So with everything thats been said, I finally got around to making a first draft and I must admit, I deviated from the original idea. With how you do not get spells with Enchanter for free, it really, REALLY hurt any build I had since I had to spread out my karma in spells, skills and qualities and unless I could convince a GM that 'hey, I'm hampered here, you mind if I get the same number as spells or more at char gen as a mage would?' I won't. Its too maddening, I'd rather do a mage build where I put everything into Enchanting and let Summoning be never really touched cause then I could get qualities to help boost alchemy at first.
But even then I still kinda cheated and went the Mystic Adept to hit a couple of deals. I went with Sum to 10 cause I can see it working pretty well and got Attributes and Skills A, Magic C, rest at E and I'll try to go throw the builds fast
B 3, A 4(5), R 3(4), S 4, C 2, I 6, L 5, W 5
Limits: P 5, M 7, S 5, A 7
Mentor Spirit: Forbidden Arcana Spider*
Enchanting 6(+2 Alchemy**), Stealth 4+2, Athletics 1(k), Outdoors 1(k)
Unarmed Combat 6, Archery or Pistols 6(+2 Bows/Revolver), Artisan 5, Assensing 5, Perception 5(+2 Visual), Arcana 5, Blades 5(+2 Knives), Armorer 5, Counterspelling 1(k), Chemistry 1(k), Escape Artist 1(k), Spellcasting 1(k), First Aide 1(k)
Archer Adept PP(4): Enhanced Accuracy Archery, Focused Archery 3, Improved Reflexes 1, Combat Sense 1, Improved Agility 1
Gunner Adept PP(4): Enhanced Accuracy Pistols, Improved Reflexes 1, Combat Sense 1, Improved Agility 1, Nimble Fingers, Rapid Draw
Weapon***
Dynamic Tension Bow 9P, AP -1, Acc 7 (Personalized Grip) 1,300 Nuyen
Lemat 2072 8P, AP -1, Ammo 9, Acc 9 (Personalized Grip, Smartgun Internal, Gas Vent 3, Melee Hardening, x4 Speed Loaders, Concealed Quick Draw) 3,735 Nuyen
Ruger Superhawk 9P, AP -2, Ammo 6, Acc 9 (Personalized Grip, Smartgun Internal, Gas Vent 3, Melee Hardening, x4 Speed Loaders, Concealed Quick Draw) 2,375 Nuyen
Cavalier Deputy 7P, AP -1, Ammo 7, Acc 10 (Personalized Grip, Smartgun Internal, Gas Vent 3, Melee Hardening, x4 Speed Loaders, Concealed Quick Draw) 2,025 Nuyen
Tradition: Thinking Chaos would be a nice fit.
Archery Spells: Acid Stream, Napalm, Heal, Armor, Physical Barrier
Gunner Spells: Napalm, Heal, Armor, Physical Barrier, Gecko Crawl
*: Now, this is a mentor I feel like goes more hand in with the Archery Aspect of this build as you are wanting to be able to sneak around and silently use a bow to take down your prey and therefore you are wanting to focus more on the planning aspects of getting what needs to be done when for a clean run. As for the Gunner Build, when using his main weapon its gonna be loud and therefore I think you'll need a more flexible feel to making a plan and would want to take a different mentor that is good with that.
**: So this is contingent on what you grab as your weapon, cause touch with Archery would be a good fit while I think command on the Gunner is absolutely needed for your mileage. I am up for suggestions though.
***: Personally, if I invest money into getting an Alchemy Focus, I'll want it to stay around for a while and I feel like being able to change the strength of the bow to match your maximum at all times is a good way to do that. Now for the revolvers. While FA did introduce the ability to create magic bullets, thats a large investment and honestly even if I went gun use, I don't think I'd use them. Just thinking about the logistics of making and storing each bullet until its time for their use, it gives me a slight headache. No, what I would work on is having the blank casing hold the alchemy. Not as a bullet to be fired, but have the spell shoot out of the barrel of the gun to hit your enemies. I believe with my research, that is available to do.
Now, looking at the spells you may wonder why then I have 2 combat spells with the archery build and 1 with the gunner. Its simple really, with archery especially with Silent Kills, you sometimes need to confirm that person will be killed instead of hoping that the arrow itself will do the job. Overkill? A wee bit, but sometimes you just wanna make sure the Troll goes down in one hit. So with that, one is for single target elimination, the other is ambushing a group with one spell. Might grab more combat spells.
Now, the gunner is kinda the exact opposite. He'll be more up close and personal with taking out the targets, whether going for your throat with a combat knife or trying to shock you into submission. The Revolver is meant for when things go loud. And the spell? Think of it as an 'Oh shit' panic button and yes, I would be grabbing more elements down the road just in case. In this instance though, you'd want a command based alchemy. I do feel like I need throwing though with build for later with some of the spells.
Personally, out of the Revolvers, I like the Lemat. The 9 bullets help with not needing to reload as often and the shotgun shell barrel I feel like is the perfect place to keep the alchemy preparation until it is used.
Now then, did I screw up anywhere and make this a useless character? Oh, also, does the Alchemy Focus help when using the alchemical preparation like add dice to when it goes off or just during creation?