Stellar Swords
An OGL Resource for Space Fantasy Roleplaying

Demolitions [Int; Trained Only; Technical Proficiency only]

Use this skill to set and detonate explosive charges.

Check

Arming a prepared explosive doesn't require a check. You must make a Demolitions check to set or place an explosive charge. The DC depends on the complexity of the explosive device, and you can take 10 if you have the time.

Demolitions DCs
Device Time DC Example
Simple 1 round 10 Set a personnel mine or other preset explosive device
Tricky 1d4 rounds 15 Place a plastic explosive charge to blow a door
Difficult 2d4 rounds 20 Place a plastic explosive charge to blow the turbofan off a hovertank
Wicked 2d8 rounds 25 Place a plastic explosive charge to knock out a bridge
Try Again

Varies. The DM may rule that in a given situation, failure causes you to accidentally set off the explosive device.

Special

You must have the Technical Proficiency feat to use this skill.

If the device is armed or programmed electronically and you have the Use Device skill, you get a +2 synergy bonus.

If you have 5 or more ranks in Demolitions, you get a +2 synergy bonus on your Disable Device checks when disarming an explosive.