Sleight of Hand

You can pick pockets, or make small objects disappear. Make an Acrobatics or Infiltration check for one action, targeting an opponent's Perception resistance. If you succeed, you manage to remove an object without that opponent noticing. If you fail, you cannot get the object, and must use more direct methods (such as disarming the opponent). You cannot take a piece of equipment that is Hard to Lose. The object’s size affects the check result, as shown below.
SLEIGHT OF HAND 	SLEIGHT OF HAND
Size of Object 	Modifier
Three or More Size Categories Smaller 	2 Bonuses
Two Size Category Smaller 	1 Bonus
One Size Category Smaller 	0 Bonuses
Same Size Category 	1 Penalty
One Size Category Larger 	2 Penalties
Two or More Size Categories Larger can't be taken with Sleight of Hand	Two or More Size Categories Larger can't be taken with Sleight of Hand
If you are not being observed when you use Sleight of Hand, such as if you lift someone's wallet from behind, one action spent on a successful Acrobatics or Infiltration check is all you need. But if you are being observed, it you must spend an additional action to conceal the object you took, or it will immediately become apparent that you are now in possession of the object. Make an Infiltration check opposed by the Perception of any onlookers who may notice.
CONCEALING OBJECTS 	CONCEALING OBJECTS
Size of Object 	Modifier
Clothing is tight or small (such as a skintight costume)	2 Penalties
Clothing is especially loose or bulky 	1 Bonus
Clothing is specifically modified for concealing object 	1 Bonus
Weapon in a concealed holster 	2 Bonuses
Weapon can be drawn normally 	1 Penalty
You can also use Sleight of Hand to make unattended objects seem to disappear by concealing them with the flick of a wrist. The same size modifiers for picking pockets applies to concealing objects, as does the clothing you are wearing to conceal it.