Sleight of Hand
Default: Filch-5.
This is the ability to "palm" small objects, do coin and card tricks, etc. Make a skill roll to perform one piece of simple "stage magic." A failed roll means you blew the trick.
When you use this skill to steal, you must win a Quick Contest of Sleight of Hand vs. the Vision roll or Observation skill of potential witnesses to perform the theft unnoticed.
You can also use this skill to cheat at cards, dice, etc. A successful Sleight of Hand roll gives from +1 to +5 on your Gambling roll. Any failure causes you to be denounced as a cheater! In both cases, the exact results are up to the GM.
Modifiers: +3 if the light is dim; +3 if you have a confederate to distract attention; +5 if you have prepared in advance (cards up your sleeve, etc.); -3 if the person you want to fool knows Sleight of Hand himself; modifiers for High Manual Dexterity or Ham-Fisted.