Pick Pocket

Skills / Dexterity Skills

Time Taken: One round.

Characters use pick pocket to pick the pockets of others, or to palm objects without being noticed. When a character makes a pick pocket attempt, the victim makes an opposed Search or Perception roll to notice it.

Example: Dirk Harkness wants to dip into a courier's satchel to filch a datapad which happensvto hold important patrol schedules for a nearby Imperial garrison base. Dirk rolls his pick pocket skill of 5D and gets an 18. The gamemaster rolls the courier's Perception of 2D and gets a 7. Since his rollvis higher than the courier's, Dirk successfully slips the datapad out of the satchel.

+5 or more to target's roll: Light crowd, with few distractions.
+10 or more to target's roll: Very small crowd or target has very good reason to notice pick-pocket.
+10 or more to character's roll: Huge, congested crowd. Target constantly being jostled by street traffic. Major distraction, such as a heated blaster battle, being at a loud concert, or an accident occurs immediately in front of the target.
+5 or more to character's roll: Crowded conditions, such as those aboard a public transport or in a packed starport. Darkness. Minor distraction, such as street performers or a nearby speeder accident.

The difference between the two rolls determines the pickpocket's success. Use the following guidelines.

Pick-pocket rolls higher than the target by:

21+ spaceTarget won't notice missing item until thief is well out of sight.
16-20 spaTarget notices missing item after a minute or so; pick-pocket has several rounds to dive into the crowd.
11-15 spaTarget notices missing item after three rounds.
6-10 spacTarget notices that item is missing on next round.
0-5 spaceThe object is snagged on material or somehow still held by the target.

Target rolls higher than pick-pocket by:

1-5 spaceTarget feels pick-pocket's hand rummaging throughhis pocket. Target can react next round.
6+ spacesPick-pocket gets hand caught in target's pocket; target notices immediately.

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