Pickpocket
This skill allows a character to steal small items such as purses, keys, or amulets, or cut holes in moneybags without getting caught. There are several ways to use this skill. The common pickpocket typically steals from people by taking their money pouches, and the burglar steals items from drawers, dressers, or other containers. Distractions are important for a pickpocket. This skill also allows a character to slip an item to somebody else without being noticed. Crowded areas and money pouches worn openly at the belt may grant bonuses to the check, while alert guards and several layers of clothing might make picking pockets more difficult. The check is always made as a competitive check using Pickpocket (application depending on the action) against the victim’s Perception (Spot). Note that a check using Perception (Spot) may suffer penalties due to distractions, crowds, and noise, or receive bonuses for high alertness or quiet surroundings.Check: COU/DEX/AGI
Applications: Create Distractions, Steal from Person, Steal Item, Slip Item
Encumbrance: yes
Tools: maybe a knife or a dagger
Quality: the theft isn’t noticed for a while.
Failed Check: the attempt isn’t successful, or the victim notices the attempt immediately.
Critical Success: the victim doesn’t notice the thief, who manages to obtain especially valuable items or steal from more than one victim. For QL, competitive checks, and cumulative checks, SP = 2xSR.
Botch: people in the area, possibly even the victim, notice the attempt, but the thief remains ignorant of this detection. The attempt fails, and in addition, the thief is surprised (see page 36).
Improvement Cost: B
- Money pouch lying unattended +5
- Money pouch hanging openly from the belt +3
- Money pouch in baggy, loose clothes +1
- Steal from a victim on the street +/-0
- Difficult area with only a few hiding places -1
- Steal a ring from someone’s finger -3
- Closed pouch under tight-fitting clothes -5