HGd10PHB - Craft - Demolitions

From Hero\\\'s Guild d10
Jump to navigation Jump to search

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.

A C: Demolitions roll can be made to both diffuse and recover an explosive. A K: Demolitions roll can be used to diffuse an explosive. The DS to diffuse is equal to the roll to craft the explosive. The DS to recover (for later use) is equal to the original crafting roll to create it +10.

Crafting an Explosive[edit]

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.

Materials Needed[edit]

To craft an explosive, there are three major parts that are needed. Each must be crafted separately then a new crafting roll is made to combine these components:

  • Casing - the casing is the part of the explosive that provides a frame and housing for the explosive component and has a large hand in determining the shape. For simple casings, there is no increase to complexity. However, creating shaped charges to make the explosion take a particular form once it triggers can increase the difficulty based on the complexity of the shape (as determined by the GM). Casing is created by a separate C: Mechanics roll.
  • Charge - the charge is the chemical material that actually does the exploding. This could be C4, gunpowder, nitro, or any other chemical that reacts exothermically (exomystically?) when triggered. It provides the energy and the force that makes it an explosion. The quality/purity of the material can increase the DS to avoid the effect, but the nature of the material and its effect can increase the DS for construction. Charge is created by a separate C: Alchemy/Chemistry roll.
  • Trigger - the trigger is the mechanism that causes the explosion to take place. This might be a fuse, a timer, a detonator, or other such objects that start the explosion. It might be simple or complex and have its own crafting DS before ever placing it in the finished device. A trigger is created by a separate C: Mechanics, Electronics, or Alchemy/Chemistry roll depending on the nature of the trigger.

Primary Navigation[edit]