This is a little needle in a lock. It is covered in greenblood oil poison, whatever that is.
Detect: Per-based Traps at -3.
Disarm: DX-based Traps at -2.
Circumvent: Automatic (don't trigger).
Evade: Hearing allows Dodge.
Effects: 1 small piercing to Hand plus poison; one minute afterwards, resist vs. HT at +1 or lose 1 HT.
Rearm: Yes, if you have more poison.
Steal: Automatic; you now have a needle.
A variant covered in blue whinnis oil is easier to disarm (-1) and can be circumvented by a Per-based Lockpicking roll at -7 that finds the hidden switch, while a DX-based Lockpicking roll at -7 disables it. Failure triggers. It's harder to to hear or avoid (-3 to both Hearing and Dodge), and the poison does 1 small piercing to Hand plus poison; resist vs. HT or lose 1 HT; one minute afterwards, resist vs. HT or fall unconscious for 1 hour per point by which the resistance roll failed.