Set/Disarm Traps

Agility
Reasoning
Self Discipline

Short Description

Use your dexterity and technical knowledge to place or deactivate traps - mechanical or electronic - without triggering them.

Success Criteria

Roll 1d100 + Set/Disarm Traps skill vs. DR 100 + modifiers

Effects

On success, the trap is set or disarmed without triggering.

A failure may result in the trap triggering or becoming more difficult to disarm.

Modifiers and Restrictions

+10 to +40 DR if trap is complex, concealed, or high-tech

+15 to +25 DR if time is limited or you're under pressure

+20 DR if the trap is magical or part of a nested system

+10 DR if you lack proper tools

–10 to –20 DR if you have blueprints, insider knowledge, or specific disarm tools

–15 DR if trap is simple and in plain sight

Action Examples

Carefully disabling a pressure plate hidden beneath debris:

DR 100 + 15 (advanced mechanism) + 10 (poor lighting) = DR 125→ Roll = 134 → SR = 9 → Trap disarmed

Setting a tripwire connected to an alarm system in a hallway:

DR 100 + 10 (complex system) = DR 110→ Roll = 124 → SR = 14 → Trap set successfully

Long Description

The Set/Disarm Traps skill covers the precise placement or safe deactivation of both mechanical and electronic traps, including more advanced security mechanisms. This skill is used by saboteurs, infiltrators, and engineers in both combat and infiltration settings, often under time pressure or hostile conditions. While simple traps can be managed quickly, advanced systems may require in-depth analysis and a steady hand, especially when facing nanobots, magical disguises, or linked alarms. Setting traps can offer strategic advantage in ambushes or retreats, while disarming them is essential for safe passage and stealth.

This skill often interacts with Detect Traps, Heist Specialist, or Diversion Tactics for sequencing and optimal tactical use.

Sequencing

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Potential Counters

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How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.