Thievery "Agility"

Thievery

AGILITY

  Lockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery.   If used to pick a lock, crack a safe, disable a trap, or perform a simple unopposed action, success opens or disables the device, and a raise does it in less time, without tripping alarms, or whatever else the GM feels is appropriate. Sleight of hand, hiding or planting an item, or picking a pocket require a simple success. If foes are actively watching the character, Thievery is opposed by Notice.   The Game Master should assign penalties for particularly difficult circumstances. Picking a heavy padlock might have a −4 penalty, while hiding a revolver in bulky winter clothing might grant a +1 bonus.   Failure typically means the character is spotted or it takes too much time (after which the character can try again). A Critical Failure typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way.

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