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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Skill Actions / Disable a Device

Disable a Device

Skill Actions · Thievery

Skill Thievery
Cost 1 AP
Requires Thieves' tools or the equivalent.
  • Manipulate
  • Trained

Requires: Thieves' tools or the equivalent.

You disarm a trap or other complex device; how it's built and how complex it is decide how hard and how long it is. Devices with the Complex trait take twice as long. Thieves' tools help and are sometimes required (GM's call). Take your time: if your Ranks in Thievery are at least half the device's level (round down), you disable it in 1 stretch (10 minutes) without rolling; if not, you can still spend the stretch, but you must roll Thievery, with Fortune. Push it: if you don't have or don't want to spend the stretch, roll to disable it in 1 round, with possible consequences.

Critical Success: You disable the device; a complex device takes the normal time instead of double.

Success: You disable the device in 1 round or 1 stretch, whichever you chose (double for a complex device).

Failure: Roll a DC 10 flat check; if you succeed you can try again, but each failure after the first raises this flat check's DC by 1. If you succeed the flat check: on an even number, spend 1 Strain to try again, or this device is beyond you unless you spend a full stretch on it; on an odd number, spend 1 SUP to try again, or you lack (or broke) the proper tools and can't disable it without spending a full stretch. Either way, if you spend the 10 minutes instead of the resource, you must still roll if your Ranks are less than half the device's level, and this time without Fortune.

Critical Failure: Roll a DC 10 flat check. On a success, the device doesn't go off and isn't jammed, but further attempts have 1 level of Disadvantage (this stacks with further critical failures). On a failure, it goes off in your face and you have Misfortune on any save to avoid its effect.

Results

Critical Success

You disable the device; a complex device takes the normal time instead of double.

Success

You disable the device in 1 round or 1 stretch, whichever you chose (double for a complex device).

Failure

Roll a DC 10 flat check; if you succeed you can try again, but each failure after the first raises this flat check's DC by 1. If you succeed the flat check: on an even number, spend 1 Strain to try again, or this device is beyond you unless you spend a full stretch on it; on an odd number, spend 1 SUP to try again, or you lack (or broke) the proper tools and can't disable it without spending a full stretch. Either way, if you spend the 10 minutes instead of the resource, you must still roll if your Ranks are less than half the device's level, and this time without Fortune.

Critical Failure

Roll a DC 10 flat check. On a success, the device doesn't go off and isn't jammed, but further attempts have 1 level of Disadvantage (this stacks with further critical failures). On a failure, it goes off in your face and you have Misfortune on any save to avoid its effect.