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.
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