Difference between revisions of "Thievery"

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Typically used with: '''Agility'''.
 
Typically used with: '''Agility'''.
  
In short: swiping and release. This skill isn't as nefarious as it sounds.  Thievery represents the art of misdirection, swindling, and self-liberation. This skill can be used to draw a small weapon unnoticed, snatch an item away from a table, pick someone's pocket, and other movements that require the hand to be faster than the eye.  It can also be used to slip out of tight bonds or another character's [[Grab]].
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In short: swiping and release. This skill isn't as nefarious as it sounds.  Thievery represents the art of legerdemain, pilfering, and escape artistry. This skill can be used to draw a small weapon unnoticed, snatch an item away from a table, pick someone's pocket, and other movements that require the hand to be faster than the eye.  It can also be used to slip out of tight bonds or another character's [[Grab]].
  
{{section|Difficulty|Thievery checks where the character is trying to hide an action from another character's view shouldn't have a set DL as they oppose the other character's [[Perception]]; however, circumstantial bonuses or penalties apply.}}
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{{section|Stealing|}}
{| width="100%"
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It's like taking candy from a baby! Except a wallet is usually more valuable than candy. You can roll a Thievery check to deprive someone of their coin purse, swipe an object from a merchant stall, or slide the ring off the countess' finger, all without being noticed. The victim of the theft rolls a [[Perception]] check. If your Thievery check is higher, the item is yours. If their Perception check meets or exceeds your Thievery check, they immediately spot what you're doing and get a chance to hold onto the item. If you still want it, you can make a [[Might]] check against their [[Grip]] check to take it.
! Example !! Check
 
|-
 
| Object is very small or otherwise easy to conceal (a marble, a dagger, four aces)
 
|align="center"| +2
 
|-
 
| Object is large, heavy, or otherwise very noticeable (a Dachshund, an axe, a sack of potatoes)
 
|align="center"| −2
 
|}
 
  
You really can't swipe or hide an object that someone is actively watching. You'll need some kind of diversion to make them look elsewhere.
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You really can't swipe or hide an object that someone is actively watching. You'll need some kind of diversion to make them look elsewhere, for instance, a friend's [[Perform]], [[Seduce]], or [[Taunt]].
  
A Thievery check where the character is trying to escape bonds is dependent on the complexity of the given binding.
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If the object is very small or otherwise easy to conceal (e.g. a marble, a dagger, four aces, ), you gain a +2 bonus on the Thievery check. If the object is large, heavy, or otherwise very noticeable (e.g. a Dachshund, an axe, a sack of potatoes, a longsword), you take a −4 penalty on the Thievery check.
{| width="100%"
 
! Example !! DL
 
|-
 
| Rope binding
 
|align="center"| Check
 
|-
 
| Net
 
|align="center"| 15
 
|-
 
| Crawling through a narrow space
 
|align="center"| 20
 
|-
 
| A set of simple manacles
 
|align="center"| 25
 
|-
 
| A masterful set of manacles
 
|align="center"| 30
 
|}
 
  
When the character is escaping rope bonds, the check is in opposition to the captor's [[Craft]] check. A Thievery check where the character is trying to escape another character's [[Grab]] is in direct opposition to the opponent's [[Grip]].
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{{section|Disarming|}}
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You can use a Thievery check to knock the weapon out of someone's hand. Your opponent must roll a [[Grip]] check. See the "[[Disarm]]ing" entry in the ''Tactics'' section of ''Chapter 10: Combat''. If your Thievery check beats their Grip check, you knock the weapon to the ground. Certain types of weapons, for instance whips and chains, grant a bonus to the Disarm check. If you disarm them with your bare hands, you can opt to grab the weapon instead.
  
{{section|Opposed Rolls|Thievery checks to conceal an action, such as pickpocketing, are opposed by a [[Perception]] check from a viewer. Thievery checks to escape rope bonds are made in opposition to the captor's Craft check. Thievery checks to escape another character's Grab are against the attacker's Grip check.}}
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{{section|Escaping|}}
{{section|Retry|Thievery checks to escape bonds can be made until the character succeeds. Your GM may or may not allow you to ''Take the Best'' on this check. Escaping a Grab can be retried for 2 AP. Any other use of Thievery cannot be retried without a [[fate]] point.}}
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You can roll a Thievery check to escape another creature's Grab. See the "Grabbing" entry in the ''Tactics'' section of ''Chapter 10: Combat''. Using Thievery to escape from a Grab takes 3 AP. To try to pin you down, your opponent rolls a Grip check. If your Thievery check meets or exceeds their Grip, you're free of the Grab.
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You can also try to escape rope bonds, chains and a lock, or a set of manacles. In this case, you're rolling against either the DL of the manacles or lock, or the Craft check of the character who tied you up. Trying to escape bonds takes 3 AP. You can choose to ''Take the Best'' if you're tied up and there's no rush to get out.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 00:31, 9 June 2019

Typically used with: Agility.

In short: swiping and release. This skill isn't as nefarious as it sounds. Thievery represents the art of legerdemain, pilfering, and escape artistry. This skill can be used to draw a small weapon unnoticed, snatch an item away from a table, pick someone's pocket, and other movements that require the hand to be faster than the eye. It can also be used to slip out of tight bonds or another character's Grab.

Stealing

It's like taking candy from a baby! Except a wallet is usually more valuable than candy. You can roll a Thievery check to deprive someone of their coin purse, swipe an object from a merchant stall, or slide the ring off the countess' finger, all without being noticed. The victim of the theft rolls a Perception check. If your Thievery check is higher, the item is yours. If their Perception check meets or exceeds your Thievery check, they immediately spot what you're doing and get a chance to hold onto the item. If you still want it, you can make a Might check against their Grip check to take it.

You really can't swipe or hide an object that someone is actively watching. You'll need some kind of diversion to make them look elsewhere, for instance, a friend's Perform, Seduce, or Taunt.

If the object is very small or otherwise easy to conceal (e.g. a marble, a dagger, four aces, ), you gain a +2 bonus on the Thievery check. If the object is large, heavy, or otherwise very noticeable (e.g. a Dachshund, an axe, a sack of potatoes, a longsword), you take a −4 penalty on the Thievery check.

Disarming

You can use a Thievery check to knock the weapon out of someone's hand. Your opponent must roll a Grip check. See the "Disarming" entry in the Tactics section of Chapter 10: Combat. If your Thievery check beats their Grip check, you knock the weapon to the ground. Certain types of weapons, for instance whips and chains, grant a bonus to the Disarm check. If you disarm them with your bare hands, you can opt to grab the weapon instead.

Escaping

You can roll a Thievery check to escape another creature's Grab. See the "Grabbing" entry in the Tactics section of Chapter 10: Combat. Using Thievery to escape from a Grab takes 3 AP. To try to pin you down, your opponent rolls a Grip check. If your Thievery check meets or exceeds their Grip, you're free of the Grab.

You can also try to escape rope bonds, chains and a lock, or a set of manacles. In this case, you're rolling against either the DL of the manacles or lock, or the Craft check of the character who tied you up. Trying to escape bonds takes 3 AP. You can choose to Take the Best if you're tied up and there's no rush to get out.