Yoink!You've Got to Pick a Pocket or TwoPocket-picking is one of the mainstays of the thieving profession. It's pretty basic; the objective is to get as much money as you can out of people's pockets without their noticing. There are two ways in which this larcenous course of action can go.
Pickpockets traditionally work in urban settings rather than in dungeons or the wilderness. Cities are essential to the prosperity of a pickpocket. There are plenty of marks out there, so chances are you might never pick the same pocket twice. There are crowds in which you can lose yourself, and of course the more people there are and the more industry that goes on, the more money there is to be had. If you want to be the greatest cutpurse in the world, chances are you'll need an urban campaign before you'll really have a chance to shine. If the campaign shifts setting fairly frequently, taking characters all over the place, you won't have much to worry about. If you want to be a pickpocket, you have a pretty difficult ethical decision to make. Taking stuff without the owner's consent is a pretty unpleasant thing to do, and when you factor in the idea of doing so without them noticing you'll probably end up being marked as a coward, whether you like it or not. If you're evil you probably won't care about that. After all, what's theirs is yours and what's yours is your own, right? Get it while you can. If, on the other hand, you're of a more heroic disposition, you will have to be very, very careful, because the path of theft can often lead to evil. Pick your targets carefully -- make sure they can afford to have their purses lightened. Share the wealth too; pass some on to someone who needs it. If possible, pick specific targets and have objectives in mind rather than just indulging in random larceny. You'll need a Robin Hood ethic if you want to stay good. In order to be a successful pickpocket, the most important ability score is Dexterity, with Charisma and Intelligence running a close second. If you're playing a rogue (as you should be!) then you should take the following skills:
The pickpocket in the adventuring party has a difficult to choice to make when plying his trade. Should he tell the PCs what he's doing or keep schtum? There are reasons for and against either course of action, and at the end of the day it all boils down to trust. If you tell your mates that you're going out to cut purses, then chances are they know where to look if things go wrong (the jail, most likely), and you might even rustle up some semi-trustworthy accomplices too. If you can trust them not to hand you over to the Watch at the first opportunity, or even inadvertently let slip that you're in the business of redistributing other people's money, then tell them. You need all the friends you can get -- people to bail you out, spring you from jail, provide character witnesses in a trial -- friends are so useful to have these days. There is a case to be made for not telling your friends too. If you've got a paladin in the party, it's almost certainly a good idea to keep your pie-hole shut. They'd probably cart you off to the cells themselves, while reciting from their Holy Book and tell you that it's for your own good! Additionally, if you really don't want to get your mates into the shit, it's best not to breathe a word about what you do. The less they know, the safer you'll be, and what they don't know won't hurt them. With all this in mind, what sort of personality does a pickpocket have? Well, they can have almost any sort, really. There are a few traits that are worth bearing in mind. A complete lack of shame is essential. Plenty of nerve comes in handy, and if you're a naturally tactile person or can put that sort of image across, then you'll go far. If you find the idea of getting close to people repulsive, however, you ought to consider another line of work unless you can learn to manage that sort of impulse. You need to be patient and observant, and capable of realising when you've pushed your luck too far. | ||