Pickpocket

Time Taken: One round.

Characters use pick pocket to pick the pockets of others, or to palm objects without being noticed. When a character makes a pick pocket attempt, the victim makes an opposed Search or Perception roll to notice it.

Modifiers:
 * +5 or more to target's roll: Light crowd, with few distractions.
 * +10 or more to target's roll: Very small crowd or target has very good reason to notice pick-pocket.
 * +10 or more to character's roll: Huge, congested crowd. Target constantly being jostled by street traffic. Major distraction, such as a heated blaster battle, being at a loud concert, or an accident occurs immediately in front of the target.
 * +5 or more to character's roll: Crowded conditions, such as those aboard a public transport or in a packed starport. Darkness. Minor distraction, such as street performers or a nearby speeder accident.

The difference between the two rolls determines the pickpocket's success. Use the following guidelines:

Pick-pocket rolls higher than the target by:
 * 21+ Target won't notice missing item until thief is well out of sight.
 * 16-20 Target notices missing item after a minute or so; pick-pocket has several rounds to dive into the crowd.
 * 11-15 Target notices missing item after three rounds.
 * 6-10 Target notices that item is missing on next round.
 * 0-5 The object is snagged on material or somehow still held by the target.

Target rolls higher than pick-pocket by:
 * 1-5 Target feels pick-pocket's hand rummaging through his pocket. Target can react next round.
 * 6 or more Pick-pocket gets hand caught in target's pocket; target notices immediately.