Sense the presence of mechanical, magical, or technological traps before triggering them.
Roll 1d100 + Trap Awareness skill vs. DR 100
On a successful check, you may:
- Identify the type of trap (mechanical, magical, tech)
- Locate the trigger or effect area
-20 DR to +60 DR - Trap quality
+10 DR – Trap is concealed within ordinary objects or terrain
+10 DR – You're moving quickly or under time pressure
+15 DR – Trap uses advanced tech, nanobots, or invisible mechanisms
+15 DR – You're in low light or poor visibility (fog, darkness, interference)
+20 DR – Magical illusion or hologram disguises the trap
+30 DR – Trap is part of a layered or nested system (e.g., decoy, chain reaction, fake-out)
–10 to –30 DR if trap is old, broken, or sloppily placed
–10 DR if used in focused, stationary inspection
Check locks, doors, items etc. for traps. Will often be an opposite roll against the difficulty of the trap or the skill check of the trapper.
Detect Traps is the bread-and-butter skill of professional infiltrators, scouts, and rogue operatives. It enables a character to detect hidden hazards embedded in the environment - whether old mechanical snares, arcane glyphs, digital mines, or next-gen nanobot fields. This version of the skill is tuned for active use while moving through hostile zones or during missions where every step could trigger disaster.
The skill functions both passively (while maintaining high alert) and actively (when stopping to search). Unlike the Awareness-category version, this Thieving-based use focuses more on fieldwork and on-the-go scanning rather than broad environmental sensing. It doesn’t automatically allow for safe disarmament, but provides the critical first step: seeing the trap before it sees you.
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