Disable a Device
Two-action Thievery check to disarm traps or complex devices, accumulating successes toward multi-success targets. Critical success disables the device and grants two successes wit...
This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. An infiltrator's toolkit is helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it. Your Thievery check result determines your progress. Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. Success You disable the device, or you achieve one success toward disabling a device that requires more than one success. Critical Failure You trigger the device.
Two Actions
This product includes content derived from the Starfinder Second Edition rules system, which is available under the ORC License (https://paizo.com/orclicense). Paizo, the Paizo golem logo, and Starfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.