(Fastplay) Disable Device

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Disable Device
    Restriction: GM makes all checks in secret and reveals the results as needed
    Restriction: cannot disarm spike growth or spike stones
    DC Base: 10 (simple device)
    DC Base: 15 (tricky device)
    DC Base: 20 (difficult device)
    DC Base: 25 (extreme device)
    DC Modifier: +5 when leaving no trace of tampering
    Check Frequency: 1 per device
    Success: the device is disabled
    Failure: <= 4 you failed, but you can try again
    Failure: >= 5 mishap, you trigger the trap (GM discretion)
    Time: 1 round (simple device)
    Time: 1d4 round (tricky device)
    Time:  2d4 rounds (difficult or extreme device)
Sabotage/Rig
    Success: you sabotaged/rig the device
    Failure: >= 5 you just think the item is sabotaged/rigged but it isn't (GM discretion)
    Time: rigged item fails after 1d4 rounds/minutes of use (GM discretion)
Study Trap
    Success: >= 10 you can study the trap, know how it works, bypass without disarming and rig for allies to bypass it too
Magical Traps
    Restriction: you must have the trap-finding class ability
    DC Base: 25 + level of spell use to create it
Open Locks
    DC Base: 20 (simple lock)
    DC Base: 25 (average lock)
    DC Base: 30 (good lock)
    DC Base: 40 (superior)
    DC Modifier: +10 without proper tools
    Check Frequency: 1 per lock
    Success: lock is opened
    Failure: lock is still closed, but you can try again
    Time: full-round action
Final Notes
    Bonus In: +2 Deft Hands (feat)
    Bonus In: +4 Deft Hands (feat) + Disable Device (10 ranks)
    D20: Disable Device + Open Locks