Ok, I think I'm finally finished tweaking this guy. Let me know what you think of the revised version.
Priorities:
C-D-A-B-E
Dwarf Magician
Bod- 3/8
Agi- 2/6
Rea- 4/5
Str- 3/8
Wil- 6/7
Log- 5/6
Int- 4/6
Cha- 1/6
Mag- 6/6
Edge- 2/6
Skills:
Athletics group 3 (Plan to break with a Gymnastics (Climbing) spec)
Outdoors group 2 (Plan to break with a Survival (Urban) spec)
Long Arms 5 (7 Sniper rifles)
Locksmith 5
Palming 3
Sneaking 5 (7 Urban)
Perception 4
First Aid 4
Counterspelling 4
Alchemy 6 (+2 mentor spirit )(+2 command trigger spec)(+2 mentor spirit [manip preps])
Spellcasting 6 (+2 mentor [manip spells]), (+2 manip spec)
Spells:
Fling
Magic Fingers
Animate
Trid Phantasm
Silence
Increase Reflexes
Preperations:
Heal
Poltergeist
Levitate
Agony
Negative Qualities:
Bad Rep
Incompetent- Close Combat
Insomnia
Prejudiced- Drug pushers, biased
Positive Qualities:
Focused Concentration 6
Mentor Spirit- Fire-Bringer type
Quick Healer
3 connections, 6 loyalty contact leaves me with 2 karma, if my math isn't off somewhere.
I'll start off with 11 drain resist dice. I plan on using stickers for agony, levitate, and heal preparations. Spell patches, basically. Heal and agony are both F-4 drain so I should be able to make them really easily, levitate doesn't need need to be made at a high force, and I can apply them from a distance with magic fingers if need be. The only potentially draining alchemical thing I'll be using is poltergeist, and I have a few tricks up my sleeve for using it where the force won't be a big part of it until my alchemy skills get better. A can of quick drying industrial adhesive...or a bag of highly reflective glitter...or a container with a dozen needles coated in seven-7...mmm, chaos.
During play my first set of goals will be (in no particular order, could use suggestions on that actually):
Initiation -> centering
Centering focus
Alchemy focus
Illusion/Manip sustaining foci
Will +1
Log +1