Disable Device Skill

Disable Device (Int)
Trained Only
Use this skill to disarm a security device, defeat a mechanical lock or trap, or rig a device to fail when it is used. You can examine a simple or fairly small mechanical or electronic device and disable it. The effort requires at least a simple tool of the appropriate sort (a pick, electronic lead, wire, file, pry bar, hydrospanner, and so on).

Check: The GM makes the Disable Device check so that you don’t necessarily know whether you’ve succeeded. The DC for the check depends on how tricky the device is.

Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. More intricate and complex devices (particularly those that are electronic) have a higher DC. The GM rolls the check. 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, you spring it. If it’s some sort of sabotage, you think the device is disabled, but it still works normally.

Disarm Explosive Device: A character can use the Disable Device skill to attempt to disarm a set explosive. The DC is 10 for a simple explosive device, 15 for a moderate explosive device, 20 for a complex explosive device, and so on. If the builder was successful in adding a trap, increase the DC by +10, +15, or +20.

Device Time DC1 Example
Simple 1 round 10 Sabotage a mechanical device
Tricky 1d4 rounds 15 Sabotage an electronic device, jam a blaster
Difficult 2d4 rounds 20 Disarm or reset a mechanical trap, open a mechanical lock
Wicked 2d4 rounds 25 to 40 Disarm an electronic security system

1If you attempt to leave behind no trace of the tampering, add +5 to the DC.

Retry: Yes, though you must be aware that you have failed in order to try again.

Special: You can take 10 when making a Disable Device check, but you can’t take 20.

A character with the Cautious feat and at least 1 rank in this skill gets a +2 aptitude bonus on Disable Device checks.

Time: Disabling a simple mechanical device takes 1 round (and is a full-round action). Intricate or complex devices require 2d4 rounds. You also can rig simple devices to work normally for a while and then fail some time later (usually after 1d4 rounds or minutes of use).

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