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Old 11-17-2010, 05:19 PM   #11
robkelk
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Default Re: Talent: Maker of things that go boom

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Originally Posted by lexington View Post
Chemistry, Explosives (All Specializations), Engineer (Combat), Electrician . . . Running?
I think that, if you have to run, it's too late.

So, who would the reaction bonus apply to? Besides other bomb-makers, that is...
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Old 11-17-2010, 05:26 PM   #12
Langy
 
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Default Re: Talent: Maker of things that go boom

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Originally Posted by robkelk View Post
I think that, if you have to run, it's too late.

So, who would the reaction bonus apply to? Besides other bomb-makers, that is...
Anyone and everyone around you when you make a Leadership roll while running.
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Old 11-17-2010, 05:37 PM   #13
lexington
 
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Default Re: Talent: Maker of things that go boom

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I think that, if you have to run, it's too late.
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.

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So, who would the reaction bonus apply to? Besides other bomb-makers, that is...
People you've blown things up for before. People that think explosions are awesome.
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Old 11-17-2010, 08:46 PM   #14
sir_pudding
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Default 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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Old 11-17-2010, 08:55 PM   #15
lexington
 
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Default Re: Talent: Maker of things that go boom

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It should include Traps, and possibly Forced Entry (can you use Forced Entry with explosives)?
Nope. It's for "kicking in doors" or "demolishing them with [weapons]".

And I'll second (third? fourth?) Traps as a skill to put on that list, gotta get those targets.
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Old 11-17-2010, 09:53 PM   #16
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Default Re: Talent: Maker of things that go boom

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Originally Posted by lexington View Post
Nope. It's for "kicking in doors" or "demolishing them with [weapons]"
What skill do you use to blow a door with most effect, least explosive, and lowest collateral damage?
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Old 11-18-2010, 01:05 AM   #17
Michele
 
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Default Re: Talent: Maker of things that go boom

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What skill do you use to blow a door with most effect, least explosive, and lowest collateral damage?
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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Old 11-18-2010, 01:21 AM   #18
Michele
 
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Default 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.
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Old 11-18-2010, 01:35 AM   #19
Christopher R. Rice
 
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Default 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
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Old 11-18-2010, 02:49 AM   #20
Michele
 
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Default Re: Talent: Maker of things that go boom

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Originally Posted by Ghostdancer View Post
I don't know about including a technique in a Talent, that seems a bit like double-dipping to me.
Yes, you are probably right. It was just too suitable...

Quote:
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
Architecture or Engineer (Civil) would seem more or less equally appropriate for knowing the targets.

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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