Thievery

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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.

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.

Example DL
Object is very small or otherwise easy to conceal (a marble, a dagger, four aces) −2
Object is large, heavy, or otherwise very noticeable (a Dachshund, an axe, a sack of potatoes) +2
Object is being intently watched +4

A Thievery check where the character is trying to escape bonds is dependent on the complexity of the given binding.

Example DL
Rope binding Check
Net 15
Crawling through a narrow space 20
A set of simple manacles 25
A masterful set of manacles 30

When the character is escaping rope bonds, the check is in opposition to the captor's skill check (for instance, to tie those complex knots, the captor probably rolled a Lore). A Thievery check where the character is trying to escape another character's Grab is in direct opposition to the opponent's Might.

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 skill check. Thievery checks to escape another character's Grab are against the attacker's Might check.

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.