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.