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, security camera, or alarm. You must be able to reach the actual device. Disabling a device without leaving a trace of tampering requires 10 Rounds (1 Minute), specialized electronic tools, 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 applicable.Success: You disable the device, or you achieve one success toward disabling a complex device.Critical Failure: You accidentally trigger the device or alarm.You attempt to open a lock without a key. The DC is determined by the lock's complexity and construction. High-quality locks might require multiple successes to open. If you lack proper tools, the GM might let you use improvised picks, which are treated as shoddy tools and inflict an Item Penalty.
Critical Success: You open 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 the Craft skill to repair them, or requisitioning replacement picks using your WealthYou attempt to disarm a trap, bomb, or complex device. Often, a device requires numerous successes before becoming disabled, depending on its complexity. Proper tools are helpful and sometimes explicitly required.
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.Success: You disable the device, or you achieve one success toward disabling a complex device.Critical Failure: You trigger the device or detonate the trap.