Tampering
Mechanics
You must be adjacent to or in the hex with a device in order to affect it with a tampering check, regardless what your effective reach is.
Rolled For
Tampering can be used to jam locks, disable vehicles, sabotage buildings, and disarm mechanical traps. It cannot be used to disarm magical traps however.
Difficulty Modifiers
DC begins at 0, each of the following adds +5.
- Active Danger: Something is actively opposing your check such as by attacking you.
- Adjust: Changing the outcome or purpose of a device. The further from the original use, the more times this applies.
- Dangerous: The activity has some consequence for failure such as triggering a trap or being noticed.
- Golem: The activity targets a golem or a golem construction workshop.
- Hidden: The check would be ruined if it is noticed before next triggered.
- Magical: The device or thing being manipulated is magical. If it is a ritual, this applies twice.
- Sabotage: You are attempting to sabotage a device so it breaks or halts when next used.
- Showy: You just want to show off and make it more difficult for yourself.
- Time Limit: If something would make the task actively harder or impossible after a certain period of time.
- Trap: Some traps specifically increase the difficulty of checks associated with them.
Special Rules
If you are attempting to disarm a trap and fail by 4 or more, you trigger the trap instead of disarming it.
The different uses and difficulties of Tampering checks each take a different period of time. Typically a tampering check takes 1 minute though some may take up to a day or even longer.
Example tools
The following items are examples of tools for Tampering:
Lockpicks(d4, TDC 15), Glasscutter(d4, TDC 10), and Skeleton Keys(d6, TDC 30)
Powers
Tier 1
- Break shut[You can attempt to jam a lock, preventing it from being unlocked. Your Tampering result is the DC to pick the lock.]
- Lockpicking[You can attempt to pick locks.]
- Moment of inspiration[When you disable a mechanism with one check and rolled above average, you gain 1 momentum.]
- Nope, Stable[When you use Tampering to disarm a pit-trap, if you succeed by at least 5, the trap's cover instead functions as a bridge and it cannot be tripped again until rearmed.]
- Planned break[You can rig a device to fail. Your Tampering result is the DC to determine that the device will fail and also how many minutes of work before it does so.]
- Traphandler[You can attempt to disarm mechanical traps]
- Wasn't here[When you roll maximum on a tampering check, you leave no sign of your attempt.]
Tier 2
- Bare mech[If you study a device for at least 10 minutes, it grants a 1d4 aid die on defenses and tampering checks against similar devices for 1 day per tier.]
- Hazardous[You can attempt to pacify natural hazards]{SURVIVAL}
- Oh Sh-[When you trigger a trap, you may attempt to disarm it before it harms anyone. The trap gains a d8 aid die against this check.]
- Reach tamper[You may tamper within your reach, not simply things adjacent to you.]
- Step in[If you're aiding someone's tampering check and they fail, you may immediately attempt the same check in their place.]
- Touch reception[When you aid on Tampering checks, you may add half your Senses tier to the check result.]
- Trappers Eye[You add your Jent Ghun tier to tampering checks to disarm jent ghun based traps.]{JENT GHUN}
Tier 3
- Brilliant bypass(Wasn't here)[When you benefit from 'wasn't here', you gain 1 additional momentum.]
- Hold off[When you trigger a trap due to a failed tampering check, you may spend 1 momentum to move 1 hex before the trap is resolved.]
- Magic Breakdown[You may use Tampering to dismantle Jent Ghun effects. This is an extended DC of half that to create the effect.]
- Trapped Soul[You can attempt to disarm magical traps]{OMERIANISM}
- Twisted plans(Planned break)[When you use 'Planned break', double your result and split it between the DC and duration as you see fit.]
- Wrong time to Focus[In initiative, you may perform 2 aid actions per turn provided one of those actions is to aid a tampering check.]
- Yank[When someone within your reach triggers a trap, you may spend 1 momentum to move them 1 hex before the trap resolves.]
Tier 4
- Wrong Door[You can attempt to change a doors "exit" location.]{ARCANE}
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9