Disable Device (Int) Trained Only

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

**Open Lock:** 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 TN depends on the quality of the lock.

 Average (home deadbolt)
 High quality (business deadbolt)
 High security (branch bank vault)
 Ultra-high security (bank headquarters vault)

You can rush an Open Lock attempt, reducing the amount of time it takes to perform the attempt.

**Quick Lockpick:** You can try to open a lock more quickly than normal. To reduce the time required to open any lock to a move action, add 20 to the TN. For example, opening an average lock normally requires a TN 25 check and requires a full-round action. To open the lock as a move action requires a TN 45 check.

**Disable Security Device:** 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 TN of the check by +10.

 Average (store security camera)
 High quality (art museum motion detector)
 High security (bank vault alarm)
 Ultrahigh security (motion detector at Area 51)

**Traps and Sabotage:** Disabling (or rigging or jamming) a simple mechanical device has a TN 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).

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

**Special:** 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. Possessing the proper tools gives a character the best chance of succeeding on a Disable Device 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 electronic toll kit, depending on the nature of the device. If the character does not have the appropriate tools, he or she takes a –4 penalty on your check. A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device check. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Disable Device checks.

**Time:** Disabling a simple mechanical device is a full-round action. Intricate or complex devices require 2d4 rounds. You can reduce the amount of time it takes to disable a device or add a bypass element to an existing trap.

**Bypass Trap:** You try to incorporate a bypass element enabling you to avoid a trap’s effects if you encounter it again later. Doing this imposes a –10 penalty on your Disable Device check. If you succeed, you can not only bypass a trap without disarming it (just as if you had beat the trap’s TN by 10 or more, but also add a bypass element allowing you or your companions to avoid triggering the trap again later. For example, you could insert a wedge that blocks the gears of a mechanical trap, or pick out a narrow path between the pressure plates that trigger poison darts from the wall.

**Quick Disable:** You can try to disable a device more quickly than normal. To reduce the time required to disable any device to a full-round action, add +20 to the TN. For example, a trap that normally requires a TN 20 check and 2d4 rounds to disarm could be disabled in 1 round with a successful TN 40 check.