=Demolitions= 
**Type:** Active, Technical
**Linked Aptitude:** COG (no defaulting)
**What it is:** Demolitions covers the use of controlled explosives.
**When you use it:** Use it when making, placing, and disarming explosives and explosive devices.
**Specializations:** Commercial Explosives, Disarming, Improvised Explosives

The most common use of the Demolitions skill is the placement, disarming, or manufacture of explosive devices, such as superthermite charges or grenades.
==Placing Explosives== 
A skilled demolitionist can place charges in a manner that will boost their effect. They can identify structural vulnerabilities and weak points and focus a blast in these areas. They can determine how to blast open a safe without destroying the contents. They can focus the force of an explosion in a particular direction, increasing the directed force while minimizing splash effects.
Each of these scenarios calls for a successful Demolitions Test. The exact result is determined by the gamemaster according to the specific scenario. For example, using the examples above, targeting a weak point could double the damage inflicted on that structure. Shaping the charge to direct the force can triple the damage in that direction, as noted in the superthermite description. An Excellent Success is likely to increase an explosive’s damage by +5, whereas a critical success would allow the blast to ignore armor.
==Disarming== 
Disarming an explosive device is handled as an Opposed Test between the Demolitions skills of the disarmer and the character who set the bomb.
==Making Explosives== 
A character trained in Demolitions can make explosives from raw materials. These materials can be gathered the traditional way or they can be manufactured using a nanofabricator. Even nanofabbers with restricted settings to prevent explosives creation can be used, as explosives can be constructed from all manner of mundane chemicals and materials. The timeframe for making explosives is 1 hour per 1d10 points of damage the explosive will inflict. If a critical failure is rolled, the demolitionist may accidentally blow himself up, or the charge may be extremely weaker or more potent than expected (whichever is more likely to be disastrous).

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