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Handle Device

Brian Hill edited this page Oct 5, 2026 · 1 revision

Handle Device

(Active) worst of DEX and INT
  Possessed By: Some Humans, Kobolds, Gnomes, Deep Gnomes, Rogues, Assassins, Sentinels.
  Effects:  The Handle Device skill is a rough medieval-fantasy equivalent to engineering, and has the following facets:
   * Disarm Trap (Passive): A character can make a Handle Device check to attempt to disarm any trap found in the dungeon. The DC of this check is based on the trap in question, but typically increases the deeper into a dungeon a character goes. Failing a check to disarm a trap by more than 5 typically sets it off.
   * Reset Traps (Active): Once a trap has been disarmed, a character can examine its mechanism and reset it, calibrating it so that she is able to avoid any danger it presents, but other creatures -- even those native to the area the trap is found in -- may fall victim to its effects. If the trap kills a hostile creature, the player character who set is receives the experience. Even if it is triggered and does not kill its victim, the player will receive some experience.
   Traps can only be reset if they have been disarmed. If they have been triggered, most aren't usable -- though some traps are multi-use and can be reset and triggered again and again.
   The DC to reset a trap is always 5 higher than whatever was needed to disarm it, and a character must have Handle Device 10+ to make the attempt.
   * Retrieve Components (Active): A clever rogue can go one set further than setting or disarming traps, actually taking apart a trap and idsmantling it into its base components -- a collection of items she can carry with her through the dungeon. She can then later set up the trap at a new location without a check by 'a'ctivating the trap components.
   The check to dismantle a trap is always made at a DC 10 higher than that needed to disarm it, and a character must have Handle Device 15+ to make the attempt. If a rogue should come upon trap components by a means other than dismantling a trap -- buying them in a store, or killing another character that posssessed them, for example -- she must then make the save Retrieve Components check in order to set up the trap components in a new location.
   * Mechanical Weapons (Passive, Unimplemented): The Handle Device skill is also used to operate mechanical weapons skillfully. Gnomes begin with these kinds of weapons, and other character may buy them, find them in the dungeon or take them from slain gnomes. Characters that do not have the Handle Device skill are not considered to be proficient with mechanical weapons, even if they would be proficient with a normal weapon of the type. Characters that possess te skill are proficient with any kind of mechanical weapon that they have the appropriate normal weapon group proficiency for.
   Additionally, characters with this skill receive bonuses of various kinds when using mechanical weapons, as follows:
   Polearms: Mechanical polearms have spring-loaded telescoping hafts that can change length freely to accomodate their user's desire. These weapons add their wielder's [Handle Device / 3] to the DC of the saving throw to close with the wielder, and if the wielder has a Handle Device score of +10 or higher, they can be used to attack a target who is inside the normal reach in which a polearm of the type in question would be ineffective.
   Daggers / Knives: Mechanical daggers or knives have various concealed or spring-loaded blades, whether the primary blade of the weapon or a secondary edge. On one in three attacks, the wielder can use this function to surprise an opponent, treating them as off-guard if they can beat them on an opposed Handle Device vs. Spot check.
   Bows: Mechanical conventional bows feature elaborate balances and pulley systems to direct force and channel torque, allowing the wielder to substitute (10 + [Handle Device / 2]) for her Strength score (if beneficial) when using them.
   Flexible Weapons: Flails, whips, spiked chains and similar weapons typically replace the chain with a very intricately crafted mechanical tentacle that flows easily where guided until a slight shift 'locks' it into its current form, turning the weapon rigid and potentially trapping weapons or limbs. This allows the wielder to add [Handle Device / 3] to the DC of saving throws against being tripped or disarmed by a mechanical flexible weapon.
   Crossbows: Gnomish crossbows are fit with special sights made with ground glass lenses, allowing their wielder to aim her shots very precisely. They add [Handle Device / 5] to their threat range when used by a competant bearer.

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