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The section on Thieves’ Ability to Find/Disarm Traps (pp. 12-13) led me to think of a similar set of rules for GURPS:
Finders Keepers? When looking for traps, a critical failure on the Per-based Traps roll sets off a trap when it is present. Making the roll exactly when a trap is present leads the seeker to think a trap is there, but isn't sure. The seeker can look again, which takes a minute. When a trap is not present but someone looks, roll Per-based Traps anyways. A critical failure means the seeker thinks a trap is there, but isn't sure. The seeker can look again for the trap, wasting a minute.
I'll have to try it the next time I play.
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