Pick Pockets

Agility
Empathy
Boldness

Short Description

Stealthily remove items from a target’s person without them noticing, whether on a crowded street or in the chaos of battle.

Success Criteria

Roll 1d100 + Pick Pockets Skill vs. DR 90 + target’s General Perception

Effects

You successfully lift the item without the target noticing.

Modifiers and Restrictions

–10 to –40 DR if target is distracted, impaired, or unaware

+10 to +30 DR if item is well hidden, secured, or under close watch

+20 DR if attempted while moving quickly or under pressure

–10 DR if aided by a diversion or social distraction

–15 DR if the item is exposed (necklace, loose bag, open pouch)

+25 DR if target is actively guarding the item or highly paranoid

Action Examples

Lift a necklace during a crowded celebration: DR = 90 – 20 (distracted crowd) – 15 (necklace exposed) = 55

Roll = 88 → SR = 33 → Necklace stolen

Steal a keycard from a guard’s uniform: DR = 90 + 20 (secured in uniform) + 10 (guard alert) = 120

Roll = 112 → SR = –8 → Fail, guard notices something wrong

Long Description

Pick Pockets is the art of covert theft in close proximity—typically targeting individuals' personal belongings without drawing attention. It requires precise timing, calm under pressure, and a careful reading of body language. Success relies not only on dexterity but on the ability to spot the perfect moment: when the target is distracted, engaged, or vulnerable.

This skill covers everything from lifting credit chips during a handshake to stealing identification tags while dancing or snatching mission-critical access devices from a distracted officer. Advanced use includes smoothly passing the item to an ally, hiding it instantly, or planting items instead of stealing them (with penalties). It plays well with deception, crowd dynamics, and misdirection.

Sequencing

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Potential Counters

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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.