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Explosives

Name
Explosives
Skill Attribute & Difficulty
Int - Average
Defaults
5+Int, Others
Prerequisites
None
Description
This is the skill of working with explosives and incendiaries.   You must specialize:
Specializations

Demolition

Defaults: Engineer (Combat)-3, Engineer (Mining)-3   The ability to prepare and set explosives in order to blow things up. Make a roll whenever you use explosives in this way. A failure indicates an error. The gravity of the error depends on the amount by which you failed; a badly failed roll in close quarters can blow you up!   Time required varies – it takes only a couple of seconds to set a prepared charge, but it might take hours to demolish a large bridge or a skyscraper. When setting an explosive trap, use this skill rather than Traps.   Rolls to set a “trap” fuse (e.g., a landmine) instead of a timed fuse are at -2.  

Explosive Ordinance Disposal (EOD)

Prerequisites: Dex+2   The ability to disarm and dispose of bombs and other explosives. When disarming a trap, roll a contest of your Explosives (EOD) skill vs the Explosives (Demolition) skill of the person who created the device. A failure (Or even a grave failure) does not necessarily mean an explosion. Sudden hissing noises, mysterious parts falling off, cramps, itches, and alarm bells are all possible in the right circumstances.   It's best if the physical circumstances are described to the victim. Fright checks are appropriate for the survivors of a failed EOD attempt.  

Fireworks

Defaults: Chemistry-3   The skill of making pyrotechnic devices. Fireworks, flares, smoke bombs, flash grenades, etc. Most of theses things can be used by anyone.  

Nuclear Ordanance Disposal (NOD)

The equivalent of Explosives (EOD) for nuclear devices. Disarming a military nuclear weapon is straightforward; disarming a homemade terrorist bomb might be more difficult. Only a critical failure verified by a second critical failure will result in a nuclear detonation. Any lesser failure will – at worst – detonate the high-explosive trigger and contaminate the immediate area with radioactive material . . . not that this is a great deal of consolation to those nearby.  

Underwater Demolition (UD)

Defaults: Engineer (Combat)-3, Engineer (Mining)-3   The ability to prepare and set explosive underwater. This is otherwise identical to Explosives (Demolition). You usually need the Scuba skill or at least the Swimming skill to get into a position where you can use this skill.  
  These specialities default to one another at -4 except for Demolition and UD, which default to one another at -2, the same applies to EOD and NOD.
Modifiers
Equipment modifiers; -1 to -5 for distractions (e.g., enemy fire or swarms of biting ants) or physical motion (e.g., a rocking boat or speeding bus). Time modifiers will often apply.

Created by

Sirplyot.

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