Pickpocketing (sage study)
Pickpocketing is a sage study in the field of Theft, which grants skill in removing, placing or manipulating objects carried upon another person without drawing notice. This includes any act performed by touch in close proximity, where the character alters what another person bears upon their body or clothing without attracting attention. The study applies in ordinary movement and contact between persons, whether passing, brushing or standing near enough to act without being observed.
Contents
This work presupposes a knack for misdirection, drawing attention away from the act itself so that contact passes without notice. For most practitioners at the lower levels, this is best carried out in public places, where movement, noise and the press of bodies provide cover, allowing the character to jostle or brush against others while acting. As skill increases, the character becomes capable of more deliberate acts of contact, extending beyond incidental movement to such actions as reaching into clothing or loosening worn items, though these are dependent upon greater refinement of the study.
Items taken by means of pickpocketing are not considered treasure for the purpose of awarding experience, being incidental gains obtained through proximity rather than the overcoming of obstacles or the securing of guarded wealth. Generally, characters who pickpocket must locate a fence to safely rid themselves of the objects, to gain their wealth if not their experience, because it is not safe to sell these objects directly to local merchants.
Sage Abilities
The sage abilities below are those acquired by a character through the study, according to status.
Amateur Status
- Appraisal I: enables the character to correctly identify the approximate value of items according to their workmanship and innate value. The skill assigns a precise monetary cost for each item according to its local value.
- Snatch & Grab: allows the character to steal so brazenly from a person that they have a 4 in 6 chance of being surprised, and will thus be unable to react or take action, so that the thief will have one full round to escape before initiative can be rolled.