I disagree that a logic of 1 means you are an idiot that cannot understand. A 1 is an acceptable stat which by itself should not make a character unplayable. If it were otherwise, then a 2 would be the minimum.
3 is about average to above average. 2 is below average, 1 is
far below average.
Can you have 1 Logic and still be playable? Sure. But your character would be quite stupid. You can play stupid characters fine - I don't like it, and my experience is that it tends to disrupt the game (because you'd be doing stupid things), but if you do it well, fine. As a face? Not so much. You're the, well, face of the party, and if you're doing the group's talking, the Johnson is going to assume you're all unintelligent. And you'd have a hard time understanding what he's saying.
The point isn't that you can't play a Logic 1 character, or even a Logic 1 Face. The point is that those things have
consequences. You can't be a good face with Logic 1, unless you play it ignoring that fact, or do something else to offset it (maybe your group members tell you what to say and your babyface sells it? Could be interesting I guess).
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OK, let's see if I can take the positive from the post, and modify the character. I then put forth 3 changes to the character in the first post.
1) Change allergy from seafood to bees. At least you can see them coming, and you won't have the DM rolling for a random bite of fish in every meal.
Wait, bees is common? That sounds cheap. I guess that's legal though, it's explicitly mentioned... but I don't get how bees are common and antibiotics are uncommon (or I've lead a weird and beefree life).
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3) To make him more combat ready, his Focused Concentration will be storing a 6-hit Increase Reflexes. He gets that using push the limit once a day until he makes the 6 hits. On average that should take about 3 days.
Yes. The limit 2 in physical is bad. The first karma point ELF spends should go to fix that. First point must go into reaction, and the second into strength. That would bring the unmodified limit to 3. As you know, ELF's specialty is in Spirits of Man. These guys get to know one of your spells (per 3 focus), and can cast and sustain them for you all day at the low price of a service. For everyday guard duty, that spell would be Increase Strength, which would constantly set ELF's physical limit to 4. That plus the 9 Chr should make him a better than average face. By the way, the spirit also casts it on himself, making him a better fighter.
I assume you mean the first 10 (and second 10) points go into reaction and strength. That's actually quite a while (3 runs if you get lucky with the karma).
To make the spirit increase your strength,
and his own,
and fight, you need 3 net hits on the summoning. You'll get 4.6 hits on average, he'll get 2 if you use a decent force, so 2 services. Or 3 if you summon it at low force, but then it won't be very good at boosting or fighting. And even if you do get 3 net hits, you can only make it fight once.
I guess one bonus is that you do have a high drain value, so resummoning isn't that big a deal.
Now for combat. with the "permanent" boost of Increase Reflexes, ELF's average initiative is 20. Chances are that is good enough to go first in non-surprise situations for the first few missions. He also has 2 adept powers bumping his maxed Whip skill. ELF is going first and killing the first guy within 24 meters of him (medium range on Heavy pistol is 20 meters). Against overwhelming odds, 24 meters should get him behind a corner/cover, and let his Spirit get some action. He can Whip anyone who comes around the corner.
Kill the first guy within 24m? Assuming that succeeds (whips aren't exactly guaranteed instakills, especially with 12 dice) you'd still be in the middle of the enemy group without dodge or soak dice. And 20 average initiative is decent, but not "guaranteed first" range by far.
As for surprise, that is where you have the best adept power in the game: Combat sense (I get a perception roll to not be surprised).
Speaking of Perception, is surprise-avoidance limited by physical limit? I ask because for surprise checks, don't you do an opposed roll: His Sneak + His Agility [limit HIS Physical] vs My Intuition + My Perception. I don't think my opposed roll gets the limit, but I am fuzzy on this.
You get a perception roll to add +3 to your surprise test. Which makes it 5 dice instead of 2. That's a big difference I guess, but unsurprisable it ain't.
Bonus for you though, attribute tests (surprise is Intuition+
Reaction) have no limit. Perception is mental limit.
Elf's defense dice are low at 4 (don't forget combat sense) . And his armor is low until his first kill (but after that, his adept power gives him 3 more armor than his teammates). So thanks to the advice here, I don't think he is "dead meat" as much as he was before. I could have changed the adept power Improved Ability Negotiation to Mono Whip for an extra 3 dice, but I think 12 dice is plenty enough.
As far as being able to wear armor, I could not find armor weight in the book. I do want this guy to be able to walk around without magical aid.
4 means you're going to get hit pretty much all the time except against the lowliest of mooks.
I couldn't find armor weight either, but that hardly means it weighs nothing. And you can carry 10kg on average (20kg if you're lucky); I'm pretty sure any decent armor tops that.