Sleight of Hand

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 Sleight of Hand (10%) 

Allows the visual covering-up, secreting, or masking of an object or objects, perhaps with debris, cloth, or other intervening or illusion-promoting materials, perhaps by using a secret panel or false compartment. Larger objects of any sort should be increasingly hard to conceal. Sleight of hand includes pick-pocketing, palming a card, and clandestine use of a cell phone.

Opposing skill/Difficulty level: Sleight of Hand is commonly opposed by Spot Hidden. Adjust the difficulty level according to the size of the task. If it is a small item (which would fit in a pocket or up a sleeve) that is being palmed or concealed, no adjustment is required. If the item is larger, the level of difficulty may be increased.


 * Regular difficulty: picking the pocket of someone with less than 50% Spot Hidden skill.
 * Hard difficulty: picking the pocket of someone with 50% to 89% Spot Hidden skill.

Pushing examples: taking more time to study the target and their behaviors; physically touching or bumping into the target; setting up an elaborate rig inside one's jacket to conceal a card or loaded dice; having someone cause a distraction.

Sample Consequences of failing a Pushed roll: you feel a policeman's hand on your shoulder; while no one can prove you pick-pocketed the priceless diamond, someone has their suspicions and you begin to notice that for the last week you have been tailed by a mysterious dark figured; you're caught red-handed and the mobster doesn't take kindly to thieves! You're taken out back and shown the business end of a couple of baseball bats.


 * If an insane investigator fails a pushed roll, they act like a Kleptomaniac.