Disable Device

Use **Disable Device** to disable a security device, defeat a mechanical lock or trap, or rig the breaks 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 this skill.

**:** Intelligence

**T:** Yes

**AP:** No

**:** Field Scientist, Infiltrator, Techie, and Smart Hero.

## Checks

**GM Secret Roll:** The GM makes the Disable Device check so that the character doesn't necessarily know whether he or she has succeeded.

### Open Lock

**Table: Open Lock**
 Ultra-high security (bank headquarters vault) | 50

A character can pick conventional locks, finesse combination locks, and bypass electronic locks. The character must have a lockpick 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

**Table: Disable Security Device**
 Ultrahigh security (motion detector at Area 51) | 40

A character can disable a security device, such as an electric fence, motion sensor, or security camera. The character must be able to reach the actual device. If the device is monitored, the fact that the character attempted to disable it will probably be noticed. When disabling a monitored device, the character can prevent his or her tampering from being noticed. Doing so requires 10 minutes and an electrical tool kit, and increases the DC of the check by +10.

### Traps and Sabotage

Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. More intricate and complex devices have higher DCs. The GM rolls the check. If the check succeeds, the character disables the device. If the check fails by 4 or less, the character has failed but can try again. If the character fails by 5 or more, something goes wrong. If it's a trap, the character springs it. If it's some sort of sabotage, the character thinks the device is disabled, but it still works normally.

A character can rig simple devices to work normally for a while and then fail some time later (usually after 1d4 rounds or minutes of use).

### Disabling Robots and Cybernetics

Disabling a robot is a full-round action and requires a successful Disable Device check (DC 30). The robot must be pinned before the check can be made.

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 unit is attached must be pinned before the check can be made. Internal cybernetic attachments cannot be disabled with this check.

**Special:** A disabled robot or disabled external cybernetic attachment can be re-enabled with a successful Repair check.

### Special

Possessing the proper tools gives a character the best chance of succeeding on a Disable Device check. If the character does not have the appropriate tools, he or she takes a -4 penalty on your check.

* Opening a lock requires a lockpick 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 electrical tool kit, depending on the nature of the device.

A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device check.

**:** A character can take 10 when making a Disable Device check.

**:** A character can take 20 to open a lock or to disable a security device, unless the character is trying to prevent his or her tampering from being noticed.

**:** Yes, though the character must be aware that he or she has failed in order to try again.

###

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

**Table: Disable Device Feats**