Page 76 - World of Darkness
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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
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PHYSICAL SKILLS- LARCENY-STEALTH

