Sneak ( skill ) Sneak is a " Fallout " , " Fallout 2 " , " Fallout 3 " , " " , " " , " Van Buren " , " J . E . Sawyer ' s Fallout Role - Playing Game " and " Lionheart " skill . Sneak only covers sneaking as such , while pickpocketing is covered by the Steal skill . In " Fallout " and " Fallout 2 " , one cannot run and sneak at the same time without the Silent Running perk . " Fallout 3 " . Example : A starting Agility of 5 and Luck of 5 . Sneaking may be one of the most important skills in " Fallout 3 " for certain characters . Sneaking up on a target allows the player character to get closer , allowing them to avoid taking damage for the longest time possible , and maximizing the damage potential through the use of " sneak - attacks . " Sneaking increases the chance to loot and steal , and allows the ability to avoid some undesired confrontations , thus working as an offensive and defensive skill . Unlike its predecessors , in " Fallout 3 " characters can both sneak and run at the same time ( i . e . move faster while crouching ) regardless of perks . However , without the Silent Running perk , they will suffer a detection penalty while running . Sneak states . The sneaking state is displayed while crouching , and alerts the player character to detection and possible detection . Pickpocketing . While sneaking and [ HIDDEN ] using the " activate " function while facing a non - player character ( when in touching range ) will allow pickpocketing them ; in other words , steal items that they are personally " holding . " This will open the inventories of both the player character and the target . Items can be transferred either way , and thus items can also be planted on them ( also known as reverse - pickpocketing , or the " Shady Sands Shuffle " ) . For each item the player character steals or plants in a non - player character ' s inventory , there is a chance of being detected , with the formula being : Since item value affects the overall chance of pickpocketing , this can lead to unusual situations where a full set of power armor in nearly - broken condition may have a higher chance of being taken than a well - maintained 9mm pistol . Additionally , the maximum and minimum chance of a successful pickpocket attempt is capped at 85 % and 5 % respectively . If detected , the non - player character will automatically reclaim the item ( s ) taken and the player character will not be able to pickpocket that non - player character again ( at least not straight away - leaving the area and returning 24 hours later should allow the player character to re - attempt this ) . The player character cannot steal items a non - player character currently has equipped . To steal an item the non - player character is wearing or using ( armor or weapon ) , the player character can reverse - pickpocket a better item ( higher DR for armor , higher damage value for weapons ) into their inventory and then leave and re - enter the area . The non - player character will equip the item with the highest stats and then the player character may try to steal the item they were using before . For melee weapons , reverse - pickpocket a better ranged weapon onto the non - player character along with the appropriate ammunition . When the non - player character is reloaded , it will instead equip that new weapon . Steal the melee weapon and the ammunition they were given , and reload the non - player character . The non - player character will be unarmed and the player character can steal the ranged weapon back . Keep in mind that just because the player character can do more damage with a specific ranged weapon doesn ' t mean that the non - player character will ( usually but not always ) . Experiment to get the desired effect . Successfully stealing the ammunition from an non - player character with a gun equipped will immediately render that non - player character unable to fire their gun . The amount of ammunition an non - player character is carrying will not match the amount they could fire if not pickpocketed ( which is actually unlimited as long as they have 1 round for that weapon ) ; this discrepancy can be attributed to gameplay purposes . This tactic can be used to influence the outcome of both non - player character / PC and non - player character / Non - player character conflicts . Concerning non - player character / Non - player character conflicts , this allows remaining non - hostile to non - player characters on both sides of a conflict ( by not needing to intervene with gunfire ) while still ensuring victory for one side or another . Mind that after some time , possibly the general respawn period of 72h game time , ammunition will be restored on NPCs . Non - player characters will notice the pickpocketing of other non - player characters , hence the [ DETECTED ] sneak state , but in large open areas one can maneuver into gaps or around corners to avoid line - of - sight and return to [ HIDDEN ] . Non - player characters lying in beds may appear to have their back in one ' s direction , but still have one in sight , this is because as far as the game is concerned they are not facing the way they are lying down , that is merely an animation . To get " behind " an non - player character lying in bed , go to the foot or head of the bed . The player character can also use pickpocketing offensively to plant a live explosive . This will detonate after a short time , automatically killing the target regardless of the PC ' s Explosives skill or the target ' s health or resistances . The " Mothership Zeta " add - on added another way to pickpocket a friendly non - player character . Reverse - pickpocket a cryo mine or cryo grenade onto the non - player character . After exiting the pickpocket menu , the cryo charge will go off but only stun or knockdown the non - player character . The non - player character can then be pickpocketed like any disabled target , with the exception that the non - player character won ' t turn hostile when they recover . Stealing items . Picking up non - player character - owned items ( ie . items whose text name is red ) in the game world while sneaking and will allow stealing items undetected , though Karma penalties may still apply . " Lionheart " . Sneak determines your character ' s ability to sneak around without being detected .