Edit: OP updated to reflect fixes, clarify some things, and present an alternate build idea (shaman instead of hermetic).
In the future I think I'll end up playing a game of SR5 with only one other player, who will probably play a decker; maybe he'll rig too, I dunno. I hear those rules need some work, but I'll let the other player and GM deal with that. We'll be a bit spread thin with just two runners, but I think the first few sessions will be relatively simple to let us get the hang of things. With that in mind I figured I could make a survivable, if limited, mystic adept. I played a face the last two times I played SR (4e but still), so I went hermetic. It's a bit stupid to have two LOG-focused characters in a two man group and little-to-no face skills... but we'll be good with knowledges? I dunno, I didn't want to play a face. Anyway, my main plan was to focus on not dying the first few sessions and then use karma to fill out the big holes in this character sheet (namely, increase dump stats to 2, increase edge, buy some spells). So, a little delayed initiation, but it's worthwhile I think.
The general plan is to Mob Mind/Control Thoughts susceptible enemies and summon spirits to deal with anything else. I figure I have pretty good initiative, surprise, perception, and dodge so even though I'll be the main target of every enemy ever maybe I'll survive?
I have some questions:
My negative qualities are amusing to me, but boring from a plot hook perspective. What NQs can I take instead that are interesting but not completely character-destroying?
Not related to my character, but is Uncouth the worst thing ever?
Am I reading the encumbrance rules correctly? I.E. can I wear an Armored Jacket with 1 strength as long as it only has a +1 modification? If I'm screwed there should I switch BOD with STR?
What "must have" spells/skills am I missing?
Here's the sheet; please critique!
Priorities
Metatype D (Human, pts towards magic)
Attributes B
Magic C
Skills A
Resources E
Stats
BOD 3
AGI 1
REA 5 [8]
STR 1
WIL 5
LOG 6
INT 5
CHA 2
MAG 6
EDG 2
Derived Stats
Drain: 11
Initiative: 13+4d6 (see adept powers)
Passive Defense: 16
Surprise: 13
Damage Soak: 15
Physical limit: 5
Mental limit: 8
Social limit: 5
Astral limit: 8
Composure: 7
Judge Intentions: 7
Memory: 11
Lifting/Carrying: 4
Base Lift/Carry: 15/10
Skills
Skill Groups:
Conjuring 6 (12 dice)
Athletics 4 (5 dice)
Individual Skills:
Con 6 (8 dice)
Counterspelling 6 (12 dice, combat specialization)
Ritual Spellcasting 6 (12 dice)
Spellcasting 6 (12 dice, manipulation specialization, +2 manipulation from mentor spirit)
Sneaking 6 (7 dice, urban specialization)
Assensing 6 (11 dice)
Perception 6 (11 dice, visual specialization)
Skills bought with karma:
Etiquette 1 (3 dice)
First Aid 1 (7 dice)
Adept Powers
Improved Reflexes 3
Combat Sense 3
Astral Perception
Spells
Control Thoughts
Mob Mind
Heal
Combat Sense
Improved Invisibility
Knowledge Skills
English N
Japanese 6
Parazoology 6 (12 dice)
Magical Theory 6 (12 dice)
Street Drugs 2 (7 dice)
Contacts
1/2 Talismonger
Karma
Buy 6 power points (+30)
Buy some skills (+6)
Dem cash moneys (+5)
Mentor Spirit: Bear (+5)
Focused Concentration 1 (+4)
Mild Allergy: Bees (-10)
Mild Addiction: Zen (-4)
Spirit Bane: Beast (-7)
Gremlins 1 (-4)
Equipment
I haven't gotten this far, but I figure I'll get a low lifestyle (maybe be roomies with the decker) and spend most of my meager money on a decent SIN and reagents. And Zen. Gotta have me some drugs.
Alternative Build: Face-ish
Here's what would change:
LOG = 1, CHA = 6, STR = 2
Get 4 points in the Influence group, nothing in the Athletics group except 1 point in running (bought with karma)
Get a loyal fixer and a better talismonger contact
Know almost nothing (re: knowledge skills)... use contacts for this I guess.
Remove Gremlins and Spirit Bane, get Dependents (6 karma) and... Outspoken Prejudice against Wagemages. I'm thinkin' those two NQs go together.