Demolitions (Uncommon)

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 Demolitions (Uncommon) (01%) 

With this skill the user is familiar in the safe use of demolitions, including setting and defusing explosive charges. Mines and similar devices are designed to be easy to set (no roll required) and more difficult to remove or diffuse.

This skill also encompasses military-grade demolitions (anti-personnel mines, plastique, etc.)

Given enough time and resources, those proficient may rig charges to demolish a building, clear a blocked tunnel, and repurpose explosive devices (such as constructing low-yield charges, booby-traps, and so on).

Opposing skill/Difficulty level:


 * Regular difficulty: to defuse an explosive device. To know where to place charges for greatest effect when destroying a bridge or building.
 * Hard difficulty: to defuse an explosive device in limited time.

Pushing examples: taking until the very last second to defuse the bomb; double-checking all the circuits/connections by hand.

Sample Consequences of failing a Pushed roll: if defusing or removing an explosive device, the consequence of failing a pushed roll is clear - it explodes! If using the Demolitions skill to place charges, the consequence of failing a pushed roll may be a failure to detonate at the right time (or at all), or that the detonation fails to have the desired effect (either too great or too little)


 * If an insane investigator fails a pushed roll, they device the most bizarre method of delivering the explosive, such as strapping it to a cat or themselves.