======Disable Device (Int, Manipulation, Trained Only, Requires Tools)====== You can disarm or sabotage various devices, both mechanical and electronic. **Check:** The GM makes Disable Device checks secretly so you don|t necessarily know if you have succeeded. - //Open Lock:// You can pick conventional locks, finesse combination locks, and bypass electronic locks. You must have a lockpick set (for a mechanical lock) or an electronic tool kit (for an electronic lock). The DC depends on the quality of the lock. ||**Lock Type (Examples)**||**DC**|| ||Cheap (briefcase lock)||20|| ||Average (home deadbolt)||25|| ||High quality (business deadbolt)||30|| ||High security (branch bank vault)||40|| ||Ultra-high security (bank headquarters vault)||50|| - //Disable Security Device:// You can disable a security device, such as an electric fence, motion sensor, or security camera. You must be able to reach the actual device. If the device is monitored, your attempt to disable it will probably be noticed. When disabling a monitored device, you can prevent your tampering from being noticed. Doing so requires 10 minutes and an electronics tool kit, and increases the DC by +10. ||**Device Type (Examples)**||**DC**|| ||Cheap (home door alarm)||20|| ||Average (store security camera)||25|| ||High quality (art museum motion detector)||30|| ||High security (bank vault alarm)||35|| ||Ultra-high security (motion detector at Area 51)||40|| - //Traps and Sabotage:// Disabling a simple mechanical device is DC 10. More intricate and complex devices have higher DCs. You can use Disable Device to defuse explosives like the Craft (mechanical) skill. If the check succeeds, you disable the device. If the check fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If it|s a trap or explosive, you set it off. If it|s some sort of sabotage, you think the device is disabled, but it still works normally. When you sabotage simple devices, you can rig them to work normally for a while and then fail some time later, if you choose. - //Disable Technology:// At the GM|s discretion, you can disable any technological device (see Chapter 7) with a DC 30 skill check. You can also disable technological creatures, like androids or robots, with the same check, but the subject must be helpless for you to make the check. **Try Again:** Yes, though you must be aware you have failed in order to try again. **Action:** Disabling a simple device is a full-round action. Intricate or complex devices require multiple rounds. Reducing a multi-round task to one round increases the DC by +20. **Special:** You can take 10 when making a Disable Device check. You can take 20 to open a lock or disable a security device, unless you are trying to prevent your tampering from being noticed. [[MMSkills]]