Disable Device (Int)
Trained Only
Check: The GM makes the Disable Device
check so that the character doesn't necessarily know whether he or she has succeeded.
Open Lock: A character can pick conventional locks, finesse combination locks, and bypass electronic locks. The character must have a lockpick set (for a mechanical lock) or an electrical
tool kit (for an electronic lock). The DC depends on the quality of the lock.
Lock Type (Example)
|
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:
A character can disable a security device, such as an electric fence, motion sensor, or security camera. The character must be able to reach the actual device. If the device is monitored, the fact that the character attempted to disable it will probably be noticed.
When disabling a monitored device, the character can prevent his or her tampering from being noticed. Doing so requires 10 minutes and an electrical
tool kit, and increases the DC of the
check by +10.
Device Type (Example)
|
DC
|
Cheap (home door alarm) |
20
|
Average (store security camera) |
25
|
High quality (art museum motion detector) |
30
|
High security (bank vault alarm) |
35
|
Ultrahigh security (motion detector at Area 51) |
40
|
Traps and
Sabotage: Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. More intricate and complex devices have higher DCs. The GM rolls the
check. If the
check succeeds, the character disables the device. If the
check fails by 4 or less, the character has failed but can
try again. If the character fails by 5 or more, something goes wrong. If it's a trap, the character springs it. If it's some sort of
sabotage, the character thinks the device is disabled, but it still works normally.
A character can rig simple devices to work normally for a while and then fail some
time later (usually after 1d4 rounds or minutes of use).
Try Again?: Yes, though the character must be aware that he or she has failed in order to
try again.
Special: A character can take 10 when making a Disable Device
check. A character can take 20 to open a lock or to disable a security device, unless the character is trying to prevent his or her tampering from being noticed.
Possessing the proper
tools gives a character the best chance of succeeding on a Disable Device
check. Opening a lock requires a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Opening a locked car calls for a car opening kit. Disabling a security device requires either a mechanical tool kit or an electronic toll kit, depending on the nature of the device. If the character does not have the appropriate
tools, he or she takes a -4 penalty on your
check.
A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device
check.
A character with the
Cautious feat and at least 1 rank in this
skill gets a +2 bonus on all Disable Device checks.
Time: Disabling a simple mechanical device is a
full-round action. Intricate or complex devices require 2d4 rounds.
Find topic in: Arcana, Characters, Future |
|
d20 Disable Device Device rpg wizards Disable (Int) wizards roleplaying roleplaying rpg wizards rpg roleplaying Device d20 Disable 3.5 srd modern 3.5 (Int) modern wizards Characters Disable rpg mrd Characters mrd Skills mrd mrd Skills wizards mrd d20 roleplaying |