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Demolitions

From FuturePath

The professional setting and disarming of explosives. Often used to achieve an extremely specific outcome.

NOTE
All ranks in Craft Chemical and Knowledge Science go into Demolition Ranks. This total is not limited to the normal restrictions put on Skill Rank levels. This skill can be either associated with Wisdom OR Intelligence. When the Skill is acquired the Player must choose. The Player cannot spend skill points on this skill. To improve its Rank, the Player must spend points on Chemical or Science.

Check

Setting a simple explosive to detonate at a specific spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Without this skill Characters use their Craft Chemical to make and set explosives. Demolition skill demonstrates professional-level expertise, allowing a Character to perform tasks involving explosives of greater difficulty.

Set Detonator

Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 5). Failure means the explosive fails to detonate as planned. Critical failure means the explosive detonates while the detonator is being installed.

A character can make an explosive difficult to disarm. The Disarm DC is 10 by default. If the Character rolls higher than 10, they can choose the DC to be any number between 10 and their roll to set the detonator.

Place Explosive Device

Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.

The GM makes the check (so that the character doesn’t know exactly how well he or she has done). As a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

Disarm Explosive Device

Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10 unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.

Try Again

A character can take 10 when using the Demolitions skill, but can’t take 20. Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

Special

  • IMPORTANT: The Rank of this skill is the Rank of Craft Chemical and Knowledge Science combined and doesn't follow the normal Skill Rank level restrictions.
  • IMPORTANT: This skill can be either associated with Wisdom OR Intelligence. When the Skill is acquired, the Player must choose.
  • IMPORTANT: The Player cannot spend skill points on this skill. To improve its Rank the Player must spend points on Chemical or Science.
  • A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks.
  • A character without a demolition kit takes a –4 penalty on Demolitions checks.
  • Making an explosive requires the Craft (chemical) skill. See that skill description for details.