After Detect Trap, Rogues may now choose to investigate further and read the trap card with the Bypass Trap ability. The player is now able to safely work around some traps after detecting them, temporarily bypassing their effects. When using this ability, the rogue is able to temporarily disable a trap, holding the mechanisms that would set it off in place in order to move an item, unlock and open a door or container, or pass safely over a trapped area. A player using this Rogue ability must have one part of their person in contact with the trapped item, container, or location at all times. Once they stop their control over the trap’s mechanisms, or leave the area, the trap is considered rearmed. The player may bypass a trap set by a Rogue equal to or lower than their Tier.
Prerequisite: Detect Trap
Phys Rep
The Rogue should carry a set of thieves' tools. After using Detect Trap, take out the tools and perform a 10 second RP. The player compares the Tier of the trap set on the item, container, or location to their Tier to determine outcome. If the trap is of an equal to or lower Tier than the Rogue’s it is safely bypassed. If the trap is higher Tier, then the effects of the trap take place immediately.