SPACER

◀ Rulebooks

Ver. 1.3.1

Sleight of Hand

The Sleight of Hand (Dexterity) skill measures your expertise in the quick and careful use of your hands.


Sleight of Hand Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Bulky Pickpocketing

✪40

Prerequisite: 3 Sleight of Hand

You may pickpocket worn items with a weight of 1. If you do, you take a -2 circumstantial penalty.

Expert Thief

✪60

Prerequisite: 5 Sleight of Hand

You may pickpocket items from the target's inventory as a 2-frame action. If you do, you take a -3 circumstantial penalty unless the target is preoccupied.

Verbal Distraction

✪85

Prerequisite: 5 Sleight of Hand

You are able to keep a target distracted by talking to them.

You may attempt Snatch or Pickpocket checks during interaction. You gain a +2 circumstantial bonus to the check if you do so while you are speaking.

Advanced Lockpicker

✪35

Prerequisite: 5 Sleight of Hand

You know how to recognize false gates in high-security locks. If you fail a check during Lockpicking, you know if the pin has entered a false gate.

Quickpocket

✪50

Prerequisite: 7 Sleight of Hand

You may pickpocket as a free action. Use this ability only once per combat.

Weapon Snatch

✪50

Prerequisite: 7 Sleight of Hand

You may use Sleight of Hand instead of Defense to disarm your opponents.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Bulky Pickpocketing ✪40 3 Sleight of Hand Details ▶
  Expert Thief ✪60 5 Sleight of Hand Details ▶
  Verbal Distraction ✪85 5 Sleight of Hand Details ▶
  Advanced Lockpicker ✪35 5 Sleight of Hand Details ▶
  Quickpocket ✪50 7 Sleight of Hand Details ▶
  Weapon Snatch ✪50 7 Sleight of Hand Details ▶

Sleight of Hand Actions


Snatch

You attempt to grab a small, unattended item without being noticed. The item must be within your reach and its weight value must be zero (negligible.)

Make a Snatch (Sleight of Hand) skill check. Nearby creatures that aren't observing you contest this check with their Passive Perception. Creatures that are actively observing you make a Perception check.

Success: You take the targeted item. Creatures you succeed against don't notice you take it.
Failure: You take the targeted item, but any creatures you fail against will notice you take it. The player or the GM determines their response.
Critical Failure: Someone notices you immediately, causing you to panic and drop the item.

Pickpocket

You attempt to snatch something from another creature without them noticing. The item must be worn but not heavily guarded, such as in a back pocket or a loosely-worn handbag. The item's weight must be zero (negligible) and the creature in possession of it must either be preoccupied or unaware of your presence.

Make a Pickpocket (Sleight of Hand) skill check, contested by a Sense (Perception) check by the creature holding the item. If the creature is not preoccupied, they have advantage. The GM might apply a circumstance bonus or penalty based on where the item is being kept and how easy it is to take. Other observers contest the check with their passive perception or a Perception check depending on whether or not they are actively observing you.

Success: You take the item, and the target does not notice. Other observers might still notice you if you aren't hidden.
Failure: The target notices you before you are able to take the item. The player or the GM determines their response.

Pick a Lock

Picking a lock is a tedious and complex task that varies in the amount of time taken. A lock has a number of pins, usually 3 to 6, each of which must be successfully set in order to open the lock. The difficulty of picking each pin may also vary. It's not possible to tell the number or difficulty of pins in a lock until you begin attempting to pick it, though you can use knowledge of lockpicking to guess a lock's difficulty by sight.

To start picking a lock, you must be within reach of it and have a set of lockpicks. Each pin requires a separate Lockpicking (Sleight of Hand) skill check. The difficultyof each pin can vary from 10 to as much as 40 in advanced locks. Each attempt at picking a pin takes one round. When all pins are set, the lock is opened. If you let go of your picking tools even briefly, all the pins reset and you must start from the beginning.

Advanced: A false gate or false set is a feature of some high-security locks in which a pin may appear to the picker to be set properly when it is not. When picking an advanced lock, a failed check may cause a false set, and the picker may not be aware of this until the lock fails to open. When a pin is falsely set, another check is needed to attempt to correct it.

Success: You correctly set one of the lock's pins. Once all pins are set, the lock will open.
Critical Success: You correctly set two pins.
Failure: You overset or falsely set one pin and may have to retry that pin or back up and retry others.
Critical Failure: The pins of the lock become jammed, forcing you to start over from the first pin.