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Device Proficiency: Difference between revisions

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| Key Words || Archetype / Scout / Stamina
| Key Words || Archetype / Scout / Stamina
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| Description ||
| Description || At the cost of '''3 stamina''', with a suitable set of lockpicks or tools, the character can:
* Pick or disable a mastercrafted lock or trap with about five minutes (unless otherwise specified) suitable roleplay
At the cost of '''3 stamina''', with a suitable set of lockpicks or tools, the character can pick or disable a mastercrafted lock or trap in '''2 minutes''' of suitable roleplay.


Some fiendishly difficult locks and traps may take longer or require extra stamina. Any special requirements will be listed on the relevant card or given by the attending referee.
This skill can be used to deactivate or activate a trap of any quality without breaking it, but the character must spend double the time doing so.

This skill can be used to deactivate or activate a trap without breaking it, but the character must spend double the time (4 minutes) to do so.


Note that this skill cannot normally be used to pick or disable enchanted locks and traps unless the character has the [[Arcane Saboteur]] skill and a set of invested tools.
Note that this skill cannot normally be used to pick or disable enchanted locks and traps unless the character has the [[Arcane Saboteur]] skill and a set of invested tools.


'''Note:''' The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character Creation#Magic Points, Stamina and Work Units|Magic Points, Stamina and Work Units]].
'''Special:''' If the character uses Mastercrafted or higher quality tools for all uses of this skill, it will take 2 minutes to disable or pick.

'''Note:''' The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].
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| Progression || [[Arcane Saboteur]], [[Sapper]]
| Progression || [[Arcane Saboteur]], [[Sapper]]
|}
|}

Return to [[Skills List]]
Return to [[Skills List]]

Latest revision as of 21:11, 23 April 2026

Name Device Proficiency
Cost 5 points
Prerequisites Scoundrel
Key Words Archetype / Scout / Stamina
Description

At the cost of 3 stamina, with a suitable set of lockpicks or tools, the character can pick or disable a mastercrafted lock or trap in 2 minutes of suitable roleplay.

Some fiendishly difficult locks and traps may take longer or require extra stamina. Any special requirements will be listed on the relevant card or given by the attending referee.

This skill can be used to deactivate or activate a trap without breaking it, but the character must spend double the time (4 minutes) to do so.

Note that this skill cannot normally be used to pick or disable enchanted locks and traps unless the character has the Arcane Saboteur skill and a set of invested tools.

Note: The number of stamina points the character receives each day depends on how many skills they know that use them, see Magic Points, Stamina and Work Units.

Progression Arcane Saboteur, Sapper

Return to Skills List