Theft

Palming, pickpocket, and sleight of hand.

Theft is the fine-motor craft of misdirection -- the fingers that move faster than the eye. It covers palming (hiding small objects), pickpocketing (lifting items from persons), sleight of hand (card tricks, planted evidence, planted devices), and the quick concealment of contraband on the body. In the verse, Theft is the Operative's bread and butter, the Face's party trick, and the reason port customs officers pat you down twice. Lockpicking and mag-seal bypass use Security/Locks; Theft is about what happens before and after the lock.

Rules Reference

FieldValue
Armor Check Penaltytrue
Key AbilityDEX
Opposed SkillsPerception
Trained Onlyfalse
Untrained Use
Key AbilityDEX

Notes

Special: Palming a small object (DC 10) is a free action. Pickpocketing is opposed by the target's Perception (untrained check vs. trained Perception bonus).

Special: Palming a small object (DC 10) is a free action. Pickpocketing is opposed by the target's Perception (untrained check vs. trained Perception bonus).

Untrained: May attempt simple palms (hiding a card, tucking away a small object). -2 penalty on any contested check vs. Perception. No pickpocket or sensor-bypass capability.

Descriptors

dc: 10

FieldValue
dc10
taskPalm a small object during conversation

dc: 15

FieldValue
dc15
taskPickpocket an alert mark

dc: 18

FieldValue
dc18
taskLift a tagged item without tripping sensors

dc: 22

FieldValue
dc22
taskPlant a device on an unwitting target

dc: 25

FieldValue
dc25
taskConceal a weapon past a security scan

dc: 30

FieldValue
dc30
taskLift a high-value item in a monitored vault

Synergy

bonus: 2

FieldValue
bonus2
fromDeception
threshold5

bonus: 2

FieldValue
bonus2
fromStealth
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillDeception

bonus: 2

FieldValue
bonus2
ranks5
skillStealth

bonus: 2

FieldValue
bonus2
ranks5
skillSecurity/Locks

Uses

application: Palm a small object during conversation

FieldValue
applicationPalm a small object during conversation
dc10
failureFumble; object drops or becomes visible.
successObject hidden; observers must make Perception to notice.

application: Pickpocket an alert mark

FieldValue
applicationPickpocket an alert mark
dc15
failureMark notices attempt; social consequence or alarm.
successItem lifted; mark unaware.

application: Lift a tagged item without tripping sensors

FieldValue
applicationLift a tagged item without tripping sensors
dc18
failureSensor tripped; alarm sounds.
successItem taken; sensor tag bypassed.

application: Plant a device on an unwitting target

FieldValue
applicationPlant a device on an unwitting target
dc22
failureTarget notices; device discovered.
successDevice planted; target unaware.

application: Conceal a weapon past a security scan

FieldValue
applicationConceal a weapon past a security scan
dc25
failureWeapon detected; security response.
successWeapon passes scan undetected.

application: Lift a high-value item in a monitored vault

FieldValue
applicationLift a high-value item in a monitored vault
dc30
failureCaught on camera or by guard; lockdown.
successItem taken; monitoring bypassed.