I've been working on my Voodoo charlatan and I've got two possible priority sets and I have some trouble deciding which one to go with.
Both are Metatype D (Elf), Magic A, Resources E, but one has Attributes B and Skills C, the other Attributes C and Skills B.
Version 1; Attributes B, Skills C
BOD: 3; AGI: 5; REA: 1; STR: 3; CHA: 8; INT: 5; LOG: 2; WIL: 5; EDG: 1; MAG: 6
Assensing 5 (10), Automatics 3 (8; +2 Submachine Guns), Binding 6 (12; +2 Spirits of Man), Disguise 2 (7), Locksmith 1 (6), Palming 2 (7), Perception 1 (6; +2 Numinous), Performance 6 (14), Sneaking 2 (7), Spellcasting 6 (12; +2 Manipulation), Summoning 6 (12; +2 Spirits of Man)
Version 2; Attributes C, Skills B
BOD: 2; AGI: 4; REA: 1; STR: 2; CHA: 8; INT: 4; LOG: 2; WIL: 5; EDG: 1; MAG: 6
Assensing 6 (10; +2 Aura Reading), Automatics 4 (8; +2 Submachine Guns), Binding 6 (12; +2 Spirits of Man), Disguise 5 (9), Etiquette 1 (9), Locksmith 4 (8; +2 Maglock), Palming 5 (9), Perception 1 (5; +2 Numinous), Performance 6 (14), Sneaking 5 (9), Spellcasting 6 (12; +2 Manipulation), Summoning 6 (12; +2 Spirits of Man)
Both versions share the same qualities (Astral Chameleon, Charlatan, Mentor Spirit) and spells (Clout, Gravity Well, Heal, Improved Invisibility, Increase Agility, Increase Charisma, Increase Reflexes, Influence, Opium Den, Rewind, Trid Phantasm -- although I'm still thinking about Clout and Gravity Well... Normally I'd take Ball Lightning as my combat spell but it doesn't fit the concept of a Voodoo practitioner, especially one who's so dedicated to staying low and unnoticed.)
As for skills, I'm not 100% whether to go with Submachine Guns or Machine Pistols at the moment. I'll have to look at weapon models but haven't had time to do that yet. I'm definitely going with some kind of weapon though as this character is very good at hiding his Awakened nature, so being able to shoot might fool people into thinking he's a mundane face/conartist instead of taking him as the group's mage.
I'd love to hear your opinions, guys.