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Make things go boom without using Demolitions skill?
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Mamatried
Commodore
Commodore


Joined: 16 Dec 2017
Posts: 1894
Location: Norway

PostPosted: Sat Feb 01, 2025 9:02 am    Post subject: Make things go boom without using Demolitions skill? Reply with quote

I am convinced that the demolitions skill is "explosives only" tyoe of skill that of course makes things go boom.

That being siad I see plenty of ways to make thechnology go boom withut usng the Demolition skill.

have anyone considered how reapir skills can be used for sabotage, you "fix" the engine to overload and go boom....etc.

I can see Computer programming/repair skill used with computers being usded to reroute systems and overload base generators etc etc.

Have anyone any tried to make things go boom without using any explosives and as such not the Demolition skill?
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FVBonura
Commander
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Joined: 24 Nov 2005
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PostPosted: Sat Feb 01, 2025 9:51 am    Post subject: Reply with quote

I agree the demolitions skill should apply only to explosive devices. I believe the keyword here is sabotage. If say you were trying to sabotage a landspeeder, you would make a repulorlift repair roll to sabotage the vehicle. If you were planning to make a timed sabotage or the sabotage would take place under certain conditions, I would allow an easier demolitions roll or a harder repair roll to accomplish the more complex destructive event.

I would also give a bonus to the repair roll if the character also possessed the demolition skill. I would also probably give a bonus to someone who is setting a bomb in a vehicle that would go off when the vehicle was activated if they had the respective repair skills for that vehicle.

Likewise, if the malfunction were to occur, when a security protocol was being accessed, I would give a bonus if the character possesses a security skill. If someone was sabotaging a space transport by placing a bomb or rigging the reactor to overheat when a security door is opened, the difficulty would be high, but the character would get a bonus if they had space transports repair, security, and the demolition skill. That is how I would adjudicate it in my campaign.

What you are proposing is perfectly feasible.
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Mamatried
Commodore
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Joined: 16 Dec 2017
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Location: Norway

PostPosted: Sat Feb 01, 2025 9:56 am    Post subject: Reply with quote

That is much in the lines I am thinking, engineers in general does not have a "very high" demolition skill but they are by nature natural "make it go boom" people.

I am thinking much in the lines you mentioned

I am thinking ANH where old Ben was turing off security systems from the direct terminal (he was in the reactor control room), and this is what made think of this. Overlaoding a generaor imo requires no explosives and it is will go boom.....
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FVBonura
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PostPosted: Sat Feb 01, 2025 10:05 am    Post subject: Reply with quote

I was also thinking about Ben Kenobi. He was sabotaging the tractor beam. His roll was Capital ship weapons repair or perhaps machine repair. The roll wasn’t difficult. He simply turned the power down to a point where the tractor beam would have difficulty arresting a small boulder.

I was also thinking about what Han Solo did to the fake millennium falcon in the novel, “Heir to the Empire.” Han borrowed Luke’s Lightsaber, and proceeded to puncture the coolant manifold on the underside of the fake millennium falcon, which caused the anti-gravity systems to overheat and bring the entire ship down. That was not demolitions, that was a repair roll because Han knew exactly where to make the incision to cripple the ship.
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CRMcNeill
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PostPosted: Sat Feb 01, 2025 12:49 pm    Post subject: Reply with quote

Using Technical Skills for Sabotage
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FVBonura
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PostPosted: Sat Feb 01, 2025 2:55 pm    Post subject: Reply with quote

To say it in Dungeons & Dragons terminology, some spells are reversible.

If you were to put a tablespoon of transmission fluid in someone’s master cylinder you could easily kill them because the transmission fluid would slowly destroy the brake system and then suddenly you have no brakes. That would be a scholar: chemistry roll. The electronic equivalent would be hacking into the cars Wi-Fi and ordering the antilock brakes to engage channel number one at 60 miles an hour. That would be a security roll and a computer programming roll and a communications roll.
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garhkal
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PostPosted: Sat Feb 01, 2025 4:51 pm    Post subject: Re: Make things go boom without using Demolitions skill? Reply with quote

Mamatried wrote:
I am convinced that the demolitions skill is "explosives only" tyoe of skill that of course makes things go boom.

That being siad I see plenty of ways to make thechnology go boom withut usng the Demolition skill.

have anyone considered how reapir skills can be used for sabotage, you "fix" the engine to overload and go boom....etc.

I can see Computer programming/repair skill used with computers being usded to reroute systems and overload base generators etc etc.

Have anyone any tried to make things go boom without using any explosives and as such not the Demolition skill?


Several times. Once a group was on an imperial cruiser, and after killing/ko-ing all the crew in engineering, then stuffing them into one of the escape pods, they used cap ship repair, comp programming, to cut all cooling to the main power generator, and overloaded it, eventually causing the ship to go boom after 3-4 minutes of build up, long enough for everyone ELSE to get to escape pods..
Had one group do similar to a power plant, so they could cause a major distraction for LE and other 1st responders, so they could stage a jail break.
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