Manipulate or transfer small objects without being noticed, whether to impress, deceive, or commit theft in plain sight.
Roll 1d100 + Sleight of Hand skill vs. DR 90 + target's General Perception
If successful, you complete the manipulation without being noticed or raising suspicion. The object is transferred, concealed, or swapped seamlessly.
–10 to –30 DR if target is distracted or not watching you directly
+10 to +50 DR if attempting to switch items in plain sight or under scrutiny
–20 DR if the action is extremely simple (e.g. palming a coin off a table)
+20 DR if using this skill during combat or stressful situations
Swapping a gemstone with a fake in front of a merchant: DR = 100 + 30 (scrutinizing merchant) = 130
Palming a key off a table during a loud tavern brawl: DR = 100 – 20 (simple) – 20 (distracted environment) = 60
Hiding a dagger from a checkpoint guard with an ally trying to distract by talking to the guard: DR = 100 + 30 (under scrutiny) – 10 (minor distraction) = 120
Roll = 134 → SR = 14 → Dagger concealed, guard finds nothing.
Sleight of Hand is the practiced art of manipulating small objects — from coins and cards to keys, tools, and weapons — so subtly that observers don’t notice. It can be used to conceal an object, steal an item off a table, switch two similar-looking things, or create visual distractions during conversation or conflict. It requires dexterity, precise timing, and the ability to read attention. The skill thrives in chaos or distraction, but it can also be employed under intense scrutiny by a masterful rogue.
This skill is essential to any con artist, street magician, or covert operative. It allows not only for deceptive handling of objects but also seamless integration into performances or heists, bridging the gap between entertainment and criminal application.
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