Demolitions Expert

* Level 10
	+ Disrepair – Any skill check that would require a repair roll does not require a repair roll. If there is something that is unrepairable to a normal player, then the demolitions expert can roll to repair. The repair roll for unrepairable items can be no greater than 15 set by the GM. This can be used twice per 24 hours. If you fail a repair roll on an unrepairable item, you cannot retry the roll.
	+ Bigger Payload – Twice per combat, increase the effective radius of an explosive projectile by floor(Explosive / 40)%. This will also recalculate the damage falloff for the explosion. Cannot be used on thrown or set charges, MUST be fired from a weapon.
	+ Lock and Breach – Once per 24 hours, utilize a breach charge without removing one from your inventory. Will act like a regular breach charge (adheres to all use requirements). Extra charge does not exist outside of the use of this skill (cannot use the skill to fill your inventory with free breach charges). Charge is detonated as soon as the skill is utilized, effectively opening the door immediately (CHARGE DOESN’T EXIST OUTSIDE OF ITS USAGE).

Level 20

Caber Toss – Once per combat, gain the ability to rig a live grenade to explode on impact, and tie it to a stick. You are immune to explosive damage while ability is active. Player must hit an enemy (req. Distance <= 2 tiles) with the stick within 2 turns or the grenade goes off with normal damage. If an enemy is hit with the active grenade, it gains a damage buff scaled by the player’s strength and explosives skill. Bonus = floor(explosives / 20) \* 55% + floor(strength / 10) \* 35%. Uses a grenade from your inventory.

Reactive Plating - All armor of the party gains explosive resistance of (explosives / 20)% for the next 3 hours of in-game time. Can be used once per 12 hours.

Luck of the Draw – Once per 24 hours (usable in combat), force GM to scan the area for explosives that are active (includes bombs in enemy inventories, excludes player explosives in their own inventory). For each point of Luck, the maximum possible duds is increased by 1. Every explosive is given a 50/50 coin toss for being live or a dud. When the maximum dud count is reached, no more duds are selected. If the radius is fully searched and not enough duds are generated according to the max, no more will be selected. The radius is 4 tiles. Duds will only be shown when their detonation is attempted.

Level 30

Hydrodynamic Instability - You can choose a container of fluid or fluid like to become unstable. This container when shaken, moved, irritated, burned, crushed, destroyed, will blow up. Explosion is based on volume of fluid and explosives level. (Volume(cubic feet) \* (Explosives / 20)) damage in range of Volume(cubic feet) tile radius range. Can be used once per 24 hours.

Grenade Jump – Once per 48 hours, utilize a metal plate at your feet with a grenade or C4 plastic explosive underneath to launch yourself in an explosion vertically 5 tiles, and horizontally 15 tiles. Fall damage and explosive damage are reduced to 20% for this ability. Anyone within explosive radius for the propellant takes normal damage from that explosive. Approximate landing zone is selected before jumping, however, the precise tile may be deviated by between 1 and 4 tiles horizontally (while maintaining taxicab distance) by a roll of 1d8. A roll of 8 denotes no deviation, a roll of 1 denotes maximum deviation, with a 1d2 determining positive or negative.

Incendiary Rounds - Coat entire parties bullets with kerosene and does fire damage. Increase each bullet damage by 15% with DOT of 1 damage stackable. Not applicable to energy weapons. Used during combat and can be used once per 24 hours.