HGd10PHB - Craft - Demolitions

Craft (Demolition) is a skill that pertains to creating explosives. This can be applied to primitive, modern, or futuristic timelines where the only major differences are the materials used and the complexity of the triggers (e.g. fuses vs electronics).

A set charge is considered an Area of Effect Attack and will do damage equal to the roll.

Crafting an Explosive
Demolitions are divided by several categories. First is size, which determines the scope of the target that the explosive will affect:

small - meant to take out a door or single person or similar sized object. Generally for focused demolition.

medium - meant to disable or destroy vehicle sized objects

large - meant to target small buildings for destuction or to cause significant damage to larger constructs

chain - Chain explosives are those that require complex systems of multiple explosives of other sizes to do the job required.

The second category is era. The era of the explosive changes the DS of the explosive to build and disarm:

primitive  - these are gunpowder or less types of explosives Uses the Active Roll standard chart.

modern - TNT, nitroglycerine, c4, and other modern chemical explosives. Subtracts 10 from the Active Roll standard chart.

futuristic - advanced energy-based explosives. Subtracts 20 from the Active Roll standard chart.

Active Roll: The roll for Craft (Demolition) establishes the DS and extent of an explosive. This may require multiple rolls for linked explosives. Below is a chart of the maximum damage an explosive can do. This is a maximum and not the absolute amount of damage. A Demolitionist who rolls a 55 may still set a charge to simply blow a door.

15 - Firecrackers

20 - Small weak charge: can blow wooden doors, weak obstacles, or create a distraction.

25 - Medium weak, or small normal charge: can blow metal doors, standard obstacles, and cause minimal damage to primitive vehicles and structures.

30 - Large weak, medium normal, or small strong charge: can blow reinforced metal doors, strong obstacles, and make primitive vehicles inoperative. It can also do significant damage to structures.

40 - Chain weak, Large normal, medium strong, and small intense charge: will obliterate most primitive objects including buildings. Will significantly damage modern doors and obstacles and do minor damage to modern vehicles and structures.

50 - Chain normal, Large strong, medium intense, and small disintegration charge: increases damage on modern vehicles and structures, will obliterate most modern obstacles, can cause minor damage to futuristic constructs

60 - Chain strong, Large intense, medium disintegration charge: will obliterate modern vehicles and collapse modern structures. Causes significant damage to futuristic constructs and can overwhelm forcefields.

This is just an example list and the GM needs to preplan explosives encountered by PCs or talk with the Player about their purpose for a constructed explosive, the means and materials available, and set a DS to construct based on those variables.

Opposed Roll: Dodge, Armor, Material, or Shielding. Armor and material might provide some natural defense against an explosive where shielding such as barriers or forcefields might ignore it altogether. For the last three, the armor, material, or shield rating will automatically mitigate that amount of damage. If used actively, then the roll is used to mitigate damage just like any attack. For Dodge, use the standard Dodge rules.

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 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement