Below is the character I hope to use at my next game. I haven't played in a couple decades. I read the corebook. I like the idea of a Mage with max edge that can 'burst' when the dreck hits the fan. Am I missing anything obvious?
Edge Mage
Priorities:
Meta: C Human
Attributes: B
Magic: A Hermetic Mage
Skills: E
Resources: D
Character concept:
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Living the life in the corp arcology. Groomed to be top tier wage mage. Parents were former shadowrunners, though the character didnt know. Parents, professionals from the door, made sure a go-bag was prepared and I had certain skills that arent necessarily standard for a corp brat. Shortly before game start, a pair of powerful spirits (know to be bound by parents) show up with instructions from the parents, Get out immediately, grab your go bag and
Spirits dissipate mid-message. I get out just in time as I see flash-bangs go off in the apartment before I am out of line-of-sight. I get my go-bag which has some equipment, reagents, cash, and a handwritten note. [I thought it would be cool to actually write the letter that the character received and have the character carry it around].
The note includes the typical shadowrunner advise: shoot straight, conserve ammo, and never trust a dragon. Also provides names for a few of the starting contacts that my parents had a relationship with.
So now we have a kid who has never been on his own thrust into the shadows. Not really prepared to kill anyone.
Character goal is to find out what parents were involved in and what happened to them.
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ATTRIBUTES:
[spoiler]
BOD: 2 (10 Karma)
AGI: 3
REA: 3
STR: 2
WPR: 6
LOG: 5
INT: 4
CHA: 4
Edge: 7
Magic: 6
Essence: 6
Limits
Physical 3
Mental 7
Social 7
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QUALITIES/Karma
[spoiler]
Corporate SIN: -25
Quick Healer: 3
Focused Concentration (2): 8
BOD 1->2: 10
Skills: 29
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SKILLS:
[spoiler]
With build points
Pistols 2
Counterspelling 6
Spellcasting 6
Banishing 3
Summoning 3
Assensing 3
Astral Combat 4
Specialty: Mages 1
With Karma
Ritual Spellcasting -1
Enchanting Group -1
Binding -1
Arcane -1
Athletics Group -1
Perception -1
Electronics Group -1
First Aid -1
Medicine -1
Pilot: Ground -1
Knowledge/Language
I left them open to tailor to the campaign. I figured some regional knowledge, Corporate Arcology Life, Magical theory, magical forensics; and some personal interests like special effects and music. 18 levels can take you a long way in customizing the character.
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SPELLS:
[spoiler]
[C] Blast (indirect, Stun, AOE)
[C] Lightning Bolt (Ind., physical, LOS)
[D] Detect Dragon, Ext (FxMAGx10)
[H] Heal
[H] Oxygenate
Improved Visibility
Trid Phantasm
[M] Influence
[M] Levitate
[M] Magic Fingers
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EQUIPMENT: 49,835Y
[spoiler]
5000Y Middle Lifestyle 1 month
100Y Survival Knife
725Y Ares Predator V 5(7),8P/-1AP
150Y Concealable Holster
30Y Clip w/15r regular ammo
35Y Clip w/15r regular ammo
500Y Silencer/Supressor
1000Y Armor Jacket (AR12)
650Y Urban Explorer Jumpsuit (AR9)
2250Y Non-conductivity: 9
500Y Feedback
100Y Helmet (AR+2)
250Y Goggles (1-6 x 50)
2000Y Smartlink (1)
250Y Flare Compensation (1)
250Y Image Magnification (1)
500Y Ultrasound (1)
500Y Low Light (1)
600Y Contacts (1-3 x 200)
25Y Image Link (1)
1000Y Vision Enhancement (2)
50Y Optical Binoculars
150Y Ear Buds (3)
1500Y Audio Enhancement (3)
70Y Trodes
5000Y Comlink (6)
50Y Subvocal Mic
100Y Sim module
150Y AR Gloves
10000Y Fake SIN Rating 4
800Y Fake License Rating 4 - Pistol
800Y Fake License Rating 4 - Concealed
800Y Fake License Rating 4 - Magic
2500Y Fake SIN Rating 1 (throw-away for mission use)
2000Y Reagents: 100
200Y Gas Mask
300Y Respirator (6)
200Y Survival Kit
750Y Medkit (3)
5000Y Docwagon, Basic (1-year)
3000Y Lodge: 6
[/spoiler]
CONTACTS:
[spoiler]
Fixer 6x2
Talismonger 3x1
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