Page 75 - World of Darkness
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Larceny                                         The task is an extended action, with the required number
                                                                  of successes depending on the complexity of the system in
                      The burly security guards hustled Carter and Susan  question. A basic alarm might demand five, while a stan-
                  through the lobby and out into the plaza. As soon as the  dard home-security system might require as many as 10.
                  guard holding him let go, Carter spun around and tried to  Sophisticated corporate or government security systems
                  push past, but the guard caught him and shoved him  might require 15 or more successes to disarm, at the
                  backward.                                       Storyteller’s discretion. Using specialized tools can add
                                                                  modifiers to the roll.
                      “Don’t show your face here again,” one of the men  Most home and corporate alarm systems have a warn-
                  said, pointing his finger at Carter and Susan in turn. “Next  ing period of 30 or 45 seconds to allow for an authorized
                  time we won’t be so gentle.”
                                                                  user to disarm the system before triggering an alarm. Thus,
                      Susan watched the guards march back into the lobby,  a would-be burglar only has 10 or 15 turns to locate and
                  and sighed. “Well, so much for that idea. What’s plan B?”  disarm the system before the alarm goes off.
                      Carter turned, a faint smile on his face. “We wait until  Example: Sasha picks the lock on the councilman’s
                  tonight and see which one of these fits the front door,” he  back door and slips inside. The house’s security system beeps
                  said, showing her the guard’s thick key ring.   a warning and Sasha heads for the main junction box in the
                                                                  basement. It takes three turns to dash down the stairs and
                      Larceny is a broad Skill that covers everything from  find the box, leaving only seven turns before the alarm
                  picking locks to concealing stolen goods and everything  activates. Sasha’s Dexterity is 4 and her Larceny is 2, and
                  in between. Most characters obtain this Skill the hard way,  she has a set of electronics tools that give her a +1 modifier.
                  by committing crimes and often paying the price for their  A standard home-security system requires 10 successes to
                  mistakes. Some individuals such as government agents and  disarm, and the first roll is 2, 3, 5, 6, 8, 8, 9 — three
                  members of the military receive formal training in bypass-  successes earned, seven to go. The second roll earns no
                  ing security systems and stealing valuable assets.  successes. The third roll is 3, 5, 6, 7, 8, 9, 9 — three more
                      Possessed by: Burglars, commandos, government  successes that bring her total to six. The fourth roll is 1, 2,
                  agents, private eyes                            4, 7, 7, 8, 9 — two successes. With time running out, the
                      Specialties: Concealing Stolen Goods, Lockpicking,  fifth roll is 2, 3, 3, 4, 4, 8, 9 — two successes and enough
                  Pickpocketing, Security Systems, Safecracking   to disarm the system, six seconds (two turns) before the
                                                                  alarm activates.
                  Roll Results
                      Dramatic Failure: Not only does your character fail
                  his attempted action, he reveals himself in the process.  Roll Results
                  He might trip an alarm, wake a guard dog or be spotted  Dramatic Failure: Your character not only fails to
                  with his hand in another person’s pocket.       disarm the system, he accidentally sets it off early. In the
                      Failure: Your character doesn’t complete his intended  case of sophisticated alarm systems, this might be a silent
                  action. His attempt at picking a mark’s pocket comes up  alarm that alerts authorities without tipping off the in-
                  empty, or the lock he works on refuses to cooperate.  truder.
                      Success: Your character completes his action with-  Failure: Your character fails to make any headway in
                  out arousing any notice or suspicion. He pockets the sto-  disarming the security system. Is it the red wire or the
                  len wallet, slips inside the dark building or plucks the dia-  yellow one?
                  mond from the nest of laser beams without anyone the  Success: Your character makes progress in disarming
                  wiser.                                          the system (apply successes rolled toward the total needed).
                      Exceptional Success: Your character not only com-  Exceptional Success: Your character is well on his
                  pletes his action, he does so with exceptional speed and  way to bypassing the system.
                  grace, saving precious seconds when time is of the essence.  Suggested Equipment: Electronics toolkit (+1), mir-
                  A lock pops open with a simple flick of the wrist, or a  rors, conductive tape and aerosol spray (+1), alarm sche-
                  security system goes offline with a few quick strokes on  matics (+2), portable decryption gear (+3)
                  the keypad.                                         Possible Penalties: Lack of tools (-1 to -5), unfamil-
                                                                  iarity with system (-1), state-of-the-art system (-2), charg-
                  Bypass Security System                          ing guard dogs (-2), darkness (-3)
                      Dice Pool: Dexterity + Larceny + equipment  Lockpicking
                      Action: Extended (5-15 successes, depending on the
                                                                      Dice Pool: Dexterity + Larceny + equipment
                  complexity of the system; each roll represents a turn —
                  three seconds — of work)                            Action: Extended (2-12+ successes required, depend-
                                                                  ing on the sophistication of the lock; one roll represents
                      Bypassing a security system can be as simple as short-
                  ing out two contacts on a window frame, or as complex as  one turn — three seconds — of work)
                  opening a junction box and making major modifications  Picking a lock is one of the most common applica-
                  to a sophisticated circuit board, all in a matter of seconds.  tions of Larceny, and requires nothing more than a basic
                                                                  set of tools, a steady hand and a few moments’ concentra-

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             Chapter 3- SKILLS
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