okay after listening to some advice here, the sightly modded version. Switched Ar to simsense vertigo, old school mages only had problems in the matrix so I think it works. Dropped the mechanic contact, he doesn't have a bike yet anyways and buffed the others a bit. I had forgot your cap in connection was your charisma so low charisma characters really have shit contacts. Dropped piloting from 2 to 1 to free up some points. Currently i dropped the 1 in perception to add a specialization in astral combat, probably will go back but it kind of fit my character concept. 5 dice visual with helmet on isn't that much worse than 7 dice, but perception is huge. Had 1 left over karma so added some gear. Mechanically given how bad enchanting is I probably should drop it and just use spell casting, I don;t even have any preparations. Use those 5 points on first aid or something. But I always liked the concept of alchemy even if I will never use it this edition.(seriously, drop the making to minutes as on site alchemy should be a thing, make their use a major action because when you eventually create a way for people to store them minor actions will break them, don't make their creation a test its too much dice rolling, when used have a static penalty dice based on the trigger its quick easy and more balanced than the current method)
B 3, A 2, R 5, S 1, W 5, L 7, I 5, C 5, EDG 5, M 6, ESS 6
Initiative/Actions: 10+1D6/1 Major, 2 Minor
Condition Monitor (P/S): 10/11
Defense Rating: 8
Active Skills: Astral 5 (Astral Combat +2), Conjuring 5, Enchanting 5, Firearms 1, Piloting 1, Sorcery 6
Knowledge Skills: [Seattle] Streets, Arcana, Astral Hangouts, Combat Biker, Metaplanes, Spirit Types
Languages: English (Native), Japanese
Qualities: Exceptional (Logic), Focused Concentration (3), Honorbound (Pirate Code), Impaired (1) (Strength), Mentor Spirit: Fire-Bringer, Simsense Vertigo
Spells: Heal, Increase Attribute
Contacts: Bartender (C2/L4), Fixer (C5/L4), Street Doc (C4/L2), Talismonger (C5/L4)
Gear:
Armor Jacket w/ Electrochromic Modification
Helmet w/ Flare Compensation, Gas Mask, Vision Enhancement, image link
Henry Rhankin w/ Fake License (Improved Attribute spell) (4), Fake License (Mage) (4), Fake SIN (3), (1 month) Low Lifestyle
Meta Link
Meta Link
AR Gloves
Medkit rating 3
Spell Formula (Blast)
Spell Formula (Detect Enemies)
Spell Formula (Increase Reflexes)
Spell Formula (Physical Barrier)
Starting Nuyen: 1,065₯
Weapons:
Remington Roomsweeper [Shotgun, DV 4P(fl), SA, 10/9/5//, 8 (m)]10 rounds Flechette Rounds or 10 rounds Regular Ammo
Ruger Super Warhawk [Heavy Pistol, DV 4P, SA, 10/13/10//, 6 (cy)] w/ Laser Sight, 10 rounds Regular Ammo
While the character background and concept isn't fully fleshed out, the idea is he was a student at a magical university, which one I'm trying to figure what makes sense based on the missions setting. While he learned all the fundamentals of magic he never buckled down and really memorized the spells they would practice with, learning only 2 spells over the course of this education. His two joys in life were astrally projecting and watching combat biking. He learned to ride and joined a wiz kid go gang, relying on his natural reaction enhanced by magic to get by. The gang fell apart in an explosive fashion with most of the members dead or arrested, he luckily escaped though he lost his bike and then made his way to the gangs fixer who was able to destroy his SIN and set him up with a new fake one, he then tried to fade into the shadows.