Page 76 - World of Darkness
P. 76

tion. The task is an extended action, requiring a number  character’s efforts. She could call foul, call for the police
             of successes based on the toughness and sophistication of  or call your character out privately and insist on a cut of
             the lock. A suitcase or diary lock might require two or  whatever scheme he’s running.
             three successes, while a padlock or a house lock might
             demand anywhere from four to seven. Combination locks  Roll Results
             could require anywhere from eight to 12. Using special-  Dramatic Failure: Your character utterly bungles the
             ized lockpicking tools (as opposed to improvised picks)  effort. He attracts everyone’s attention. He trips, man-
             can add a bonus to the roll.                    handles his intended victim or sets off an alarm.
                Example: Once inside the house, Sasha finds the  Failure: The effort to grab, move or hide something
             councilman’s study and locates his wall safe. The safe has a  goes incomplete. The item remains where it was or is still
             basic combination lock requiring eight successes to pick.  exposed in your character’s hands. The Storyteller could
             Sasha’s Dexterity is 4 and her Larceny is 2, and she has a set  allow one or more successive attempts (see p. 132) before
             of safecracking tools that add a +1 modifier. The first roll is  your character draws attention to himself.
             1, 2, 6, 8, 8, 8, 9 — she is halfway there with four  Success: Your character steals, palms or moves an
             successes. The second roll is 1, 2, 3, 8, 8, 8, 9. The last  item as planned, without notice.
             tumbler clicks into place and the small door swings open after  Exceptional Success: The item disappears with none
             only two turns (six seconds).                   the wiser. Your character’s effort is so seamless, in fact,
                                                             that turns, minutes or hours pass before anyone notices
             Roll Results                                    that something is missing or has been relocated. The Sto-
                Dramatic Failure: Not only has your character failed  ryteller decides how much time is appropriate based on
             to make any progress with the lock, a mishap causes him  the general attention dedicated to the item in question.
             to break one or more tools. Any previous successes earned  Suggested Equipment: Crowded area (+1), few pos-
             are lost. He may start again from scratch with the  sible observers (+1), timely distraction (+1 to +3), part-
             Storyteller’s permission.                       ner to whom to transfer an item (+2)
                Failure: Your character makes no headway against  Possible Penalties: Subject wears tight clothes (-1),
             the lock.                                       security system (-3 to -5), public attention on item (-3)
                Success: Your character makes progress toward pick-
             ing the lock (apply successes toward the total needed). Stealth
                Exceptional Success: Your character is well on his
             way to picking the lock.                           The trick was to keep his weight evenly distributed,
                Suggested Equipment: Prybar (+1), basic lockpicks  gliding across the floor rather than taking unbalanced steps.
             (+1), lockpick gun (+2), electronic keypad decryptor (+3)  John moved soundlessly down the hall, slower than he’d have
                Possible Penalties: Lack of tools (-1 to -5), darkness  preferred, but speed and silence simply didn’t mix. He never
             (-3), someone approaching (-2)                  let his entire weight come down on either foot, and the old
                                                             hardwood floor never uttered a creak of protest. It took a few
             Sleight of Hand                                 minutes to reach the dark kitchen, and then he was through
                                                             the door and gone with no one the wiser.
                Dice Pool: Dexterity + Larceny + equipment versus
             Wits + Composure or Wits + Larceny                 The Stealth Skill represents a character’s experience
                Action: Contested                            or training in avoiding notice, whether by moving silently,
                Your character picks a pocket. Palms an item. Slips  making use of cover or blending into a crowd. When at-
             something inside his clothing or bag — all without being  tempting to sneak silently through an area or to use the
             noticed, or so he hopes. Your character could develop this  local terrain as concealment, roll Dexterity + Stealth +
             skill for unscrupulous reasons, or because he’s a magician  equipment. When trying to remain unseen in a crowd,
             or performer. Or maybe he runs an “honest” shell game  Wits + Stealth is appropriate. The Storyteller may make
             on the street. Regardless of the rationale, your character  Stealth rolls secretly on your behalf, since your character
             can take things or move things without attracting atten-  usually has no way of knowing he’s been noticed until it’s
             tion. They typically need to be Size 1 or less — he can’t  too late. If your character attempts to avoid notice by a
             make a piano disappear with a flick of the wrist. But he  group of alert observers, a contested roll versus the ob-
             might make an artifact disappear from a museum showing  servers’ Wits + Composure + equipment is required.
             with the right timing and a convenient distraction.  Possessed by: Criminals, hunters, police officers, pri-
                Roll your character’s Dexterity + Larceny + equip-  vate investigators
             ment versus a victim or possible observer’s Wits + Com-  Specialties: Camouflage, Crowds, Moving in Dark-
             posure or Wits + Larceny (whichever makes for the larger  ness, Moving in Woods
             pool). The Storyteller decides how many people could be  Roll Results
             possible observers, or just makes a single collective roll  Dramatic Failure: Your character not only fails to
             for a crowd. If you get the most successes, your character  move stealthily, he does something to actively draw at-
             grabs, produces or hides something. If the victim or ob-  tention to himself. He steps on a branch or a broken bottle,
             server gets as many or more successes, she’s wise to your

                                                                                                                   75
                                                           PHYSICAL SKILLS- LARCENY-STEALTH
   71   72   73   74   75   76   77   78   79   80   81