Stellar Swords
An OGL Resource for Space Fantasy Roleplaying

Disable Device [Int; Trained Only]

Check

The Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded.

The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs.

If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.

You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).

Device Time DC1 Example

1. If you attempt to leave behind no trace of your tampering, add 5 to the DC.
Simple 1 round 10 Jam a lock, jam a magnetic lock
Tricky 1d4 rounds 15 Sabotage a wagon wheel, sabotage a turbofan
Difficult 2d4 rounds 20 Disarm a trap or security system, reset a trap or security system
Wicked 2d4 rounds 25 Disarm a complex trap or security system, cleverly sabotage a complex mechanical or electronic device, such as a computer or robot

The DCs to disable technological devices use the same scale as those in the core rules. However, you must have the Technical Proficiency feat to bypass, sabotage, or disarm these devices.

Special

If you have 5 or more ranks in the Demolitions skill, you get a +2 synergy bonus when attempting to disable an explosive device.