Burglary Stunts

Before the Job

The Big Heist

(requires Mental Blueprint.) Once per scene, when you case a location you can spend a fate point (and a few minutes of observation) to make a special Burglary roll representing your criminal genius. For each shift you make on this roll you discover or create an aspect on the location, though you may only invoke one of them for free. (adapted from Spirit of the Century SRD, §6.6.2)

Mental Blueprint

You’re highly skilled at visualizing the whole of a target based on just a part of it. When casing a location, you receive a +2 on Burglary rolls to create an advantage. (adapted from Spirit of the Century SRD, §6.6.2)

On The Job

Bump and Grab

Your character is exceptionally skilled at taking advantage of distractions in order to make a quick grab. You may spend a fate point to attempt a simple Burglary action – such as picking a pocket, or palming an object – as a free action. (adapted from Spirit of the Century SRD, §6.26.1)

Cool Hand

A steady hand can be critical when things get hairy. Your hands never shake and never waver. +2 to overcome actions with Burglary whenever you perform fine manual work. (adapted from Spirit of the Century SRD, §6.26.1)

Cutpurse

Once per scene, as a free action, you can attempt to pick the pocket of someone in the same zone as you. Success at no cost on this roll means your victim is not even aware of the theft. (Peter Blake)

Hatpin Maestro

You don’t ever have to spend a fate point to declare that you have the proper tools for lockpicking or disabling a device, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table. (adapted from Spirit of the Century SRD, §6.6.2)

Preferred Target

Thieves have specialities, just like scientists. Pick a type of location or object (e.g. banks, apartments, handbags). You gain +2 to your Burglary skill when using it against that type of target.

Security Specialist

You don’t have to be present to provide active opposition to someone trying to overcome security measures you put in place or worked on. (Normally, a character would roll against passive opposition for that.) (Fate Core, p.99)

After the Job

The Accounting of Small Things

Once you have successfully stolen something small enough to fit in a pocket, it is gone until you choose to reveal it again. No amount of searching—or even stripping—will reveal the purloined item. You may only have one such item at a time hidden in this fashion. (Fate System Toolkit, p.96)

Always a Way Out

+2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location. (Fate Core, p.99)

Criminal Mind

+2 on Burglary rolls made to create an advantage when investigating another criminal's work which closely matches a crime you have committed before. (adapted from Spirit of the Century SRD, §6.6.1)

Without a Trace

You don’t have to be present to provide active opposition to someone trying to analyse physical evidence that you were present during a crime. (Normally, a character would roll against passive opposition for that.) (adapted from Spirit of the Century SRD, §6.27.3)

Magic

Legerdemain

+2 to Burglary rolls made to perform magic tricks. (adapted from Spirit of the Century SRD, §6.26.2)

Master of Illusion

(requires Stage Magic.) The time it takes for you to prepare a large illusion is reduced by two shifts. (adapted from Spirit of the Century SRD, §6.26.2)

Stage Magic

(requires Legerdemain.) You can perform misdirection on a large scale, under appropriately controlled circumstances. Provided you are acting within an arena you control (such as a stage, or an area you have had adequate time to prepare), there are simply no size limitations (within reason) for your Burglary targets. (adapted from Spirit of the Century SRD, §6.26.2)

New Actions

Disable Device

If you can take apart a lock, you can take apart a clock. You may use Burglary instead of Crafts to disassemble anything mechanical.

Five-Fingered Discount

Why buy what you can steal? You may use your Burglary skill instead of your Resources skill to “buy” things. Everything obtained this way has the aspect Stolen Property with one free invocation against you. The difficulty of an attempt to obtain something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.

Talk the Talk

You can use Burglary in place of Contacts whenever you’re dealing specifically with other thieves and burglars. (Fate Core, p.99)

Trespass Tempo

(requires Tripwire Sensibilities.) Whenever you’re running a heist, you operate on a very precise internal clock. You may use Burglary instead of Notice to determine turn order as long as everything is going to plan. (adapted from Spirit of the Century SRD, §6.6.1)

Tripwire Sensibilities

You’ve run into enough traps that you’ve developed an instinct for avoiding them. You may roll Burglary instead of Investigate or Notice in order to spot or defend against a trap. (adapted from Spirit of the Century SRD, §6.6.1)

You’re Never Safe

You can use Burglary to make mental attacks and create advantages against a target, by staging a heist in such a way as to shatter their confidence in their security. (Fate Core, p.89)

Other

Burglar's Signature

Some element of your character makes you an expert thief. Pick one of your aspects. Once per scene, you may invoke that aspect on a Burglary roll for free.

I, Lupin

Somehow, you can always pull of a stroke of larcenous brilliance when it really counts. Once per scene, when you succeed on a Burglary roll, you may choose to succeed with style instead.

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