14-: major failure, pick two results (see below)
15-19: minor failure, pick one result (see below)
20+: success!
Results:
- You fail to pick the target's pocket
- Somebody (50% chance it's the target, otherwise somebody nearby) notices you. If this result is picked twice, everybody nearby is aware of what you did.
Performing this move requires a set of thieves' tools.
14-: pick one
15-19: pick two
20+: pick three
- You open the lock
- You don't break any of your tools
- You aren't noisy in the process
- You don't take very long
In some cases, the GM may require a distraction before you have a chance to use this move.
14-: pick one
15-19: pick two
20+: pick three
- You get where you want to go.
- You don't spend much timing waiting for an opportunity/to realize it's not going to work.
- The guards don't notice you.
14-: pick three
15-19: pick two
20+: pick one
- The price involved is unreasonable (and not in your favor).
- Getting the deal done takes a heap more time than you intended.
- You get mixed up in trouble in the local underworld.
- The suspicions of the local law enforcement are aroused.
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