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disable_device_skill

Disable Device (Skill)

DISABLE DEVICE (INT)

Trained Only

Use this skill to disarm a security device, defeat a mechanical lock or trap, or rig the brakes on a car to fail when it reaches a certain speed. You can examine a simple or fairly small mechanical or electronic device and disable it. You usually need appropriate tools to use Disable Device.

Check: The GM makes the Disable Device check so that you don't necessarily know whether you've 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.

Disable Security Device: You can disable a security device, such as an electric fence, motion sensor, or security camera. You must be able to reach the actual device (to reach a motion sensor, for example, you may have to pass through the area it monitors). If the device is monitored (such as by a security guard watching the video feed from a camera, or by a computer monitoring a motion sensor), the fact that you attempted to disable it will probably be noticed.

When disabling a monitored device, you can prevent your tampering from being noticed. Doing so requires 10 minutes and an electrical tool kit, and increases the DC of the check by +10.

Disable Alien Technology: The technology of unfamiliar alien species poses an extra challenge to disable or sabotage. Unless the character is familiar with the technology of the alien species in question, and use of the Disable Device skill on alien technology incurs a –5 penalty. The penalty can be eliminated with a Knowledge (Technology) check with a DC equal to the Disable Device check DC.

Disable Cybernetic Attachment: Disabling an external cybernetic attachment is a full-round action and requires a successful Disable Device check (DC 30). The creature to which the cybernetic device is attached must be pinned or otherwise helpless before the check can be made. Internal cybernetic systems cannot be disabled in this way.

Disable Robot: Disabling a robot is a full round action and requires a successful Disable Device check (DC30). The robot must be pinned or otherwise helpless before the check can be made.

Traps and Simple Sabotage: Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. More intricate and complex devices have a higher DC. The GM rolls the check. If the check succeeds, you disable the device. If the check fails by 4 or less, you have failed but you 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 you’ve succeeded, but the device still works normally.

You can rig simple devices to work normally for a while and then fail at some time later (usually 1d4 rounds.)

Sabotage (conditional): A more delicate operation than simply disabling a piece of technology, this use of the Disable Device skill allows a character to sabotage a particular item such that it fails only under certain circumstances. The character dictates the conditions under which the device will cease to function, and it continues to function normally until those conditions are met. The DC for using this option is equal to the normal DC to disable the device +5. The conditions set by the character can vary widely, from setting a specific time for the device to fail, to setting a device to fail after a certain number of uses, to any set of circumstances that the device is capable of recognizing. As with normal attempts at sabotage, the character does not necessarily know if he has been successful when conducting the sabotage.

Try Again?: Yes, though you must be aware that you failed to try again.

Special: You can take 10 when making a Disable Device check. You can take 20 to open a lock or disable a device, unless you’re under pressure or trying to keep your work undetected.

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 electronic tool kit (for an electronic lock). Disabling a device also calls for the right tool set. If you attempt a Disable Device check without the proper tools for the job, you suffer a –4 penalty.

A number of devices are available to improve your odds of opening a lock or disabling a device.

A character with the Cautious feat and at least 1 rank in this skill gains a +2 bonus to all Disable Device checks.

Time: Disabling a simple device is a full-round action. Intricate or complex devices re-quire 2d4 rounds.

  • Lock Type DC
  • Cheap (briefcase lock) 20
  • Average (home door lock) 25
  • High Quality (business door lock) 30
  • High Security (branch bank vault) 40
  • Ultra-High Security (Galactic Bank vault) 50
  • Device Type DC
  • Cheap (home door alarm) 20
  • Average (basic security camera) 25
  • High Quality (museum security device) 30
  • High Security (local bank vault alarm) 35
  • Ultra-High Security (Galactic Bank alarm) 40
disable_device_skill.txt · Last modified: 2021/12/04 00:39 (external edit)