Disarm Trap

Step: Rank + DEX
Action: Standard
Karma: No
Strain: 1

T he adept uses deduction, divination magic, and a deft touch to render traps inoperative by making a Disarm Trap Test against the trap’s Disarm Difficulty, as determined by the gamemaster (see the Gamemaster’s Guide, p. 110). If successful, the trap’s trigger mechanism is disabled, preventing it from activating. On a Pathetic Result, the trigger is “tripped” and the trap immediately goes off. The adept may attempt to disarm the same trap a number of times equal to his Disarm Trap Rank. Should he fail all of his attempts, he cannot try again until he increases his Disarm Trap Rank.

Disarm Trap

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