Thievery
The particular skills favoured by thieves and miscreants: disabling devices and picking locks.
Actions
Disable a Device (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.
Pick a Lock (Manipulate, Trained)
Requires: Thieves' tools or the equivalent.
You open a lock without its key. Picking a lock works much like Disable a Device: the DC comes from how complex and well made the lock is, and locks with the Complex trait take twice as long. Without the proper tools the GM may let you use improvised picks, which count as shoddy tools and give 1 level of Disadvantage, depending on the lock. Take your time: if your Ranks in Thievery are at least half the lock's level (round down), you pick 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 time, roll to pick it in 1 round, with possible consequences.
Critical Success: You pick the lock; a complex lock takes the normal time instead of double.
Success: You pick the lock in 1 round or 1 stretch, whichever you chose (double for a complex lock).
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 lock is beyond you without spending a full stretch; on an odd number, spend 1 SUP to try again, or you lack (or broke) the proper tools and can't pick it without spending the full stretch. Either way, if you spend the time instead of the resource, you must still roll if your Ranks are less than half the lock's level, and this time without Fortune.
Critical Failure: As a failure, except you roll the flat check with Misfortune, and if you then spend the stretch to finish and still have to roll, you roll with Misfortune.