Larceny
Larceny covers a range of talents that fall under the general penumbra of criminal activity. Pickpocketing, lock picking, and sleight of hand are all uses of Larceny that rely on physical deftness, but it also applies to more intellectual tasks such as creating an effective disguise, hiding evidence at the scene of a crime, or navigating a society's criminal underworld.
Conceal Evidence
A character who wishes to hide an item or cover her tracks after a crime can do so with a conceal evidence action, rolling (Intelligence + Larceny) as a dramatic action that takes fifteen minutes. The Storyteller should note how many successes she rolls, and apply it as the difficulty of any case scene actions used to search that area. To save time, the Storyteller does not need to roll for evidence concealed by NPCs, but can simply assume the difficulty is equal to that character's Larceny rating.
Disguise
A character can roll (Intelligence + Larceny) to create a disguise that masks her true identity. Doing so requires about five minutes spent in costuming, applying make-up, and getting in character. She may take penalties on the roll if her fake identity is of a different sex, race, or body type—in general, a -2 penalty for each that applies. On a successful roll, the disguise works. Anyone who interacts with the disguised character for around five minutes or more is entitled to a (Perception + Awareness) roll to notice that the character is in disguise and get a sense of what she really looks like. The difficulty of this roll is equal to the number of successes rolled on the initial (Intelligence + Larceny) roll.
Creating a disguise that specifically imitates another person uses the same rules, but is more involved. The character takes a -4 penalty on the roll, but reduces it by -1 for each week she spends observing the person she wishes to imitate. In addition, if an observer who knows the person she’s impersonating sees her acting "out of character" then he may make an additional (Perception + Awareness) roll to see through the disguise, and receive 1-3 bonus dice based on the severity of the lapse.
Lockpicking
Picking locks or bypassing other mechanical security devices requires a successful (Dexterity + Larceny) roll. Most mundane locks have a base difficulty of 1-2. Those found in powerful manses or First Age ruins might range as high as difficulty 3 or 4. Lockpicks are an obvious necessity for this action. A character can attempt to make do with improvised tools or unorthodox picking methods, which adds +1 to the difficulty of the roll.
Pickpocket
Stealing an item from another character's person is a (Dexterity + Larceny) roll opposed by the target's (Perception + Awareness). If the thief's roll succeeds, he is able to retrieve the item without his victim noticing. If it fails, not only does he not steal the item, but his victim realizes that he was trying to steal from her. It is impossible to pickpocket items that are in active use by a character without magic, nor is it generally possible to steal clothing, armor, or any other item too bulky to feasibly remove without its wearer noticing. These rules can also be used to steal unattended items from a store without the shopkeeper noticing, or to perform simple feats of prestidigitation that seem like magic to those who fail their rolls.