Sleight of Hand

Presence
Agility
Boldness

Short Description

Manipulate or transfer small objects without being noticed, whether to impress, deceive, or commit theft in plain sight.

Success Criteria

Roll 1d100 + Sleight of Hand skill vs. DR 90 + target's General Perception

Effects

If successful, you complete the manipulation without being noticed or raising suspicion. The object is transferred, concealed, or swapped seamlessly.

Modifiers and Restrictions

–10 to –30 DR if target is distracted or not watching you directly

+10 to +50 DR if attempting to switch items in plain sight or under scrutiny

–20 DR if the action is extremely simple (e.g. palming a coin off a table)

+20 DR if using this skill during combat or stressful situations

Action Examples

Swapping a gemstone with a fake in front of a merchant: DR = 100 + 30 (scrutinizing merchant) = 130

Palming a key off a table during a loud tavern brawl: DR = 100 – 20 (simple) – 20 (distracted environment) = 60

Hiding a dagger from a checkpoint guard with an ally trying to distract by talking to the guard: DR = 100 + 30 (under scrutiny) – 10 (minor distraction) = 120

Roll = 134 → SR = 14 → Dagger concealed, guard finds nothing.

Long Description

Sleight of Hand is the practiced art of manipulating small objects — from coins and cards to keys, tools, and weapons — so subtly that observers don’t notice. It can be used to conceal an object, steal an item off a table, switch two similar-looking things, or create visual distractions during conversation or conflict. It requires dexterity, precise timing, and the ability to read attention. The skill thrives in chaos or distraction, but it can also be employed under intense scrutiny by a masterful rogue.

This skill is essential to any con artist, street magician, or covert operative. It allows not only for deceptive handling of objects but also seamless integration into performances or heists, bridging the gap between entertainment and criminal application.

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.