QUOTE (RelentlessImp @ Jan 17 2011, 09:52 AM)

Lead Singer: Elven Social Adept; key stats - maxed Charisma, Commanding Voice power.
Lead Guitarist: heavily cybered Ork, gunslinger or street sam; key stats - Maxed Agility, good Charisma, Wired Reflexes L3 (to shred so hard that the guitar smokes)
Drummer: Troll Physical Adept; key stats - maxed Strength and Agility, couple points of Charisma. Killing Hands, Elemental Strike (Sound) and Improved Reflexes 3. Hammers the drums with his bare hands and uses the Elemental Strike to produce and/or magnify the sound.
Keyboardist/Synthesist: Human mundane hacker; key stats - high Logic and Intuition, maxed out Commlink, programs focused on defensive programs and math processing to produce sublime mathematical constructs of sound and protect them.
Bassist: Dwarf Magician; key stats - good Willpower and Charisma, Charisma-focused Tradition, Sustaining Focus 3, good Assensing. Helps with the songwriting to produce the proper emotional effects. Sustains F3 Improve Reflexes during performances to help him keep up with the guitarist.
This list is weaksauce.
Trid phantasm.
Control emotions.
Task spirits (artisan is a technical skill. Artisan covers instruments)
Mist. (seriously. Magical smoke machine?)
Gymnastics(dancing+2)
Shape Material(Sound). For acoustics. ....
Fix (drumsticks, easy, since its made of wood and snap all the time.)
Even Sound Barrier could be useful(around, perhaps, the sound booth)
None of the adepts have Entralling Performance, either. Eidetic Sense memory would arguably be amazing for rehearsals.
At least one person just plan needs a maxed out Edge. Magic is great, but no substitute for exploding dice-enabled solos.
There's a -huge- amount of application for 'stage magic' in shadowrun's theatrical department.
....
Goddamnit. Now I want to stat up a magical Tradition around the 'path of the roadie'.