Larceny

Larceny.jpg



Larceny is a broad Skill that covers everything from picking locks to concealing stolen goods and everything in between. Most characters obtain this Skill the hard way, by committing crimes and often paying the price for their mistakes. Some individuals such as government agents and members of the military receive formal training in bypassing security systems and stealing valuable assets.

  • Possessed by: Burglars, commandos, government agents, private eyes
  • Specialties: Concealing Stolen Goods, Lock-picking, Pick-pocketing, Security Systems, Safe-cracking


General Roll Results
  • Success: Your character completes his action without arousing any notice or suspicion. He pockets the stolen wallet, slips inside the dark building or plucks the diamond from the nest of laser beams without anyone the wiser.
  • Exceptional Success: Your character not only completes his action, he does so with exceptional speed and grace, saving precious seconds when time is of the essence. A lock pops open with a simple flick of the wrist, or a security system goes offline with a few quick strokes on the keypad.
  • Failure: Your character doesn't complete his intended action. His attempt at picking a mark's pocket comes up empty, or the lock he works on refuses to cooperate.
  • Dramatic Failure: Not only does your character fail his attempted action, he reveals himself in the process. He might trip an alarm, wake a guard dog or be spotted with his hand in another person's pocket.

Lockpicking

Picking a lock is one of the most common applications of Larceny, and requires nothing more than a basic set of tools, a steady hand and a few moments' concentration. The task is an extended action, requiring a number of successes based on the toughness and sophistication of the lock. A suitcase or diary lock might require two or three successes, while a padlock or a house lock might demand anywhere from four to seven. Combination locks could require anywhere from eight to 12. Using specialized lockpicking tools (as opposed to improvised picks) can add a bonus to the roll.

• Dice Pool: Dexterity + Larceny + equipment
• Action: Extended (2-12+ successes required, depending on the sophistication of the lock; one roll represents one turn -- three seconds -- of work)
• Suggested Equipment: Prybar (+1), basic lockpicks (+1)
• Possible Penalties: Lack of tools (-1 to -5), darkness (-3), someone approaching (-2)

General Roll Results
  • Success: Your character makes progress toward picking the lock (apply successes toward the total needed).
  • Exceptional Success: Your character is well on his way to picking the lock.
  • Failure: Your character makes no headway against the lock.
  • Dramatic Failure: Not only has your character failed to make any progress with the lock, a mishap causes him to break one or more tools. Any previous successes earned are lost. He may start again from scratch with the Storyteller's permission.

Sleight of Hand

Your character picks a pocket. Palms an item. Slips something inside his clothing or bag -- all without being noticed, or so he hopes. Your character could develop this skill for unscrupulous reasons, or because he's a magician or performer. Or maybe he runs an honest shell game on the street. Regardless of the rationale, your character can take things or move things without attracting attention. They typically need to be Size 1 or less -- he can't make a piano disappear with a flick of the wrist. But he might make an artifact disappear from a museum showing with the right timing and a convenient distraction.

Roll your character's Dexterity + Larceny + equipment versus a victim or possible observer's Wits + Composure or Wits + Larceny (whichever makes for the larger pool). The Storyteller decides how many people could be possible observers, or just makes a single collective roll for a crowd. If you get the most successes, your character grabs, produces or hides something. If the victim or observer gets as many or more successes, she's wise to your character's efforts. She could call foul, call for the police or call your character out privately and insist on a cut of whatever scheme he's running.


• Dice Pool: Dexterity + Larceny + equipment versus Wits + Composure or Wits + Larceny
• Action: Contested
• Suggested Equipment: Crowded area (+1), few possible observers (+1), timely distraction (+1 to +3), partner to whom to transfer an item (+2)
• Possible Penalties: Subject wears tight clothes (-1), security system (-3 to -5), public attention on item (-3)

General Roll Results
  • Success:Your character steals, palms or moves an item as planned, without notice.
  • Exceptional Success: The item disappears with none the wiser. Your character's effort is so seamless, in fact,that turns, minutes or hours pass before anyone notices that something is missing or has been relocated. The Storyteller decides how much time is appropriate based on the general attention dedicated to the item in question.
  • Failure: The effort to grab, move or hide something goes incomplete. The item remains where it was or is still exposed in your character's hands. The Storyteller could allow one or more Successive Attempts before your character draws attention to himself.
  • Dramatic Failure: Your character utterly bungles the effort. He attracts everyone's attention. He trips, manhandles his intended victim or sets off an alarm.