This all started as kind of mental exercise about how I'd go about making a magical stealth sort. What I decided to try was a mystic adept with a Cat mentor spirit. That let me have the improved ability to bump the infiltrate, spellcasting for the invis/stealth or maybe camoflage/chaotic world, and binding of spirits for Concealment. What I ran into quickly though was the realization that to do it how I wanted to do it, I needed about 500 BP and even then I wasn't happy with it. In either case though, I'm throwing it to you masters of stat-fu to see if there might not be a way to trim and flesh it into something more doable.
Right now, my biggest dislikes of it are the single IP without using inc reflexes, the low Logic and Electronics group, the lack of hand-to-hand ability (sniffle, no silent subduing knockouts), the craptastic ranged dodge of 7 dice and the lack of money to put in some cyber/bio (mostly synaptic and trauma damp) like I'd wanted. It's just spread too thin and comes across as only slightly better than a one-trick pony. Anywho, sorry if someone has previously already posted the uber-stealth build that blows this out of the water and answers all my issues with it, but thanks for any input. So without further ado, let the masterful tearing down and building up begin.
[ Spoiler ]
Stealthy Mystic Adept
Race: Ork (20)
Attributes (160 + 40 magic)
Bod 1 [4]
Agi 5
Rea 4
Str 1 [3]
Cha 4
Int 2
Log 2
Will 5
Edge 1
Essence 6
Magic 5
Init 6 (1 IPs)
Skills (136)
Athletics Group 1
Electronics Group 1
Perception 2
Etiquette 1
Con 1
Pistols 3
Dodge 3
Spellcasting 4
Counterspelling 2
Binding 5
Infiltration 5
Disguise 1
Shadowing 1
Palming 1
Qualities/Drawbacks (35/-35)
Mystic Adept 10
Mentor Spirit 5 (Cat, +2 infiltration, +2 Illusion)
Astral Chameleon 5
Double Jointed 5
Murky Link 10 (Considered genetic heritage, but it's not cost effective)
35 points of drawbacks yet to be determined
Contacts (4)
2/2 or 1/3 Contact yet to be determined
Power Points (1 of the 5 magic points)
Improved Infiltration 2 [0.5]
Attribute Boost (Agility) 1 [0.25]
Sustenance [0.25]
Spells (18)
Improved Invisibility
Stealth
Levitate
Influence
Increase Reflexes
Stunbolt
Foci (2 + 10 in resources)
Power 2
Gear (10)
2000 Rating 2 Fake SIN
4000 Rating 4 Fake SIN
400 Rating 4 Fake Casting License
400 Rating 4 Fake Gun License
400 Rating 4 Fake Concealed Carry License
5000 1 Month Medium Lifestyle
1350 Skinlink Sony Emporer (w/ Renraku Ichi) Commlink
960 Skinlink Earbuds (w/ Audio Enhance 3, Select Sound Filt 3)
675 Skinlink Contacts (w/ Flare Comp, Image Link, Smartlink)
575 Skinlink Glasses (w/ Vision En 3, Vision Mag, Thermo)
4050 Skinlink Handheld (w/ Ultrawideband Radar 4, Olfactory 4)
800 Rating 4 Sequencer
8000 Rating 4 Maglock Passkey
1200 Rating 6 Autopicker
600 Rating 3 Cellular Glove Molder
600 Medkit 6
300 2 x Stim Patch 6
400 Gecko Tape Gloves
1200 Camo Suit
7500 -Ruthenium Coating
3000 -Thermal Dampening 6
300 Leg and Arm Casings
200 Forearm Guards
150 Shin Guard
900 Form-fitting Body Armor II
5040 Leftover for weapons and other gear
Dice Pools:
Infiltration: Agi 5 + Inf 5 + ImpInf 2 + Mentor 2 = 14 base
w/Agi Boost (6 dice): 14 - 20 range (statistically around 16)
w/Armor: -4 to visual and thermal
w/Spirit Concealment: -4 to -12 from opposing DP
w/Invis and Stealth: Have to resist up to a force 8 illusion to see or hear
Pistol: Agi 5 + Pistol 3 + Smartlink = 10
Dodge: Reaction 4 + Dodge 3 = 7
Spellcasting: Mag 4 + Spell 4 + Power 2 = 10 (12 for illusion)
Binding: Mag 4 + Bind 5 + Power 2 = 11 versus Force x 2
Drain Resist: Will 5 + Cha 4 = 9 dice