Larceny

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Income Skill
The Skill of prestidigitation, allowing a character to perform sleight of hand, or pick locks. The character knows how to perform acts of misdirection and how to break into buildings.

Filch
The character may attempt to rob an individual, making a Results Roll using the character’s Mental + Larceny. If the character succeeds, they gain the object that is desired. If the character does not roll more Successes than the target’s Resolve, however, the victim gets an immediate Mental + Awareness roll against a Difficulty equal to the Potency of the Larceny roll. Any Successes indicates the victim became aware of the attempt (success or failure) and acts accordingly. (And this would be where the Integrity Skill comes in handy.) Filching takes a number of Rounds equal to the Bulk of the object being stolen.

Misdirection
The character prepares a misdirection to distract a target. The character may speak with the target (Social), or sets up a circumstance which distracts the target (Mental). The character rolls against the target’s Resolve. The target may use Integrity as an Active Defence. The Successes rolled can grant Additional Successes against the target in such things as sleight of hand or robbing the target, or for someone else to perform an Attack Roll against the target, or increases the Difficulty of the target if they wish to make a roll, such as using the Awareness or Search Skill, or if they are attempting to attack someone else.

Open Locks
The character makes a Passive Roll in an attempt to open the lock. The Potency of the lock reduces the Successes of the roll. If there are any Successes remaining, the lock is opened. It takes a number of Rounds equal to the Potency of the lock, minus the remaining Successes, for the lock to be opened.

Second Story Job
This is not a ‘quick get money’ roll (which is an Income Roll), but is more a roll for preparing to break into a location. The character makes a Results Roll, using a number of days equal to the Difficulty. The character learns a number of things about the location equal to the Potency of the roll, such as potential security spotted, ways in and out, the routines of the people who live there, when guests are apt to arrive and depart, and when might be a good time to go in. If the character decides to attempt to break into the place, the character gains a Larceny Pool equal to the Potency of the roll. The character uses this Pool as equipment, gaining a bonus on the place in question. In addition, the character may sacrifice Potency from this Pool when performing any rolls inside the place. Each point of Potency sacrificed grants the character one Additional Success on the roll. Once the Potency reaches 0, the character loses the Larceny Pool.

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