Explosive Charge

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Explosive Charge
Alchemy Level:3
Flag Required:None
Herbalism Required to Use:No
Production Requirements:3 Production Points, 3 Coins, Hermetic Rod, Alchemy Three

Explosive Charge

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.

Related Rules


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 the trap goes off the effect inside is immediately consumed.

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. If the trap is not loaded with a specific effect it is an "alarm trap". Only someone with the tinkerer skill may set or disarm a trap.

When building a single-step mechanism your aesthetic goal here: to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Magic Lock Spell

This will not open a magic lock

Categories: Alchemical Items | Level Three Alchemical Items | Items

Page last modified on May 02, 2017, at 12:40 PM
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