Trap detection now spawns the disabler placeable (which looks like a pile of junk, but that'll have to do).

Disabling traps has its central handling-- disabling requires all of the user's actions for 2d4 rounds. Another PC who uses the disable item while the first PC is working will attempt to perform an Aid Another (DD DC10) and will provide a +2 to the result if successful. Success removes both AOEs and the disabler placeable.