11-17-2010, 05:19 PM | #11 | |
Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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Re: Talent: Maker of things that go boom
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So, who would the reaction bonus apply to? Besides other bomb-makers, that is...
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
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11-17-2010, 05:26 PM | #12 |
Join Date: May 2008
Location: CA
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Re: Talent: Maker of things that go boom
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11-17-2010, 05:37 PM | #13 |
Join Date: Jan 2010
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Re: Talent: Maker of things that go boom
If there's an timer counting down every yard you travel divides the damage you're going to take by three. Effective fleeing is the hallmark of a living, er, good demolition man.
People you've blown things up for before. People that think explosions are awesome. |
11-17-2010, 08:46 PM | #14 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Talent: Maker of things that go boom
It should include Traps, and possibly Forced Entry (can you use Forced Entry with explosives)?
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11-17-2010, 08:55 PM | #15 | |
Join Date: Jan 2010
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Re: Talent: Maker of things that go boom
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And I'll second (third? fourth?) Traps as a skill to put on that list, gotta get those targets. |
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11-17-2010, 09:53 PM | #16 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Talent: Maker of things that go boom
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11-18-2010, 01:05 AM | #17 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Talent: Maker of things that go boom
Explosives (Demolitions). You are demolishing the door. Any standard demolition is done with a view to maximum effect at minimum cost. The situations where the demolition man does not care about excess damage are the exception.
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11-18-2010, 01:21 AM | #18 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Talent: Maker of things that go boom
OK, first of all, thank you all.
I think I'd propose the following, for a TL6+ Bomb Maker Talent: Explosives (Demolitions): clearly the main skill. Engineer (Electronics): this is for designing the triggering device or fuse, when it's a timer, a remote control of any sort, an electronic fail-safe trigger etc. Engineer (Combat): this is for making the best use of the device. If so desired, it can be replaced with Engineer (Civil) when the targets are mostly buildings, rather than fortifications or tactical situations. Chemistry: this is a Bomb Maker who can start from scratch, not a demolitions engineer of a legitimate army or demolition company. Scrounging: ditto. Set Trap: this technique is used instead of Traps, when the trap involves explosives. So this is what the Bomb Maker studies. 6 skills, 5 points/level. At lower TLs, Engineer (Electronics) is replaced first with Electrician, then with Machinist or Mechanic. In the right gameworld, Chemistry can be replaced with Alchemy. |
11-18-2010, 01:35 AM | #19 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Talent: Maker of things that go boom
I don't know about including a technique in a Talent, that seems a bit like double-dipping to me. For my games I use the following:
Mad Bomber: Architecture, Chemistry, Engineer (Combat), Explosives, Forced Entry, Scourging. Reaction bonus: other bombers, arsonists, etc. 5 points/level. I've used it for 3+ years now and it works out very well. Ghostdancer |
11-18-2010, 02:49 AM | #20 | ||
Join Date: Aug 2004
Location: Udine, Italy
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Re: Talent: Maker of things that go boom
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What is the TL of your campaign? From TL7 onwards, I really think electronics play a role. Of course Explosives (Demolitions), one way or another, includes detonators, fuses, triggering devices etc.; but somebody with that skill might only be able to _use_ ready-made devices of that sort. A bomb maker can design his own, or at least adapt alarm clocks, cell phones, assorted circuitry etc. |
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talent, talents |
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