header

Project Nemesis

Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Home arrow ORE Rules arrow [Martial Path] Demolition Man
[Martial Path] Demolition Man PDF Print E-mail
Written by CodexArcanum   
Wednesday, 21 May 2008

Some people are known for their precision shots and clean take-downs, while others are known for their reckless abandon and severe amounts of collateral damage. This path is for the latter. It is used with a Thrown(Grenade) skill, and requires either that or a Demolitions skill if your system only uses the generic Throwing or Athletics skills. 

Demolition Man

Blaster Master
By simply learning to lob grenades into the right areas, the grenadier can improve the blast effects. Any grenade or other thrown explosive has it's Area dice increased by 1 on a successful hit. It has the listed Area is you miss and it bounces though.

Aerodynamic Armament
You could be a pitcher for the major leagues with arms and a throw like that. Your throwing range is doubled for grenades and other grenade-like objects (so a baseball counts, but a knife doesn't.)

Eight Ball in the Corner
By figuring the angles on a throw and adjusting the spin of the ordinance, you can bounce grenades where you want them. This allows you to bank grenades off walls, have the bounce back towards you due to spin after hitting the ground, and other fun tricks. If the GM thinks it makes sense, this can also allow you to ignore cover. Your total bounce distance is still limited by your throwing distance, and if you miss after all that bouncing, the grenade still takes one final random bounce.

Example: Rockfort, our resident demoman, wants to blast some fellows who are take shots at him from down a hallway, just around a corner. He's within his adjusted throwing range (thanks to Eight Ball, and tells the GM that he'll bank the shot off the wall and around the corner. The GM let's that negate cover, and he makes the roll so it lands right on target.

Note: In theory, the GM could let anyone attempt this, and I would have before. With this Martial Path in play, each bounce attempted should cost a -1 die penalty if you don't use this technique.

The Chunky Salsa Effect
By timing the detonation to occur next to a solid surface, a grenade can bounce it's shockwave and deal extra damage. If the target is standing within a few feet of any solid surface (a wall, not the floor), then the grenade does Area Killing (as normal) and an addition point of shock for each Area die. If the target is near two such surfaces (like two walls, or between the low ceiling and floor) then it does two points of Killing for each Area die. Targeting a blowback off the ceiling is at a -1 die penalty.

If the target is in a small enclosed space, then the grenade does 4 Killing per Area die. As a bonus trick, the demo man can explode a bomb in midair to do just Shock damage with the Area (sets still do Killing though, to simulate shrapnel).

Cluster Bomb (Alternate title, Cluster F***, but let's be kid friendly. )
By strapping some bombs together, the demoman creates an unholy maelstrom of explosives. This technique requires 2 to 5 grenades, all hooked, tied, or taped together. Setting it all up takes one round to prepare.

Once ready, the cluster bomb is tossed like a normal grenade, with all the above techniques applying. After the first hit, every other grenade is scattered in a direction chosen by the thrower (or randomly determined, for less cinematic games) and then those all detonate as normal (no special techs on the extra grenades). 

Comments
Add NewSearchRSS
Only registered users can write comments!

Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
< Prev   Next >
Free Joomla Templates