Use your dexterity and technical knowledge to place or deactivate traps - mechanical or electronic - without triggering them.
Roll 1d100 + Set/Disarm Traps skill vs. DR 100 + modifiers
On success, the trap is set or disarmed without triggering.
A failure may result in the trap triggering or becoming more difficult to disarm.
+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
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
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.
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