Blue Mountain
Remove Traps
The tools listed above are used to disarm the most common types of traps such as pin traps in locks. Other traps may required additional equipment.

In order to remove a trap, the character must, of course, be aware of it. This usually means making a Find Traps skill roll which may modify his chance of removing it depending on how successful his Find Traps skill roll was.

When attempting to remove a trap, make a skill roll and compare the result to the following table.
  • Absolute Success - (Treat as normal Success if not rolled on the first attempt.) In the future, you may automatically disarm this trap or any identical trap. +10 to any lock related skill rolls (Find or Remove Traps or Open Locks) for the next 30 minutes.
  • Success - The trap is disarmed. +50 on any future attempts to disarm this trap.
  • Near Success - You almost had it. If you spend 2 rounds thinking about your attempt (no other activity), you may try again with a +5 bonus.
  • Partial Success - You have figured out part of the trap and have an intuitive feel for the rest. Do something else for 10 minutes and then you can try again.
  • Failure - You fail to disarm the trap. There is a 50% chance that you have activated the trap. If not, you can try again after 24 hours.
  • Absolute Failure - You have developed a mental block on this trap and will automatically fail on any further attempts to disarm it. There is an 75% chance that the trap was activated.
  • Blunder - You fail to disarm the trap and have activated it instead.