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Pick Pocket
Pick Pocket
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 happens to 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 roll is higher than the courier's, Dirk successfully slips the datapad out of the satchel.
Modifiers:
- +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+ Target won't notice missing item until thief is well out of sight.
- 16-20 Target notices missing item after a minute or so; pick-pocket has several rounds to dive into the crowd.
- ll-15Target notices missing item after three rounds.
- 6-10 Target notices that item is missing on next round.
- 0-5 The object is snagged on material or somehow still held by the target.
Target rolls higher than pick-pocket by:
- 1-5 Target feels pick-pocket's hand rummaging through his pocket. Target can react next round.
- 6 or more Pick-pocket gets hand caught in target's pocket; target notices immediately.