When you select Thievery as your Project, you can steal Bulk (0) items up to your Finesse or Cunning (whichever is highest) and raid one building over the duration of your Project.
Pickpocketing
When adjacent to another character, you can attempt a Contest of either Finesse/Cunning vs. Reason/Cunning, with the choice being the attacker’s and defender’s, respectively. If the attacker fails, it means immediate detection and failure to grab anything. You can only lift Bulk (0) items this way, lifting up to an amount equal to your Finesse or Cunning.
Lockpicking
Anything locked without an appropriate lock is considered unlocked or easy to shim open. When attempting to open a lock, the thief either needs a matching key in their inventory or a lockpicking set. If using a lockpicking set, they enter into a Challenge Clock with the specifics detailed by the lock they are attempting to bypass.
Sneaking
When attempting to steal from a character, you will likely want to tiptoe around and evade detection. To do so, the GM will create a Stealth Clock that, by default, has three segments and a DC dictated by whatever is guarding the area you are in. You will not be told the DC of the Stealth Clock or if you have failed it. Failure, rather than success, of a Stealth Clock advances it. While sneaking you must abide by several rules:
- Whenever you fail a roll on another Challenge Clock, enter line of sight of a guard, or make an attack, you then roll against the Stealth Clock.
- Each failure leaves a Clue. When the Stealth Clock is fully filled, you enter an encounter and the guards, or player (if reasonable), begin to hunt for you.
Clues
Whenever failing a roll on a Stealth Clock, you leave a Clue behind. Clues can be a multitude of things such as scraps of fabric torn from your clothing, a mark showing your bootprint, or a lock of hair. Visual descriptions can also be a Clue, but are only provided when failing a check on the Stealth Clock prompted by entering line of sight.