Keep in mind, I made this in about 20 minutes at work, but I think it's pretty solid within his realm of expertise (combat). He has skill wires, so other abilities can be added as needed.
I haven't looked up specifically what effects add to the pool, and what don't, so I'm not 100% sure on how the split comes out.
To be fully twinked out, he'd be an Ork, but the style required a dwarf, I think.
I'm also a little unclear on whether fetish are foci for the purposes of max number of bonded/activated foci. If so, he'd need to swap int for logic.
Dwombat
Metatype : Dwarf
Mystical Adept (Tradition with Int for drain)
Attributes
Body: 3
Agility: 5 (7)
Reaction: 3
Strength: 3
Charisma: 2
Intuition: 4
Logic: 2
Willpower: 4
Edge: 4
Magic: 6 (5) - 4 to magic, 1 to ma powers
Initiative: 7
Essence: 5.07
Knowledge Skills
: N
Active Skills
Exotic Melee Weapon : 5
Spellcasting (Combat) : 5 (9) - Mentor Spirit
Summoning (Beast spirits) : 3 (7) - Mentor Spirit
Binding (Beast spirits) : 1 (3)
Perception (Visual) : 1 (3) - Increased to 3 (5) by Adept power
Climbing (Building scaling) : 1 (3)
Running (Sprinting) : 1 (3)
Counterspelling (Combat spells) : 1 (3)
Intimidation (Physical) : 1 (3)
Positive Qualities
Ambidextrous
Focused Concentration 1
Mentor Spirit - Wolf
Negative Qualities
SINner
Gremlins 2 - Replace if the GM rules that Monofilaments are affected
Focus Addiction, moderate
Gold Allergy, moderate
Cyberwares
Fingertip Compartment
Fingertip Compartment
Skillwires (Rating 2)
Skillwires (Rating 1)
Biowares
Muscle Toner 2
Reflex Recorder (Exotic Melee Weapon)
Weapons
Monofilament Whip
Monofilament Whip
Armors
Armor Jacket
Insulation (Rating 3)
Nonconductivity (Rating 3)
Chemical Protection (Rating 1)
Fire Resistance (Rating 2)
Vehicles
Mercury Comet (Sedan)
Commlinks
Commlink : Sony Emperor
OS : Iris Orb
AR Gloves
Activesoft (Rating 1) - Computer
Activesoft (Rating 1) - Data Search
Activesoft (Rating 2) - Pilot Wheeled Vehicles
Activesoft (Rating 2) - Infiltration
Equipments
Combat Fetish
Combat Fetish (Backup)
Sustaining Focus (Rating 3) (Manipulation)
Spellcasting Focus (Rating 2) (Combat)
Fake SIN (Rating 4) - Magical Security
Fake License (Rating 4) - Magesight Goggles
Fake License (Rating 4) - Spellcasting
Fake License (Rating 4) - Muscle Toner
Fake License (Rating 4) - Fetish
Fake License (Rating 4) - Spellcasting Focus
Fake License (Rating 4) - Sustaining Focus
Mage Sight Goggles
+Low Light Vision
+Flare Compensation
+Image Link
+Thermographic Vision
+Vision Enhancement (Rating 3)
+Vision Magnification
Respirator (Rating 4)
Trauma Patch
Stimulant Patch (Rating 4)
Stimulant Patch (Rating 4)
Stimulant Patch (Rating 4)
Stimulant Patch (Rating 4)
Stimulant Patch (Rating 4)
Spells
Manabolt
Stunbolt
Increase Reflexes
Foci
Spellcasting (5)
Sustaining (5)
Powers
Enhanced Perception (Level 2)
Powers
Improved Ability : Exotic Melee Weapon (Level 1)
Contacts
Fixer (L:2 C:3)
Contacts
Talismonger (L:1 C:2) - Can be swapped out for Increase Attribute (Body)
From my math, he can cast a single Manabolt with 15 dice (4 ma + 5 spell + 2 spec + 2 mentor + 2 foci) or two with 7 each, or three with 5. Mentor spirits "Add dice" to the tests, so I'm not 100% certain if that's included in the split, or added after. If it's after, then he would cast one at 15, two at 8 each, or three at 6 each. Drain is resisted with 11 dice (4 will + 4 int + 2 fetish + 1 Focused Concentration). Although if you're casting 2, you are actually better off reserving a point, and still getting 7 each, and resisting with 12 dice.
So facing a single, high will Sam with counterspelling up, he can use 15 dice, which is pretty respectable. Facing an average will Sam, he can doublecast, and facing a mob of mooks, he can triplecast. With 12 dice to resist, he can reliably cast stunbolt at force 6 (Drain DV of 2+1 = 3), or push it to force 8 (Drain DV of 3+1=4), which is his max overcasting. He can cast manabolt at Force 8 with some risk (Drain DV of 4+1=5) or at Force 6 pushing it a bit (DV 3+1=4) or simply cast them at Force 4 (DV 2+1=3). Most of the time, he's going to be casting stunbolt, because he's targeting low will anyway, so the stun track will be smaller.
If magic isn't an option (facing a strong mage, or high will, or just too many penalities), he can switch over to his monowhips, and have similar choices.
He can do a single attack with a dice pool of 14 (7 agi + 5 skill + adept 1 + reflex 1) with a +1 or +2 bonus for reach. Again, fairly respectable. If he wants to split the pool, you're looking at two attacks of 7 dice each. If adept powers are a bonus after the pool, not before, it might be worth it to drop spellcasting to 4, and increase exotic to 6, getting 8 dice per attack. Since I *think* reach is applied after the pool is checked, you're looking at 9 dice per attack against your average combatant with no reach, and -4 AP.
I think I like him so much because he's actually a 4 trick pony, and those 4 tricks cover up most of the weaknesses. He can cast a high magic attack, or a high melee attack, or several medium magic or medium melee. So depending on his opponent, he can take advantage of their weaknesses. Which means he can typically go toe to toe with a specialist fairly well. He's also got skill wires, which means he can easily pick up base levels of new skills for a minimal investment of nuyen.
His biggest flaw is a body of 3. His reaction will normally be running at 5 with increased reflexes, which means he needs to get out of the way of gunshots quickly. In melee, he's looking at 12 dice to parry, which is pretty respectable. But he won't take a lot of hits, especially if he's taking drain for overcasting.
He could also use a much wider variety of spells. For now, he has a mana spell that does stun, and a mana spell that does phy, with the idea that if he needs to go physical he uses the whips. I'd like to get him powerbolt and then a few utility spells, but that's not his focus yet.