You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as doors or vehicle ignitions.
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. When disabling a monitored device, the character can prevent his or her tampering from being noticed. Doing so requires 10 rounds and an electrical tool kit, and increases the DC of the check by +10.
Critical Success You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.Success You disable the device, or you achieve one success toward disabling a complex device.Critical Failure You trigger the device.Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found in their description). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock.
Critical Success You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.Success You open the lock, or you achieve one success toward opening a complex lock.Critical Failure You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves’ tools).This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.
Your Disable Device check result determines how much progress you make.
Critical Success You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.Success You disable the device, or you achieve one success toward disabling a complex device.Critical Failure You trigger the device.