Disable a Device
Time Required: 3 seconds
Skill: Sleight of Hand (Trained)
You attempt to pick a lock or disarm a trap. Roll Sleight of Hand vs the TN of the lock or trap.
- Success: You earn a Success Point towards disabling the device.
- Failure: You earn a Failure Point towards disabling the device.
Most typical locks or traps will require four Success Points to disable. Most locks don't care about Failure Points, but simple traps will typically be triggered after gaining two Failure Points.
Equipment
If you lack a Pickset Kit, you suffer slight on your attempt to Disable a Device.
Aurelia kneels before the door, and pulls out her pickset kit. She rolls her Sleight of Hand and gets a 14. The TN of this particular lock is 12, so she gets a Success Point. That was three seconds; she continues to work at the door with her next three seconds, getting a nine. Luckily, this lock doesn't care about Failure Points. “This is gonna take a while,” she warns her teammates.