Thieves Cant

Memory
Intuition
Reasoning

Short Description

Use subtle gestures, slang, and body language to convey secret messages understood only by those in the know - without alerting outsiders.

Success Criteria

Roll 1d100 + Thieves Cant skill vs. DR 100 + modifiers for clarity, length, stress, and distractions.

Effects

If successful, the message is delivered covertly. The recipient understands the full meaning without outsiders noticing or deciphering it.

Modifiers and Restrictions

+10 to +40 DR for longer, complex, or multi-layered messages (+40 being a full sentence conveying a complex message).

+20 DR if used during combat or under stress.

-20 DR if the context is known or pre-agreed.

–10 to –30 DR if message is short, rehearsed, or previously used with the receiver.

Action Examples

Nodding subtly to tell an ally which guard has the keys, in a calm moment: DR = 70 (simple message - 10 DR, known context -20 DR).

Long Description

Thieves Cant allows a character to communicate secret messages using a coded combination of gestures, posture, slang, and subtle wordplay—known only to a trained underworld circle. This skill is a cornerstone of criminal operations, rogue guilds, and underground movements, letting users signal allies, pass hidden warnings, or coordinate illicit activity without attracting attention.

The language is intentionally layered and informal, often tailored between individuals or local groups, which makes improvisation risky and long messages difficult to encode or decode quickly. Complexity, stress, and context all influence success - rapid messages in combat, or impromptu signals with new contacts, are far harder to pull off than rehearsed signs or prearranged cues.

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.