|Site Index | > Item Rules | > Alchemy Compounds | > Explosive Charge|
|Herbalism Required to Use:||No|
|Production Requirements:||3 Production Points, 3 Coins, Hermetic Rod, Alchemy Three|
An Explosive Charge is a tiny bomb, capable of destroying the works of mundane locks. It is a single use item that will safely and automatically open a single mundane lock. Using an Explosive Charge has no effect on any potential traps however, and may even set off a trap if it was part of the locking mechanism. Players are encouraged to role-play the use of this admixture, warning others to stand back, etc.
The most common type of trap is a single step mechanism, which is a prop with some kind of tripwire type activator and a noisemaker. Trigger the noisemaker and you spring the traps effect, which should be noted somewhere on the trap. Trap effects are automatically assumed to hit the torso.
When a noisemaker goes off players should make a good inspection of the item for trap information before assuming the trap was simply a noisemaker. Only someone with the tinkerer skill may set or disarm a trap.
This will not open a magic lock