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 |
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 |