Larceny (Vampire: The Masquerade 5th Edition)
Definition
Larceny is the practical craft of theft: locks, alarms, safes, pockets, and the patient work of learning a building's routine before you go anywhere near it. It is a hands-and-planning skill rather than a sneaking skill. Stealth keeps you unseen while you cross the room; Larceny is what you do once you reach the door. Kindred use it more than they admit. Havens have to be entered when keys are lost, evidence has to disappear before mortal police file it, and the thing an elder wants recovered is usually somewhere with a camera on it. A coterie with no Larceny either recruits a thief or breaks a lot of windows, and broken windows are Masquerade problems.
How it works
Tips
Frequently asked questions
What is the difference between Larceny and Stealth?
Stealth is not being seen. Larceny is defeating the lock, the alarm, or the pocket. A complete break-in usually needs rolls from both.
Does Larceny cover electronic security?
It covers alarm systems and physical bypasses. Networked systems, cameras with recording servers, and anything requiring code are Technology, so specialists often take both.
Does Obfuscate replace Larceny?
No. Obfuscate hides you, and a locked door is still locked. The Discipline removes witnesses, which means you can take your time on the roll instead of rushing it.