SKILLS

Disable Device

(Int; Trained Only; Requires Tools)

You are skilled at working with mechanical devices, including locks and traps.

Check: All uses of the Craft skill apply to Disable Device, including Making Items, Repairing and Jury-Rigged Items. In addition, Disable Device can be used for the following purposes:

Open Lock: You can pick locks. You must have thieves' tools. The Difficulty depends on the quality of the lock.

Lock QualityDifficulty
Simple20
Average25
Good30
Amazing40

Traps and Sabotage: Disabling a simple mechanical device has a Difficulty of 10. More intricate and complex devices have higher Difficulties. The Narrator rolls the check. If the check succeeds, you disable the device. If the check fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If it's a trap, you set if off. If it's some sort of sabotage, you think that the device is disabled, but it's not. You can rig simple devices to work normally for a while and then fail later, if you choose.

Improvise Traps: You can use Disable Device to set up quick deadfalls or breakaway items, if your Narrator agrees. As a full-round action, you can make a Disable Device check to set up an improvised trap out of nearby materials. If you are being observed, you must make a Bluff check to conceal your intentions. When an enemy enters the location of the trap, you can trigger it, dealing damage according to your Disable Device check. A check result of at least 20 is required for the trap to deal any damage at all. A check that exceeds 20 deals +2 damage, with the damage rising by +1 for every 5 points by which the check exceeds 20. The victim of the trap is allowed a Reflex save against a DC equal to 10 + half your Disable Device ranks to halve the damage. You do not need tools for this use of Disable Device.

Challenges: You can take the following challenges with Disable Device:

Hide Tampering: If you add +5 to your Difficulty, you can conceal any tampering with a device. Anyone who inspects the device must make a Notice check against your Disable Device check result to notice your tampering. On a failed check, it goes unnoticed.

Try Again: Yes, though you must be aware you have failed in order to try again.

Action: Disabling a simple device is a full-round action. Intricate or complex devices require multiple rounds at the Narrator's discretion.

Special: You can take 10 when making a Disable Device check. You can take 20 to open a lock or to disable a device, unless trying to prevent your tampering from being noticed, but if there is a consequence for failure (such as setting off a trap), you automatically suffer it.

If you do not have the proper tools, you take a -4 penalty on your check.