Side note: I'll be exiting chargen with another 19 karma and 23k nuyen to spend too after that. Should I initiate or grab specialisations first?
You can't have more than 7 Karma left over at Chargen.
I would swap Skills & Metatype, you don't need 7 edge but your going to need more skills to be a decent mage IMHO.
--Priority--
A - Magic-6 (Magician-Sioux Tradition)
B - Attributes-20
C - Skills 28/2
D - Resources
E - Metatype (Human 1)
--Attributes--
B3, A3, R5, S1, W5, L3, I6, C2 + M6, Eg3
---Contacts---
6/1 Fixer (Spend 1 Karma)
--Positive Qualities-- (24)
Focused Concentration (4)
Spirit Whisperer
--Negative Qualities-- (25)
Code of Honor
Dayjob
SINner-National
--Skills-- 38/2G
6 Each w/ 2 Specializations (Options = Combat or Manipulation Spells, Shotguns, Specific Spirit)
Assensing, Counterspelling, Longarms, Perception, Spellcasting, & SummoningGroup-2 = Stealth
OR Influence
--Spells-- (10)
Blast, Lightning Bolt, Stunbolt
Mindprobe
Heal, Increased Reflexes
Improved Invisibility
Fashion, Levitate, Petrify
Cash - 50K + 26K (Convert 13 Karma)
--Gear--
Force 2 Power Focus (Bond for 12 Karma)
Fake SIN (R4) - Licences (R4): Magic, Firearms
Honda Spirit
Now you've got the ability to support the team, sling spells, summon, counterspell, go astral, have minimal social or stealth skills to function.
You also have a small car that you can lay down in if you need to do astral recon which is important IMHO.
Finally the bonded power focus allows you to do most your magic-ing w/ bonus dice & when stacked w/ your spirit quality will make having a Force-7 buddy along for the ride a doable deal that will make up for the lack of Samurai in the group.
Edit:
The reasoning behind the spell selection......
Blast - AE damage w/o trashing the building or killing innocents caught in the radius, but still overcastable at F12 to level a swat team in 1 round.
Lightning Bolt - Single target damage w/ lower drain than the AE so you can pump force more easily to do damage to big targets
Stunbolt - Useful against bouncy adepts, samurai, spirits, or when doing astral projection.
Mindprobe - Rip their secrets from their brains, VERY useful in moving the SR along by finding out everything your enemy knows
Heal & Reflexes - Obvious here
Invisibility & Levitate & Fashion - Support the group during infiltration.
Petrify - A way to stop a bouncy target in their tracks with a single cast. Then shatter their foot/leg to ensure they are not so bouncy when you drop the spell. And decent drain too.