Demolitions
This broad skill provides a character with training in the basics of
setting explosive charges to demolish a specific target. A skilled
character has a working knowledge of handling explosives, using
primers and timing devices, and placing charges for maximum effect.
Prepared charges come in several forms—satchel bombs, mines, and
objects using plastic explosive, to name some typical ones. A prepared
charge inflicts a specific type and amount of damage on objects within
its explosive radius, as detailed in “Prepared Explosives” on page 180
in Chapter 11: Weapons & Armor.
Setting a prepared charge can be a simple activity, requiring only one
skill check if a character merely wants to place an explosive in a
readily accessible area. A Failure result on this skill check means
the device is a dud and won’’t explode as planned. (This is a case when
the Gamemaster might elect to roll a skill check secretly, to prevent
a player from knowing something that his character would not have
found out.) A Critical Failure result could mean that the device
explodes prematurely, depending on the type of explosive being used.
If a character wants to set a charge so that it won’’t be easily
discovered, a complex skill check (see page 62) is necessary. The
complexity of that check (how many successes are needed) is related to
how well the character wants the device to be hidden: If he attempts
and succeeds at a task of Marginal complexity, the explosive charge is
hidden well enough that any opponents’’ Awareness checks to spot the
device are made at a +1 penalty. That penalty increases for each
succeeding level of complexity, up to a +4 penalty at the Amazing
level.
In addition, completing a complex skill check of Good complexity
indicates that the charge has been set in a spot that’’s not only well
concealed but vulnerable—when the explosive is detonated, it causes
damage of one grade better than normal (Ordinary damage becomes Good
damage, for example). For a successful complex skill check of Amazing
complexity, the damage done by the blast improves by two grades (from
Ordinary to Amazing). More information about grades of damage appears
on page 174 in Chapter 11: Weapons & Armor and also in the Gamemaster
Guide.
Disarm
The disarm skill lets a character attempt to render bombs, mines,
and other demolition packages inoperative before they explode. A
character does not need to make a skill check to disarm his own
work or any common explosives. A skill check is required when time
is of the essence, if the explosive is of unusual make, or if it
has been rigged with security devices or booby traps. Except in
the very simplest of cases, a complex skill check (see page 62) is
involved.
Scratch-Built Explosives
This skill lets a character attempt to build a demolition package
from scratch, or tamper with military ordnance such as a mortar
shell to make it usable as a demolition charge. The use of the
skill assumes that the character has the proper materials and
tools on hand; the skill check receives a +2 penalty if the
character is forced to use common items (such as things found
around a house).
Making a scratch-built explosive device takes some time—at least a
few minutes and perhaps as long as several hours, depending on the
working conditions and the amount of time a character wants to
invest in the process. When the maker of a device declares his job
to be finished, the Gamemaster will assign a situation die
modifier to the upcoming skill check, ranging from a substantial
bonus if the character spent a lot of time on the job to a sizable
penalty if the job was done in extreme haste.
A skill check is then made to determine the degree of success,
which is directly related to the potency of the charge. **TABLE
P23** lists the three types of scratch-built explosive devices and
the amount of damage each one causes. On a Critical Failure, the
bomb explodes right at the end of the creation process, injuring
the maker. A skill check result of Ordinary, Good, or Amazing also
defines the complexity of the explosive for any subsequent disarm
checks by other characters. (The character who built a device can
always disarm it without needing a skill check.)
TABLE P23: SCRATCH-BUILT EXPLOSIVES
| Skill Check Result | Concussive | Type of Device: Fragmentation | Incendiary |
| :— | :— | :— | :— |
| Crit. Failure | d4w | Dud | Dud |
| Failure | Dud | d4+3m | d6+2w |
| Ordinary | d6+2s | Dud | Dud |
| Good | d8+2s | d4+2w | d4w |
| Amazing | d4w | d6+3w | d4+2w |
| | | d4+3m | d6+2w |
Set explosives
This specialty skill allows a character to improve his ability to
set manufactured explosive charges. See the description of the
Demolitions broad skill for information on how this
skill is employed.