Larceny Skill

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Larceny Skill
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Larceny is a broad Skill that covers everything from picking locks to concealing stolen goods and everything in between. Most characters obtain this Skill the hard way, by committing crimes and often paying the price for their mistakes. Some individuals such as government agents and members of the military receive formal training in bypassing security systems and stealing valuable assets.

General Roll Results

Bypass Security System

Dice Pool: Dexterity + Larceny + equipment
Action: Extended (5-15 successes, depending on the complexity of the system; each roll represents a Turn -- three seconds -- of work)
Suggested Equipment: Electronics toolkit (+1), mirrors, conductive tape and aerosol spray (+1), alarm schematics (+2), portable decryption gear (+3)
Possible Penalties: Lack of tools (-1 to -5), unfamiliarity with system (-1), state-of-the-art system (-2), charging guard dogs (-2), darkness (-3)

Bypassing a security system can be as simple as shorting out two contacts on a window frame, or as complex as opening a junction box and making major modifications to a sophisticated circuit board, all in a matter of seconds.

The task is an extended action, with the required number of successes depending on the complexity of the system in question. A basic alarm might demand five, while a standard home-security system might require as many as 10. Sophisticated corporate or government security systems might require 15 or more successes to disarm, at the Storyteller's discretion. Using specialized tools can add modifiers to the roll.

Most home and corporate alarm systems have a warning period of 30 or 45 seconds to allow for an authorized user to disarm the system before triggering an alarm. Thus, a would-be burglar only has 10 or 15 turns to locate and disarm the system before the alarm goes off.


Dice Pool: Dexterity + Larceny + equipment
Action: Extended (2-12+ successes required, depending on the sophistication of the lock; one roll represents one turn -- three seconds -- of work)
Suggested Equipment: Prybar (+1), basic lockpicks (+1), lockpick gun (+2), electronic keypad decryptor (+3)
Possible Penalties: Lack of tools (-1 to -5), darkness (-3), someone approaching (-2)

Picking a lock is one of the most common applications of Larceny, and requires nothing more than a basic set of tools, a steady hand and a few moments' concentration. The task is an extended action, requiring a number of successes based on the toughness and sophistication of the lock. A suitcase or diary lock might require two or three successes, while a padlock or a house lock might demand anywhere from four to seven. Combination locks could require anywhere from eight to 12. Using specialized lockpicking tools (as opposed to improvised picks) can add a bonus to the roll.

Sleight of Hand

Dice Pool: Dexterity + Larceny + equipment versus Wits + Composure or Wits + Larceny
Action: Contested
Suggested Equipment: Crowded area (+1), few possible observers (+1), timely distraction (+1 to +3), partner to whom to transfer an item (+2)
Possible Penalties: Subject wears tight clothes (-1), security system (-3 to -5), public attention on item (-3)

Your character picks a pocket. Palms an item. Slips something inside his clothing or bag -- all without being noticed, or so he hopes. Your character could develop this skill for unscrupulous reasons, or because he's a magician or performer. Or maybe he runs an ÒhonestÓ shell game on the street. Regardless of the rationale, your character can take things or move things without attracting attention.They typically need to be Size 1 or less -- he can't make a piano disappear with a flick of the wrist. But he might make an artifact disappear from a museum showing with the right timing and a convenient distraction.

Roll your character's Dexterity + Larceny + equipment versus a victim or possible observer's Wits + Composure or Wits + Larceny (whichever makes for the larger pool). The Storyteller decides how many people could be possible observers, or just makes a single collective roll for a crowd. If you get the most successes, your character grabs, produces or hides something. If the victim or observer gets as many or more successes, she's wise to your character's efforts. She could call foul, call for the police or call your character out privately and insist on a cut of whatever scheme he's running.


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