Post by Barnaby Cuthbert on Aug 16, 2014 12:46:46 GMT -8
In line with our growing tradition of highlighting a few abilities that are different under V20, we'd like to welcome back the good 'ol Skill, Larceny. Larceny used to be a common skill in the 2nd Edition and Revised versions of the Dark ages, and its making a comeback in V20.
The big thing to consider here is that Larceny is not Streetwise, or Security, (The Security skill is gone in V20) or Technology (which is another new ability we'll talk about later related to some electronic countermeasures). Larceny is firmly rooted in the How of real physical intrusion techniques. How do you crack a safe, pick a lock, break into a building? Larceny.
Here's the base skill from pg. 105 of the v20 core book:
Larceny
This Skill entails familiarity with the tools and techniques for the sorts of physical manipulation typically associated with criminal activity. Picking locks, manual forgery, safecracking, simple hotwiring, various forms of breaking and entering, and even sleight-of-hand all fall under the auspices of Larceny. Larceny is useful not only for theft, but also for setting up “the unbeatable system” or deducing where a thief broke in. This skill does not confer any aptitude with advanced security or anti-crime technologies such as video surveillance or alarm systems — those are covered by the Technology Knowledge.
• Novice: You can pick a simple lock.
•• Practiced: You could run a shell game hustle on the corner.
••• Competent: You can open a standard locked window from the outside.
•••• Expert: You can “retool” a passport or ID card.
••••• Master: You could get into (or out of…) a multinational bank’s central vault.
Possessed by: Burglars, Security Consultants, Policemen, Car Thieves, Street Magicians
Specialties: Safecracking, Misdirection, Lockpicking, Hotwiring, Pickpocketing
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If you plan on playing a thief, you'll definitely want to focus on this skill! We'll talk a little bit about Technology as well soon, as it directly relates to this.
A standard intrusion feat will likely be Perception + Larceny (What am I gonna have to do to get in there?) and Dex+Larceny for the actual getting in there.
The big thing to consider here is that Larceny is not Streetwise, or Security, (The Security skill is gone in V20) or Technology (which is another new ability we'll talk about later related to some electronic countermeasures). Larceny is firmly rooted in the How of real physical intrusion techniques. How do you crack a safe, pick a lock, break into a building? Larceny.
Here's the base skill from pg. 105 of the v20 core book:
Larceny
This Skill entails familiarity with the tools and techniques for the sorts of physical manipulation typically associated with criminal activity. Picking locks, manual forgery, safecracking, simple hotwiring, various forms of breaking and entering, and even sleight-of-hand all fall under the auspices of Larceny. Larceny is useful not only for theft, but also for setting up “the unbeatable system” or deducing where a thief broke in. This skill does not confer any aptitude with advanced security or anti-crime technologies such as video surveillance or alarm systems — those are covered by the Technology Knowledge.
• Novice: You can pick a simple lock.
•• Practiced: You could run a shell game hustle on the corner.
••• Competent: You can open a standard locked window from the outside.
•••• Expert: You can “retool” a passport or ID card.
••••• Master: You could get into (or out of…) a multinational bank’s central vault.
Possessed by: Burglars, Security Consultants, Policemen, Car Thieves, Street Magicians
Specialties: Safecracking, Misdirection, Lockpicking, Hotwiring, Pickpocketing
--------------
If you plan on playing a thief, you'll definitely want to focus on this skill! We'll talk a little bit about Technology as well soon, as it directly relates to this.
A standard intrusion feat will likely be Perception + Larceny (What am I gonna have to do to get in there?) and Dex+Larceny for the actual getting in there.