Demolitions

Intelligence, Trained Only.
  Use this skill to set explosive devices for maximum impact.   Check: Setting a simple explosive to blow up at a certain 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.   Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.   A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his check to set the detonator (it must be higher than 10). The character’s DC to set the detonator is equal to the disarm DC.   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). On 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.   Action: Setting a detonator usually takes 3 acts, though could take more at the GM's discretion. Placing an explosive device takes 1 minute or more, depending on the scope of the job. Disarming an explosive takes 3 or more acts, depending on the complexity of the device (GM's discretion).   Try Again?: The character cannot try again to set a detonator or place an explosive device, since the result are not known right away. Disarming an explosive can be tried again provided the character did not fail by enough to set it off.   Special: A character can take 10 when using the Demolitions skill, but can’t take 20.   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 demolitions kit takes a –4 penalty on Demolitions checks.   Making an explosive requires the Craft (chemical) skill. See that skill description for details.


Cover image: Trash Planet by nkabuto