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Table of Contents
Hand-eye Coordination
Pickpocketing
This is an attack against defense of self. No successes mean that the character was noticed in the attempt. One success means that nothing was taken, but the attempted pickpocketing went unnoticed. Two or more successes means that something was taken. Increases to the opponents defense of self can be added based on the difficulty of the item or the circumstances of the pickpocketing attempt.
Opening Locks
This is a Win-Loss roll against defense of self, where self is the lock being picked. It is pretty much up to the GM to decide how many dice represent the degree of difficulty of the lock.
Disable/Enable Mechanisms
Working with clockworks, electronics, computers, or other tiny mechanisms is Skill Check against the difficulty of the device being repaired or the modification being made. Also disabling traps may fall under this category depending on the trap.
Controller Use
There might not be much in the medieval world to require this skill, but flying drones, playing video games, and other tests could require a character to not only be familiar with but also do what is required to manipulate data through the use of agile fingers and a keen eye.
Juggling
The ability to grab things out of the air and throw them back requires agility and timing may not seem as if it would be all that useful in an RPG, but masquerading as an entertainer to enter a celebration or earning a few coins on a corner while acting as a lookout could be useful. Because of their skill and practice, they can also snatch missile weapons like arrows, bolts, and darts out of the air at a rate of one per defensive action per skill degree
