Skulduggery - Disable Trap
Beside locks and guards, traps are used to prevent
access to containers or even locations. In medieval and
fantasy settings, traps are often used to prevent people
from stealing valuables or raiding tombs.
When faced with a trap, characters can use the Disable
Trap subskill to render them harmless. Note that
prior to disarming a trap, the character has to detect it.
This is done through either a Perception or Vigilance
check. Also note that some traps, once detected, do
not need to be disarmed and can be easily avoided. For
example, a trip wire can be bypassed by stepping over
it.
The Skulduggery skill's description on page 64 of
the Genesys Core Rulebook states that this skill
is used to disarm traps. This leaves us wondering
what skill should be used to disarm non-trap
devices, such as siege weapons. The other skill that
would make sense would be Mechanics. Yet, on
that skill's description on page 60 of the Genesys
Core Rulebook, the closest usage is "Your character
needs to sabotage an enemy’s vehicle or find a weak
point in their defenses." Therefore this author recommends
using the Mechanics skill to sabotage or
disable any other devices. Yet, the GM might allow
the Disable Trap subskill to be used as "Disable
Device" that can work on other equipment as well.
EXAMPLE #1 OF DISABLE TRAP CHECK
Ignatious is exploring an old underground ruin. The ancient organization who build the tomb encased themselves and their secrets in these tombs, their secrets protected by powerful defenses. Ignatious is now standing in front of a door he suspects opens to the main throne room. He closely
inspects the surroundings and finds a panel behind
which he finds a trap mechanism. It seems to be
attached to the door.
In order to disable the mechanism, the GM has
Ignatious' player roll an Average (dd) Skulduggery
check. Since he is using thieves' tools, he adds a a to
the result.
The roll generates fa. Ignatious cannot find a way to
properly disable the mechanism but his tampering
left it less efficient.
When he opens up the door, the mechanism jams as
it is activated. The trap consists of spears that spring
from the wall to impale any intruder. Because of
Ignatious’ tampering, the spears jam midway through
before continuing on their intended course. This
small delay adds a b to the trap's combat check.
EXAMPLE #2 OF DISABLE TRAP CHECK
Navin is a minesweeper being tasked with the field
around a town that had just been recaptured from
the enemy. The army wants to use it but even after
the assault, many land mines are still in place. Navin
locates his first mine and starts working on it.
The GM sets the difficulty to Daunting (dddd) as
land mines are both dangerous and difficult to work
with. Navin has the necessary tools to defuse mines.
These tools are considered the right tools for the job
(see page 93 of the Genesys Core Rulebook). Since
defusing without these tools would be impossible,
having them does not add any dice, it simply makes
the check possible. Navin has studied the blueprints
of this exact model of land mine prior to this mission.
The GM adds bb for this expertise.
The check generates ssh. Navin successfully
defuses the mine. Yet, the fuse has been damaged
and he won't be able to reuse the mine.
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