Disable Device

(Int, Trained Only)

Check: The GM makes the Disable Device check so that the character doesn’t necessarily know whether he or she has succeeded.

Open Lock: You can pick conventional locks, finesse combination locks, and bypass electronic locks. You must have a lock pick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). The DC depends on the quality of the lock.

Lock Type (Example) DC
Cheap (briefcase lock) 20
Average (Home deadbolt) 25
High quality (business deadbolt) 30
High security (branch bank vault) 40
Ultra-high security (bank headquarters vault) 50

 

Traps and Sabotage: Disabling (e.g., rigging or jamming) a simple mechanical device is DC 10. More intricate and complex devices have higher DCs. The GM rolls the check. If the check succeeds, you disable the device. If the check fails by 4 or less, you failed but can try again. If you fail by 5 or more, something goes wrong. If it’s a trap, you spring it. If it’s some sort of sabotage, you think the device is disabled, but it still works normally. If it’s something else, GMs are encouraged to be creative. You can also rig simple devices to work normally for a while and then fail some time later (usually after 1d4 rounds or minutes of use).

Action: Disabling a simple mechanical device is a full-round action. Intricate or complex devices require 2d4 rounds.

Try again?: Yes, though you must be aware that you’ve failed in order to try again.

Synergy: Disable Device grants a synergy bonus to Repairing locks or traps. Craft (mechanical) and Craft (electronic) grant synergy bonuses to Disable mechanical and electronic devices, respectively. Knowledge (technology) grants a synergy bonus to Disable Device.

Special: You can take 10 when you make a Disable Device check. You can take 20 to open a lock or to disable a security device, unless you are trying to tamper with the device covertly, while someone is (or could be) watching you.

Possessing the proper tools gives you the best chance of succeeding on a Disable Device check. Opening a lock requires a lock pick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Opening a locked car calls for a car opening kit. Disabling a security device requires either a mechanical tool kit or an electronic toll kit, depending on the nature of the device. If the character does not have the appropriate tools, he or she takes a -4 penalty on your check. A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device check.

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