thievery -- lockpick, peek, pickpocket, steal, and hotwire
Utility skill hub for sneaky hands -- same subterfuge school as hide and sneak.
Train with lockpick and live lifts. Procurer Path bonuses stack on lift,
case, fence, and heist (help procurer).
How you play
1. lockpick <container> -- mechanical lock (thievery DC); electronic seals
auto-route to electronics + wire tap kit
2. lockpick door <direction> -- pick a structure door latch (east, in, out, …)
3. pick lock <container> -- alias phrasing (herbs still use bare pick)
4. lockpick clip <container> -- force an electronics clip bypass
5. peek <target> -- partial read of what someone is carrying
6. pickpocket <name> -- lift dollars from a townsperson, sneaky lift from
a distracted drifter/street tough/hostile, or another player when you
are hidden or practiced; wanted only when a bystander sees (not the
mark alone)
7. steal <name> <item> -- lift stealable gear (phones, smokes, curios,
wallets, seal keys, and other fenced street loot)
8. hotwire <car> -- steal a parked ride you do not own (help vehicles)
9. rob at a robable counter -- till snatch when broke (help rob)
10. forgeid <name> -- mint forged ID tiers (county/federal need Procurer)
Steal needs hide/sneak, a Procurer lift edge, or practiced thievery.
Hostile marks and other players need hide/sneak or practiced thievery.
Failed pickpocket and steal tell you who you targeted (story NPC, law,
empty wallet, ...) and what to try next. Thievery rank gates how much peek
reveals. Fumbling peek or steal in public can mark you wanted when someone sees.
See also: help lockpick | help peek | help rob | help scavenge