke Hold with an opposed roll. In narrative situations, it determines whether the character can overcome physical constraints without outside help, relying instead on finesse and preparation.

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.