This skill provides you with training in the basics of setting explosives and the demolition of specific targets. You develop a working knowledge of handling explosives, using primers and timers, and placing charges for maximum effect. This includes satchel charges, mines, and plastic explosives.
You can attempt to build a demolition charge from scratch, or tamper with explosive ordnance to turn it into a makeshift charge. This action requires you to have the proper materials and tools on hand. Building a charge from just common household materials will increase the DC by 5.
Spend 10 Minutes and make a Demolitions check to try to salvage an explosive from existing objects you have on hand. A DC 20 Demolitions check is usually enough to make the equivalent of a Grenade, with the DC being higher for more powerful explosives. The longer spent on a project, the lower the final DC of the check.
Critical Success: The charge exceeds your expectations and functions as an explosive with twice the power you set out to create. Success Your charge functions as intendedFailure Your charge is a dudCritical Failure The charge explodes right at the end of the creation process, dealing damage to you and anyone else in the area.You can attempt to render bombs, mines, and other explosives inoperative before they explode. Spend 3 actions and make an Explosives check against the DC of the explovies you are trying to disarm (usually 20).
Critical Success: You not only disable the device but also salvage most, if not all, of it. You can reuse the charge towards your own ends in the future.Success: The charge is disabled and will not go off.Failure: The charge remains active and is beyond your ability to disarm.Critical Failure: The charge explodes prematurely while you are disarming it.This allows you to set an explosive charge in a readily accessible area. Placing a charge in a place that won't be easily detected results in a higher DC. Spend 3 actions and make a Demolitions check with the a DC determined by the type of explosive you're using.
Critical Success: The charge is placed at a perfect structural weak point, dealing double damage to any structures or objects affected.Success: The charge is set and goes off as planned.Failure You botch the rigging; the charge becomes a dud..Critical Failure: The charge detonates prematurely while you are placing it.