Demolitions Skill
There are two subskills to the demolitions skill: set charge and defuse
charge. Only a character with demolitions skill can legally buy or use
explosives or detonators. Tornadium D-19, sometimes called kaboomite,
is the standard explosive.
SETTING CHARGES
Success Rate: 30% + skill level
Only characters with demolitions skill can set charges. The number of
turns needed to set a charge is the character's skill level subtracted
from seven. At 1st level, a character needs six turns to set a charge,
but at 6th level he needs only one turn.
If a character fails the skill check to set and detonate the charge, the
charge has not exploded and must be re-set. The referee should feel
free to have the charge explode prematurely or late.
Charges can be detonated by timer, radio signal or weapon fire. A timer
lets the character set a time when the charge will explode. The timer
can be adjusted to delay from 1 second to 60 hours. If a chronocom or
subspace radio is available, charges can be set to explode when a
particular signal is beamed at them. The chance to explode a charge
with a radio beam is 10% less than normal. Demolitions experts also can
set off a charge with a laser. If the expert hits the charge, it explodes.
DEFUSING CHARGES
Success Rate: 50% + [diffuser's] skill level - [setter's] skill level
A demolitions expert can try to defuse a charge that was set by another
expert. Defusing a charge takes one turn, no matter what level the
expert is. The expert's chance to succeed is modified by subtracting 10
x the skill level of the person that set the charge. A character can
defuse one of his own charges automatically.
Martial Arts
Success Rate: 1/2 DEX or 1/2 STR + skill level
Martial Arts skill makes a character a better fighter in melee. A character
with Martial Arts skill can add 10% per level to his basic chance to hit
with his bare hands in melee. The skill also increases the damage
caused by a successful bare-hands attack, adding one point of damage
per level.
Martial Arts skill also gives the character three subskills: tumbling,
defensive throws and nerve combat. Tumbling reduces damage from
falling by -1 point of damage per skill level. Defensive throwing lets the
character inflict damage when breaking out of a hold. When a character
with Martial Arts skill breaks out of a hold, he automatically knocks his
opponent down, causing damage equal to his punching score. Nerve
combat increases the character's chance to knock out his opponent.
The opponent must be one of the four major races. The attacker gains a
+1% chance to knock out the opponent per skill level on each attack.
Thus, a character with 4th level skill in unarmed combat and a Dexterity
score of 40 would knock his opponent unconscious on a roll of 01-06,
10, 20, 30, 40, 50 or 60.