need some friendly explosive help

By pashacordaro420, in Star Wars: Edge of the Empire RPG

i have a chiss demo/outlaw tech i was wanting to come up with some mods for explosives

like controlled explosion it gives a -1 or -2 on blas radius bt increases the damage by 1 it and big boom small package it makes the bomb or grenade smaller and addw boost die t any skullduggery or stealth check. i want opinions and ideas from everybody well thanks

Shaped charges and tamped explosives.

yea like those names better i was thinking of mods for proxmities stickies and impact mods too but still working the bugs of the wording thnaks 2p

NP, enjoy.

I can't think of any reason to have "mods" for explosives; they don't last. I'd have the player describe what she wants to do with the explosive, give an appropriate check, and let the dice roll.

A directional charge might add a Setback to the Mechanics check to place it; Placing it subtly might be a Mechanics check, but with Cunning instead of Intelligence as the characteristic.

There isn't a need to really get involved in modifying something you're just going to blow up in a minute anyway. If you want more BOOM, put up the credits to get higher grade explosives or more cheap ones.

That's just like my opinion.

well what if my character just builds the bombs mines in grenades instead in add similar qualties with an adjusted price the reason i ask is the assassin in our group is a melee fighter and keeps getting caught in blast radius so im trying to adjust my bombs around him but without losing too much damage but im also trying to make more controlled explosions i find myself blowing things up that im trying not too cause the radius is too big.

Edited by pashacordaro420

A skilled demolitionist is all about modding explosives. Doing the most with the least HE is the art. Any idiot can just make a bigger pile of explosives. An artist will do it with the least. Mines and HEAT rounds are nothing but explosives that have been modded and are made on an assembly line.

If your PC is just looking to rig something up on the fly using existing plain explosives then that would be a skill check. If they want to manufacture their own mines in various flavors you can just use the book options for those.

well what if my character just builds the bombs mines in grenades instead in add similar qualties with an adjusted price the reason i ask is the assassin in our group is a melee fighter and keeps getting caught in blast radius so im trying to adjust my bombs around him but without losing too much damage but im also trying to make more controlled explosions i find myself blowing things up that im trying not too cause the radius is too big.

I wouldn't allow for that. It strikes me as trying to get the benefit of explosives without the risk. It also negates talents like Selective Detonation and Time to Go.

As I was reading this thread I was thinking what Dbuntu posted. There are talents in dangerous covenants designed to do exactly what you are trying to do.

its not even about killing my groups assassin he laughs (its been 8 times) its more like in long arm of the hutt i blow up an entire docking station by accident but when you blow up a vigo of black suns ship and now want feed me to some angry rancors. and my bounties is worth enough itd make boba fett jump out of his boots and do the moonwalk.

Avoiding damaging a player is a Talent as stated. Making specialized explosives, or tweaking them to accomplish specific things, is just plain old demolitions skill checks, which can be done with mechanics.

My mad bomber character has these problems as well but if you want your explosives to do something special like not hit friendly targets then get the talent that does that. Otherwise just explore different explosives on Wikipedia. A Shaped charge can do some damage if used properly.

If you're blowing up star ships you are using way to much explosive or the wrong kind. If you do 30 damage that will not even leave a scratch on a most war ships let alone the personal ship of one of the richest most powerful underworld agents in the known galaxy (aka a high ranking member of the Black Suns). What kind of explosives are you using that are able to take out high end star ships?

ok let me start from the begining first intels was crap bastard lied to us when I set up the docking bay the.night before I was expecting imperial battlion with a load of weapons and supplies. And yes this was complete suicide thats what the bomds were for so when the ship entered it wasnt the ship we were waiting on it was a black sun yv_929 it was one of the vigos well our wookie marshall hates black sun so after some blaster fire a couple of explosions in some very ugly corpses we have an very unsettling bounty 75,000creds for whoever brings us to him alive. so not very exciting but you get gist. who knew 4therms detonators 7 anti vechile mines in 5 moddified proton mines might beover board

That sound like fun.

yea now though black suns men destroyed our ship and stranded on tatooine. 1400 km southwest from anchorhead but theres a imperial outpost another 2500 km due north west of the caves were staying in. but we gathered some info on the camp 10 infantry 3 heavy repeating blasters 2rocket men on the east and south 2 snipers to north hidden on a jut of rock less than 100 km from the camp. whats the best way to take it without blowing up the outpostand everything thats worth anything maybe?

A skilled demolitionist is all about modding explosives. Doing the most with the least HE is the art. Any idiot can just make a bigger pile of explosives. An artist will do it with the least. Mines and HEAT rounds are nothing but explosives that have been modded and are made on an assembly line.

If your PC is just looking to rig something up on the fly using existing plain explosives then that would be a skill check. If they want to manufacture their own mines in various flavors you can just use the book options for those.

That is all about the placement of the explosive. Not modding the explosive. Which is accounted for in the talents under the demolitionist. spec. Like powerful blast, selective detonation etc.

A skilled demolitionist is all about modding explosives. Doing the most with the least HE is the art. Any idiot can just make a bigger pile of explosives. An artist will do it with the least. Mines and HEAT rounds are nothing but explosives that have been modded and are made on an assembly line.

If your PC is just looking to rig something up on the fly using existing plain explosives then that would be a skill check. If they want to manufacture their own mines in various flavors you can just use the book options for those.

That is all about the placement of the explosive. Not modding the explosive. Which is accounted for in the talents under the demolitionist. spec. Like powerful blast, selective detonation etc.

I disagree. Neither talent provides what the OP was asking about.

I would think it is a combination of skill and talents and type of explosives. The mechanics check enables you to place explosives and increase their damage to the target depending on how good a check you make. The more successes the better the damage to the target. Selective Detonation allows you to ignore one target per rank within the explosion by spending advantage. The more ranks you have, the more focused the explosion can be. And different explosives will yield different effects.

A skilled demolitionist is all about modding explosives. Doing the most with the least HE is the art. Any idiot can just make a bigger pile of explosives. An artist will do it with the least. Mines and HEAT rounds are nothing but explosives that have been modded and are made on an assembly line.

If your PC is just looking to rig something up on the fly using existing plain explosives then that would be a skill check. If they want to manufacture their own mines in various flavors you can just use the book options for those.

That is all about the placement of the explosive. Not modding the explosive. Which is accounted for in the talents under the demolitionist. spec. Like powerful blast, selective detonation etc.

I disagree. Neither talent provides what the OP was asking about.

Well he asked about modding explosives to give assorted effects. Decreasing blast radius, increasing damage, directional explosives, etc.

Selective Detonation spends Advantage on the check to exclude a target in the Blast radius. (I don't see why this has to be a PC. It could just as easily be applied to avoid Blasting an important terminal or something. I'd suggest that RAI seems to be 1 Advantage = 1 Silhouette; so to avoid hitting a ship you might need several ranks of the talent.)

Powerful Blast increases damage dealt by explosives per rank.

Those talents really get at the heart of what was asked about. The only limit to your explosive options is your imagination; all the tools exist already. Just use the Triumphs and Advantages in the check to narrate the effects you want. Instead of saying, "I have Selective Detonation so I spend this Advantage to negate the Blast that would affect Jamie." You say, "Thanks to my expert knowledge of explosves, I place the detonite perfectly and it blows away all the bad guys and leaves Jamie standing unscathed. Well...his fur is a bit singed, but he's alright."