The Skill of Picking pockets allows the character to add and remove items from the inventory of another person. Pick Pocket level is dependent upon Dexterity(DX).
Training[]
- Pick Pocket Apprentice: The character is ONLY caught on a critical failure
- Trainer: Other thieves if the player has joined The Thieves Underground
- Trainer: Vollinger in Dernholm if he has never been a follower
- Trainer: Adam Maxwell in Caladon
- Pick Pocket Expert: The item size penalty is halved
- Pick Pocket Master: The character cannot be caught when planting an item
- Trainer: Sammie White in Tarant
- Quest: Run Around Tarant in Your Underwear
Uses[]
- Removing from a Mark's inventory:
- To acquire rare, unique, or expensive items for one's personal use
- To get keys for locked items
- To take documents, or items needed for a quest
- To directly disarm a Mark, or indirectly by confiscating ammunition for their weapon
- Planting items on a Mark
- To frame them with incriminating evidence of a crime
- To passively incapacitate them, usually with a Hexed item
- To give them an inferior weapon compared to their bare-handed combat speed and damage
Modifiers to Pick Pocket[]
- Items
- In general, Tech Gloves and Gauntlets remove between -1/20 and -4/20 while equipped
- Light-fingered gauntlets gives +1/20 magical, and negates the penalty for techs
- Magnus' Gauntlets negates the penalty for techs
- Oiled Thieves Leather gives +1/20
- Races
- None
- Backgrounds
- Feral Child gives +1/20
- Halfling Orphan gives +2/20
Mechanics[]
- Interacting with a Mark is similar to trading with a Follower or looting a corpse
- Gold can be taken at 100 pieces per attempt
- Other Stackable Items like Ammunition are taken at 20 units per attempt
- Smaller items are easier to transfer than larger items
- Unequipped items are easier to remove than equipped items
- Planted items always go into a Mark's inventory, though they may self-equip them
- If the Mark is "unaware" due to the player using Prowling, then the chance of success increases
- The attempt is calculated by comparing the Pick Pocket level to the item's size and location (an item in a mark's inventory is much easier to Pick Pocket then if the same item is equipped)
- If the attempt fails, then the Mark makes a Perception check
- If the Mark's check succeeds, then the player is caught and the Mark becomes hostile
- If the attempt critically fails, then the player is always caught
- If the attempt succeeds, then the item or units are transferred
Notes[]
- Pick Pocketing Good players can cause a loss of alignment, and a rebuke from some good followers
- Players with little or no Pick Pocket skill can use a Fate Point to take any item with 100% success
- Planting has limited usefulness, as most NPCs will voluntarily pick up items dropped next to them
- Some NPCs may attempt to pick pocket the player
- if they get caught then they will immediately become hostile to the player
- This can become an issue if guards are nearby, as they will always side with the NPC