Disarming explosive devices - what kind of skill check(s)?

By Chimpy, in Game Masters

I'm planning a scenario where the PCs will come across explosive devices they can choose to disarm. The devices will be self contained units with a electronic interface. I was wondering what kind of check would be used to disarm them? I'm thinking perhaps Skulduggery, but then I thought perhaps computers would be better since its tied to intellect. Any suggestions?

Also, how could I handle a failed roll, but with advantage?

Skulduggery and Mechanics both make sense, but I like how they handled it in the "Under a Black Sun" module. That module called for a Cool check to disarm the explosive trap.

Edited by kaosoe

Do a search for Skill Monkey episode 13. It's titled Bomb!

It'll tell you everything you need

Skulduggery and Mechanics both make sense, but I like how they handled it in the "Under a Black Sun" module. That module called for a Cool check to disarm the explosive trap.

Skullduggery doesn't seem right to me. That could easily be a skill used to place an explosive, but not to disarm one.

I'd primarily be looking for Mechanics or Computers. I could reasonably take a Cool check with setbacks or an increased difficulty.

You could use whatever skill seems reasonable for the type of device. If it's an IED that's a bit more general and would likely be Mechanics or Computers. If it is something like a military warhead, mine, or demo charge, as a manufactured explosives unit, an appropriate weapon skill would also be applicable. Skulduggery is fine as well, it's used for picking mechanical locks so were there physical inner workings to disable in the device it could easily be swapped for Mechanics.

I've seen developers use Skulduggery as a means for disabling traps. An explosive device could be considered a very dangerous trap. That's why I suggested Skulduggery. I also agree that you can pick the most applicable skill (which is the purpose of this thread) and allow for others but at an increased difficulty.

I think it's more important to determine what happens on a failure than which skill you're using to disarm it. Because that will be the real problematic point in the situation.

There are multiple right answers here - as there should be. There's a huge overlap of material in skills in both the game and the real world. You can use mechanics to build a trap or skuldugery:

The mechanic builts a trap that has multiple redundant triggers and the trap action is smooth as silk.

The rogue builds a trap that doesn't need redundant triggers because they hid the trigger where nobody would look, or more likely, where you would stand to disarm the trap.

The general rule I'm finding with FFG is that if your players can justify it, let them do it.

Your slicer wants to hack the clock used for the timing circuit - interesting method, the clock is a simple device with probably few defenses, might not even get any setbacks, but watch the time since you have to crack the clock open to get at the board first.

Your mechanic chooses to disassemble it & separate the explosives from the detonator - possibly for later use.

Your smuggler opts for skuldugery and thinks through how the owner would have reset the device after testing with inert detonators & explosives and turns it off.

Your heavy weapons expert might use Gunnery based on their familiarity with explosive ordinance.

Heck, your Medic may Education the heck out of it (general science and knowledge is under Education) and freeze it with the cryogenic lines causing the power supply to die.

Hand out setbacks or upgrade the check based on the skill vs explosive - trying Skuldugery on military ordinance or Gunnery on an IED might easily lead the character to the wrong conclusion & make the problem harder.

As a final note, Dangerous Covenants pg 54 lists Mechanics as the skill to make & set explosive charges so it's probably the one most likely to succeed (fewest setbacks) in disarming them also.

If you have all the time in the world to disarm it I could see Mechanics being the go-to skill. If the bomb has a ticking timer, a motion-sensitive detonator or someone's shooting at you while you're disarming it I'd go with Cool.

If you have all the time in the world to disarm it I could see Mechanics being the go-to skill. If the bomb has a ticking timer, a motion-sensitive detonator or someone's shooting at you while you're disarming it I'd go with Cool.

That seems more like a reason to add Setbacks to the check, not like the check itself.

Not to say Cool isn't a reasonable check, just the way you describe it sounds like Setbacks to me.

Indeed, having time pressures seems like the perfect use of setback dice to me.

Absolutely setback dice. And also the Cool skill.

I can see Talents to reduce the setback dice, and using the Cool skill to try to provide some boost dice. But the basic skill to arm or disarm the explosive itself seems pretty obvious to me to be Mechanics.

Other skills could be used if you don’t have Mechanics or your Mechanics roll would be a lot worse than your Skulduggery or Cool, but then you should also get a higher difficulty to doing the job with a skill other than Mechanics.

I would call for Mechanics, Skulduggery or Computers, depending on the explosive maybe even a combination

This is interesting. My first thoughts jumped to using Cool first, then Mechanics. A successful Cool check will give boost dice to the subsequent Mechanics check to diffuse the bomb. A failed Cool check will give setback dice to the Mechanics check.

Reason for Cool check and then Mechanics check: Gotta have steady hands and a focused mind to properly diffuse a bomb. Extra boost/setback beyond the ones from the Cool check towards the Mechanics check would be in the form of outside interference: blaster bolts screaming past you, a ticking timer, being in a moving ship, having the correct tools around, not having a timer, having solid objects to quickly hide behind in case the bomb goes off, etc.

Also sitting calmy in front of a large amount of explosives warrant an additional fear check in my opinion..and better hope there is no despair, because that might mean you froze up.

Personally, depending on the approach and the bomb itself I'd say mechanics computer. Computers if he defueses it via the terminal or Mechanics if he takes it apart.

But I can imagine using skullduggery as well, just can't come up with an example right now.

As a GM Myself, I might go for several checks.

Cool to keep your calm in a tense situation. failure to keep your cool might give you a set back while success with a few advantages might give you a boost die to disarming it.

Mechanics or Computers, depending on the type of bomb, Some could use either or giving the player the chance to pick what skill he is best at.

Skulduggery if the Bomb is "trapped" like with casing that is designed to prevent tampering with a closed circuit switch or a balance switch to prevent moving it. Skulduggery would be used to circumvent these little traps.

This is a game where using Athletics to do spot repairs on your starship is a valid option. Based on such precedents, just about any skill could probably be possible.