2.19.5 Getting around mechanical devices

A character can get around a mechanical device (e.g. picking a lock to open it without the key, cracking a safe combination by listening to the levers inside the safe, disarming a trap before it triggers, etc.) if he/she makes a dice roll using his/her Engineering (including relevant specialisms) + CO.

It takes about a minute to attempt to pick a lock or disarm a trap, or about 10 minutes to attempt to crack a safe.

The difficulty is determined by how good the mechanical device is, which is based on the quality of the design and the quality to which it was built, as follows:

Design Manufacture -> Abysmally made Poorly made Competently made Well made Excellently made
Abysmally designed 0 0 1 2 3
Poorly designed 1 2 3 4 5
Competently designed 2 4 6 8 10
Well designed 3 6 9 12 15
Excellently designed 4 8 12 16 20

If a character fails when disarming a trap, he/she will set the trap off. If he/she fails when picking a lock, he/she may damage the lock mechanism and end up jamming the door shut.