Explosives range in all shapes and sizes -- from the miniature lock poppers to devices that can level entire buildings.  As the special powders and mixtures necessary to formulate these explosives are difficult to concoct, explosives are both rare and expensive. [Explosives|Accessories]

All explosives have a primary damage area.  This is the area where the full brunt of the blast can be felt.  At the periphery of the effect, however, damage can still be inflicted as a result of the heat and shock wave of the detonation.  To creatures caught in the primary damage radius, a save versus area effect will halve the damage incurred.  Within the peripheral blast area, a save versus area effect at +4 halves the damage. For the table below, the first number I the range and damage indicates the “primary” effect, while the second figure is the “peripheral” effect.

Explosives are dangerous to carry.  If an explosive is accidentally dropped on a hard surface, the device must make an item save versus crushing blow. If the saving throw fails, it explodes at ˝ normal yield.  This save is penalized at -1 for each intensity of the explosive.

The table below states the effects and costs of the various available explosives. Explosives are not available everywhere, and thus it is at the Game Master's discretion to decide when such devices may be purchased.

Table: Common Explosives
Int Area of Effect Damage Effectiveness Cost (CP) Availability
1 3" | 1' 1d4 | 1 Pops a lock 6 Common
2 1' | 5' 1d6 | 1d4 Pops a door 15 Hard to find
3 3'  | 1// 2d6 | 1d6 Seriously injures a person 35 Hard to find
4 1// | 3// 4d6 | 2d6 Seriously injures several people 120 Very rare
5 2// | 6// 6d6 | 4d6 Can kill a group of people 200 Very rare
6 4// | 9// 8d6 | 6d6 Can ruin a house 475 Very rare
7   8// | 16// 10d6 | 8d6 Can ruin several homes 560 Almost impossible to find
8 18// | 30// 12d6 | 10d6 Wrecks a whole city block 850 Almost impossible to find
 For characters interested in creating explosives, the character must have a skill intensity in Chemistry equal to the intensity of the explosive desired. Thus, a character with Chemistry (3) can make an int(3) explosive if they have the needed ingredients.

Explosives can be accessorized so as to make them more efficient, reliable, and convenient to use.  The table below describes the add-ons available for purchase.

Table: Explosive Accessories 
Item Description / Function  CP Availability
Anti Agent A collection of tools that gives the user a +15% bonus to disarm traps. 250 Hard to find
Bouncing Boomer It is a miniature catapult set in a small hole.  When a foot-pressure trap is triggered, the bouncing boomer device shoots a Legless Loser  (Int 3 explosive device) 3'into the air and detonates it. 65 Hard to find
Clock Device This is a countdown timer that detonates the attached explosive at a specified. 125 Common
Fuse (1//) When lit, the explosive will detonate when the fuse line is expended.  Available in 1// burn per round and 1' burn per round. 3 Common
Pressure Trigger Similar to a bouncing baby, except it doesn't catapult the explosive, and up to an intensity 6 explosive can be used. 50 Very rare
Rocker Trigger Set an explosive to detonate when jostled.  Useful in booby-trapping doors, secret chests. 25 Very rare
Tripwire Trigger When the wire is stressed (i.e.. tripped over), the explosive is detonated.  Good for perimeter defense. 45 Hard to find