Here is an updated Willy Pete, with 4 Power Focus and a delightful grab-bag of explosive goodies.
[spoiler]== Info ==
Street Name: Willy Pete
Name: Harold Williams
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 1
Public Awareness: 0
Human
Composure: 8
Judge Intentions: 5
Lift/Carry: 5 (30 kg/20 kg)
Memory: 10
Nuyen: 0
== Attributes ==
BOD: 3
AGI: 4
REA: 4
STR: 2
CHA: 3
INT: 2
LOG: 5
WIL: 5
EDG: 2
MAG: 5
== Derived Attributes ==
Essence: 6
Initiative: 6
IP: 1
Astral Initiative: 4
Astral IP: 3
Matrix Initiative: 4
Matrix IP: 2
Physical Damage Track: 10
Stun Damage Track: 11
== Active Skills ==
Animal Handling : 0 Pool: 1
Animal Training : 0 Pool: 1
Archery : 0 Pool: 3
Armorer : 0 Pool: 4
Artisan : 0 Pool: 1
Assensing : 1 Pool: 3
Automatics : 0 Pool: 3
Binding : 4 Pool: 13
Blades : 0 Pool: 3
Climbing : 0 Pool: 1
Clubs : 0 Pool: 3
Computer : 0 Pool: 4
Con : 0 Pool: 2
Counterspelling : 1 Pool: 6
Cybercombat : 0 Pool: 4
Data Search : 0 Pool: 4
Demolitions : 6 Pool: 11
Disguise : 0 Pool: 1
Diving : 0 Pool: 2
Dodge : 4 Pool: 8
Escape Artist : 0 Pool: 3
Etiquette : 1 Pool: 4
First Aid : 0 Pool: 4
Flight : 0 Pool: 1
Forgery : 0 Pool: 3
Gunnery : 0 Pool: 3
Gymnastics : 0 Pool: 3
Hacking : 0 Pool: 4
Heavy Weapons : 0 Pool: 3
Infiltration : 0 Pool: 3
Instruction : 0 Pool: 2
Intimidation : 0 Pool: 2
Leadership : 0 Pool: 2
Locksmith : 0 Pool: 3
Longarms : 0 Pool: 3
Navigation : 0 Pool: 1
Negotiation : 0 Pool: 2
Palming : 0 Pool: 3
Parachuting : 0 Pool: 2
Perception : 1 Pool: 3
Pilot Ground Craft : 0 Pool: 3
Pilot Watercraft : 0 Pool: 3
Pistols : 4 Pool: 8
Riding : 0 Pool: 3
Running : 1 Pool: 3
Shadowing : 0 Pool: 1
Spellcasting : 4 Pool: 13
Summoning : 1 Pool: 10
Survival : 0 Pool: 4
Swimming : 0 Pool: 1
Throwing Weapons : 0 Pool: 3
Tracking : 0 Pool: 1
Unarmed Combat : 0 Pool: 3
== Knowledge Skills ==
Demolition Techniques : 6 Pool: 11
English : N Pool: 0
Japanese : 2 Pool: 4
Security Design : 4 [Corporate] Pool: 6 (
Security Tactics : 2 [Bomb Squads] Pool: 7 (9)
Spirits : 4 [Fire] Pool: 9 (11)
== Qualities ==
Day Job (20 hrs/week)
Magician
Mentor Spirit (Fire-Bringer)
Records on File (Ares Macrotechnology)
Restricted Gear (Rating 1)
SINner (Standard) (Harold Williams)
Spirit Bane (Water)
== Spells ==
(Tradition: Hermetic, Resist Drain with WIL + LOG (10))
[Elemental] Wall (Metal) DV: (F÷2)+5
Animate DV: (F÷2)
Flamethrower DV: (F÷2)+3
Heal DV: (Damage Value)-2
Increase Reflexes DV: (F÷2)+2
Magic Fingers DV: (F÷2)+1
Stunball DV: (F÷2)+1
== Lifestyles ==
Low 2 months
== Armor ==
Lined Coat 6/4
+Fire Resistance 6
== Weapons ==
Defiance EX Shocker
+Concealable Holster
Pool: 8 DV: 8S(e) AP: -half RC: 0
Grenade: High Explosive
Pool: 3 DV: 10P (-2/m) AP: -2 RC: 0
Ruger Super Warhawk
+Concealable Holster
+Smartgun System, Internal
+Speed Loader
+Speed Loader
+Increased Cylinder
+Personalized Grip
Pool: 10 DV: 6P AP: -2 RC: 1
Unarmed Attack
Pool: 3 DV: 1S AP: - RC: 0
== Commlink ==
Renraku Sensei (2, 2, 2, 4)
+Renraku Ichi
+Subvocal Microphone
+Sim Module (Cold)
== Gear ==
Ammo: EX-Explosive Rounds (Heavy Pistols) x20
Ammo: Regular Ammo (Heavy Pistols) x20
Ammo: Taser Dart (Tasers) x10
Ammonium Nitrate Rating 2 x10
Anti-Removal Device Rating 6 x2
Detonating Cord Rating 8 x10
Detonator Cap x5
Earbuds Rating 1
+Audio Enhancement Rating 3
Endoscope Rating 1
Fake SIN (Harold Williams) Rating 4
+Fake License (Weapons) Rating 4
+Fake License (Concealed Carry) Rating 4
+Fake License (Magic) Rating 4
Foam Explosive Rating 6 x2
Glasses Rating 3
+Smartlink
+Vision Enhancement Rating 3
+Image Link
Grenade: High Explosive x8
Power Focus (Bonded Foci) Rating 4
Pull Detonator x3
Shockwave Detonator Rating 6 x5
Sustaining Focus (Health) (Bonded Foci) Rating 3
Tool Kit (Demolitions)[/spoiler]
I cracked open the Advanced Demolitions rules in Arsenal. When I read this:
Modern plastic explosives are very stable and very unlikely
to go off accidentally—they are safe to handle under almost all
circumstances. To make an explosive charge actually blow up will
require either a detonator, or another explosion nearby. Simply
setting fi re to a block of C12 or dropping it to the ground is not
enough to blow it up, regardless of what the trideo shows. Many
older kinds of explosive, however, like gunpowder or the infamous
nitroglycerine, can be set off by fire or rough handling.
I got super-sadface for a moment, but I think this still works. Current plan is to use older style explosives next to modern explosives with shockwave detonators to set up sympathetic explosions. I'm aware that demolitions in general is not something that will come up on every run, but should be very, very fun when it does.
Only big concerns at this point is that he has only 1 point in Summoning, giving him a rather slim 10 dice pool for that. This will be mitigated somewhat by the +4 to Fire Spirits I plan on getting him post chargen, but still Force 5 Fire Spirits might be a risky propsoition. I'd like to clear up some BPs for extra ranks in Summoning, if at all possible.
Also considering dropping the Warhawk and Pistols skill in favor of some type of automatic, based on the advice in RHat's Combat Mage thread. Thoughts?
He could also really use a vehicle to use as a mobile bomb factory, but I'm comfortable with that being a post chargen pickup.