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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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