Restricted DEV Activities:
Weapons
DEV
Relevant Chars: Dx(Ph)
Succeeds on: 25%
This involves the opening of locked or otherwise unopenable doors by dexterity rather than brute force or by picking a lock. An implement will usually be required.
T |
Effect |
>= 101 |
Failure 3: Implement broken |
76 to 100 |
Failure 2: Implement stuck |
26 to 75 |
Failure 1: further attempts may be made |
< 26 |
Door opened |
Difficulty Levels:
DEV
Relevant Chars: Dx(Ph) / Tc
Succeeds on: 15%
T |
Effect |
>= 115 |
Failure 4: Lock Damaged: Lock unpickable OR DL+1 per 5% T>65 |
91 to 114 |
Failure 3: Implement broken: Lock unpickable OR DL+1 per 5% T>65 |
66 to 90 |
Failure 2: Implement stuck: Lock unpickable OR DL+1 per 5% T>65 |
16 to 65 |
Failure 1: further attempts possible. |
<16 |
Lock picked |
Difficulty Levels:
DEV
Relevant Chars: Dx(Ph)
Succeeds on:10% (Resetting deactivated trap succeeds on -15%)
T |
Effect |
>= 31 |
Failure 2: Trap activated |
11 to 30 |
Failure 1: further attempts may be made |
< 11 |
Trap deactivated |
To reset a deactivated trap, use the Effects table below. It is still the Remove Traps Activity, but the experience gained by resetting a trap that has been successfully deactivated will typically be +1.1 in total for stress situations and +0.1 in total for non-stress siyuations..
T |
Effect |
>= 46 |
Failure 3: Trap activated |
6 to 45 |
Failure 2: Trap broken. |
-14 to 5 |
Failure 1: further attempts may be made |
< -14 |
Trap reset |
Difficulty Levels:
All traps have DL0 or greater (see Build Traps below).
DEV
Relevant Chars: Dx(Ph) / In
Succeeds on: 50%
As much detail may be specified about the trap to be built as is thought necessary / desirable. Certain types of Trap will have a minimum DL. When these are attempted, the degrees of Failure (1 to 2) start above the %Throw required to achieve the desired DL.
T |
Effect |
>= 91 |
Failure 2: Trap sprung on maker |
51 to 90 |
Failure 1: Unable to make Trap |
21 to 50 |
DL0 Trap built |
1 to 20 |
DL1 Trap built |
-9 to 0 |
DL2 Trap built |
-19 to -10 |
DL3 Trap built |
-29 to -20 |
DL4 Trap built |
Per 10% or part thereof below |
Add 1 to DL of Trap built |
Results are given in terms of DL for Remove Traps. Use Hide Devices to prevent the Trap from being spotted by the victim.
Difficulty Levels:
Building Traps can take some time, but time can be sacrificed. For speedily designed / built Traps, a DL applies to the T on Building the Trap at the DM’s discretion. Traps can be previously designed without a DL for hasty designing, and then built on the spot.
DEV
Relevant Chars: Dx(Ph) / In
Succeeds on: 60%
Devices to be hidden may be Traps or other objects. To hide Beings, use the Camouflage Restricted DIS Activity.
As much detail may be specified about the method of hiding as is thought necessary / desirable.
T |
Effect |
>= 91 |
Failure 3: Device damaged / inoperable, but Hider unaware of this. Hiding fails, and device is obvious to anyone who looks where device is hidden. |
81 to 90 |
Failure 2: Device damaged / inoperable, but Hider aware of this. Hiding fails, and device is obvious to anyone who looks where device is hidden. |
61 to 80 |
Failure 1: Device obvious to anyone who looks where device is hidden |
31 to 60 |
Hid with DL0 |
11 to 30 |
Hid with DL1 |
1 to 10 |
Hid with DL2 |
-9 to 0 |
Hid with DL3 |
Per 10% or part thereof below |
Add 1 to DL of Hiding |
Results are given in terms of DL for Locate Hidden Devices. If Hide Devices is successful, the resulting DL refers to how well the Device is hidden, and not how well the Device is made.
Difficulty Levels:
Additional DL may apply to the T on Hiding the Device for:
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