The character now has 38/32 armor in full kit (with no encumbrance), halves the force of incoming spells, and then has 25 dice (minimum) to resist them.
In nothing more than a bulky armor jacket (with lots of armor layered underneath), his armor is 26/22.
The remaining vulnerabilities I can think of are possession (maybe other critter powers?) and toxins. Is there anything that helps significantly against either of those? You can get some more dice on toxin resistance, but as far as I can tell armor (and armor mods) do nothing to stop dart guns.
Anyway, the pieces of the build relevant to armor and spell defense are:
Metatype: 45 BP (Fomori)
Attributes: 115 BP (Body 11, Willpower 6)
Skills: 32 BP (Counterspelling 7)
Magic: 65 BP (Magic 6, reduced to 5 by Essence)Qualities: 35 BP
- Adept power: Mystic Armor 5
- Adept power: Spell Resistance 5
Resources: 36 BP
- Adept
- Restricted Gear x2 (SWAT armor, Counterspelling Focus)
- Class I SURGE (Dermal Deposits)
- Mentor Spirit (Mountain, +2 Counterspelling)
- Aptitude (Counterspelling)
- SWAT armor + helmet (9,200¥) with Gel Packs (1,500¥), Softweave (900¥), Nonconductivity 6 (1,200¥)
- Form-fitting body armor, full suit (1,600¥)
- Securetech PPP, all pieces except helmet (900¥)
- Ballistic shield (1,500¥)
- Genetic Optimization (Body) (45,000¥)
- Orthoskin 3 (90,000¥)
- Counterspelling Focus 5 (25,000¥)