First the Merc: My idea here was that over the years, we’ve had Merc archetypes of human, ork, dwarf(all in 1e and 2e), and troll(3e), but never an elf; so I decided to make this guy an elf to round it off.
[ Spoiler ]
Attributes: A
Resources: B
Skills: C(28/2)
Race: D
Magic: E
Attributes:
Body: 5(+2 Damage Resistance)
Agility: 6(8 )
Reaction: 4(5)
Strength: 6(8 )
Charisma: 4
Intuition: 4
Logic: 3
Willpower: 3
Edge: 1
Essence: 1.85
Initiative: 8(9)+1d6(2d6)
Armor: 15(17 with Helmet)
Limits:
Physical: 8
Mental: 5
Social: 4
Condition Monitors:
Physical: 11
Stun: 10
Overflow: 7
Positive Qualities: Will to Live(2, 6 Karma)
Negative Qualities: SINner(+5 Karma), Mild Allergy(Soy, +10 Karma)
Total: +9, 34 Bonus Karma total
Cyber/Bioware:
Synaptic Boosters(Rating 1)-.5 Essence
Muscle Replacement(Rating 2, Alphaware)-1.6 Essence
Alumunum Bone Lacing(Alphaware)-.8 Essence
Orthoskin(Rating 3)-.75 Essence
Internal Air Tank(Rating 2)-.5 Essence
Active Skills:
Athletics Skill Group: 2
Pistols: 4
Automatics: 5
Longarms: 3
Heavy Weapons: 5
Unarmed Combat: 6
Blades: 2
Etiquette: 3
Sneaking: 2
Leadership: 2
Perception: 2
Pilot Ground Craft: 2
Armorer: 2
First Aid: 1
Throwing Weapons: 1
Bonus Karma for Skills: 4(First Aid and Throwing 1), 24 (Perception, Leadership, Sneaking and Pilot Ground Craft 2), 6 more for Armorer 2
Bonus Karma Spent: 34 of 34
Knowledge/Language skills:
Military History:2
Arms Dealers:3
Military Strategy(Literature): 3(+2)
English: N
German: 3
Sperethiel: 2
Gear:
Armored Jacket(with Chem Resist, Fire Resist, and Non Conductivity 2): 12 Armor
Helmet(+2 Armor)
Katana(11P, -3 AP, 1 Reach)
Combat Knife(10P, -3 AP)
Knucks(11P Unarmed Combat)
Survival Knife(9P, -1 AP)
4 Throwing Knives
Middle Lifestyle(1 month)-5,000
Beretta 201T(Smartlinked), w/ 60 rounds, 60 APDS, 60 SnS, and Concealable Holster
Ares Predator V w/ Concealable Holster, 60 rounds, 60 APDS rounds
Ruger Super Warhawk(Smartlinked), w/60 APDS rounds and concealable holster
HK-227 SMG: 730, w/ Gas Vent 3, 100 rounds, 100 gel rounds
Ares Alpha: w/ Shock Pad, 200 rounds, 100 APDS rounds, 100 gel rounds, and 10 HE Grenades
Enfield AS-7(Smartlinked) w/ 50 rounds, 50 fletchette, 50 APDS
Ruger 100(Smartlinked) w/ 50 APDS rounds
Ingram Valiant LMG w/200 rounds of belted regular ammunition, 100 rounds belted APDS
5 Flash-Bangs
5 Smoke Grenades
Fake Sin(Rating 3)
Licenses(3 at Rating 4)
Harley-Davidson Scorpion
Gas Mask
Respirator(Rating 4)
Survival Kit
100m standard rope
Climbing Gear
Medkit(Rating 4) w/ 2 Refills
Contacts(Capacity 3), w/ Smartlink, Image Link and Vision Enhancement 1
Earbuds(Capacity 3), w/ Audio Enhancement 2
Micro Transciever
Renraku Sensei Commlink
Trauma Patches(2)
Collection of military-themed books
Contacts:
Arms Dealer: C3 L3
S-K Security Specialist: C2 L2
UCAS Officer: C1 L1
Description: The Elf Merc’s been around the block a few times, and he’s come back each and every time, with a new experience or two to share. He can do the job loud, he can do it quiet, however the customer wants. He’s got the skills and the physical conditioning, and he knows some people about as well. He’s not too old or grizzled yet, but he did a few years here and there-no red ink on his papers, either, and he’s got more skills and experience than his appearance would lead you to believe. He may even do his jobs with some class. The reason why he looks relaxed on his Harley Scorpion with a smile on his face? He’s been through a lot and lived to tell the tale. You MAY not want to question his integrity too much, though. This is a man who can successfully tie you into a pretzel with one hand while reciting passages from ‘The Art of War.’
Next up, the classic, no-cyber, no magic Detective. Disadvantaged, sure, but I missed this Law and Order-esque archetype.
[ Spoiler ]
Skills: A
Attributes: B
Race: C(Dwarf)
Resources: D(50,000)
Magic: E(None)
Attributes:
Body: 5
Agility: 4
Reaction: 3
Strength: 3
Charisma: 4
Intuition: 5
Logic: 4
Willpower: 5
Edge: 2
Essence: 6
Initiative: 8+1d6
Limits:
Physical: 5
Mental: 6
Social: 6
Condition Monitors:
Physical: 11
Stun: 11
Positive Qualities: Analytical Mind(5), Bilingual(5)
Negative Qualities: Addiction(Mild, Alcohol, +4), Code of Honor(Warrior’s Code, +15)
Total: +9, for 34 total Bonus Karma
Active Skills:
Influence Skill Group: 6
Electronics Skill Group: 3
Pistols: 4
Longarms(Shotguns): 2(+2)
Clubs: 3
Unarmed Combat: 3
Tracking(Urban): 3(+2)
Sneaking(Urban): 4(+2)
Palming: 3
Pilot Ground Craft: 2
Perception(Visual): 4(+2)
First Aid: 2
Con: 4
Medicine: 2
Intimidation(Interrogation): 3(+2)
Locksmith: 2
Forgery: 2
Running: 2
Gymnastics: 2
Swimming: 1
Bonus Karma:
Running +1(4 Karma), Gymnastics +1(4 Karma), Forgery 2(6 Karma)-14 of 34 spent
Knowledge/Language Skills:
Police Procedures: 3
Underworld Politics: 2
Organized Crime Rings: 3
Pharmaceuticals(Drugs): 2(+2)
Movies of the 1900s: 2
Seedy Bars: 2
Spanish: N
English: N
Cantonese: 3
Contacts: 12+10 more Bonus Karma(22 total)
Lone Star Detective: C2 L2
Fixer: C3 L2
Bartender: C2 L3
Fence: C3 L2
Streetwalker: C2 L1
Gear and Lifestyle: 50,000(+20,000 nuyen for 10 Karma, 70,000 Total)
Low Lifestyle(1 Month)
Stun Baton
Yamaha Pulsar(Taser) w/10 Taser Darts
Taurus Omni-6(w/60 rounds, 60 gel rounds, 30 APDS rounds, and concealable holster)
Browning Ultra-Power(w/50 rounds, 50 gel rounds, 30 APDS rounds and concealable holster)
Flash-Pak
Lined Coat(Armor: 9, with Non-Conductivity 4, Chem 2 and Fire Resist 2)
Transys Avalon Commlink(w/Sim Mod and Subvocal Mic)
20 RFID Tags
10 Stealth Tags
20 Datachips
Bug Scanner(Rating 6)
Data Tap
Area Jammer(Rating 4)
Micro-Tranceiver
Tag Eraser
White Noise Generator(Rating 6)
Fake Sin(Rating 4)
Fake Sin(Rating 3)
Fake Licenses(Pistols, Longarms, both at Rating 4)
4 Certified Credsticks(Standard)
Binoculars(Capacity 2, Vision Magnification, Low-Light)
Contacts(Capacity 3, w/ Vision Enhancement 1, Image Link and Flare Compensation)
Earbuds(Capacity 3, Audio Enhancement 2)
Handheld Sensor(Capacity 3)w/Laser Microphone
Plasteel Restraints(4 pair)
Autopicker(Rating 4)
Lockpick Set
Maglock Passkey(Rating 3)
Sequencer(Rating 4)
Climbing Gear
Flashlight
Chemsuit(Rating 4)
Respirator(Rating 4)
Survival Kit
Micro Flare Launcher/4 Flares
Trauma Patch(2)
Medkit(Rating 4), w/ 2 refills
Antidote Patches(2 at rating 4)
Ford Americar
Total: 69,125(875 left)
Starting Nuyen: 875+(3d6x60)
Description: The Detective might be a throwback, but he knows what’s what on the streets. A fellow who never did get the touch of magic(though he knows a bit of it and has worked cases involving it), he has chosen to not go under the knife to augment his body, leaving him with what some might think is a disadvantage against the heavier-chromed members of the underworld. But the Detective’s style isn’t dealing with people toe to toe; he’s the type who tracks down leads, works his contacts, and uses his impressive swath of knowledge and broad skillset to get the job done. He knows what’s what in the underworld, and woe to the person who gets on the wrong side of him; while he’s not the type that would take you out for looking at him wrong, he has the knowhow and the connections to make someone’s life very, very hard. His old-fashioned ways may seem out of place at first glance, but that’s almost why they’re so valuable-it’s tough to find this kind of person anymore, and his rarity alone could be a valuable asset to those in the shadows.
Attributes: B
Race: C(Dwarf)
Resources: D(50,000)
Magic: E(None)
Attributes:
Body: 5
Agility: 4
Reaction: 3
Strength: 3
Charisma: 4
Intuition: 5
Logic: 4
Willpower: 5
Edge: 2
Essence: 6
Initiative: 8+1d6
Limits:
Physical: 5
Mental: 6
Social: 6
Condition Monitors:
Physical: 11
Stun: 11
Positive Qualities: Analytical Mind(5), Bilingual(5)
Negative Qualities: Addiction(Mild, Alcohol, +4), Code of Honor(Warrior’s Code, +15)
Total: +9, for 34 total Bonus Karma
Active Skills:
Influence Skill Group: 6
Electronics Skill Group: 3
Pistols: 4
Longarms(Shotguns): 2(+2)
Clubs: 3
Unarmed Combat: 3
Tracking(Urban): 3(+2)
Sneaking(Urban): 4(+2)
Palming: 3
Pilot Ground Craft: 2
Perception(Visual): 4(+2)
First Aid: 2
Con: 4
Medicine: 2
Intimidation(Interrogation): 3(+2)
Locksmith: 2
Forgery: 2
Running: 2
Gymnastics: 2
Swimming: 1
Bonus Karma:
Running +1(4 Karma), Gymnastics +1(4 Karma), Forgery 2(6 Karma)-14 of 34 spent
Knowledge/Language Skills:
Police Procedures: 3
Underworld Politics: 2
Organized Crime Rings: 3
Pharmaceuticals(Drugs): 2(+2)
Movies of the 1900s: 2
Seedy Bars: 2
Spanish: N
English: N
Cantonese: 3
Contacts: 12+10 more Bonus Karma(22 total)
Lone Star Detective: C2 L2
Fixer: C3 L2
Bartender: C2 L3
Fence: C3 L2
Streetwalker: C2 L1
Gear and Lifestyle: 50,000(+20,000 nuyen for 10 Karma, 70,000 Total)
Low Lifestyle(1 Month)
Stun Baton
Yamaha Pulsar(Taser) w/10 Taser Darts
Taurus Omni-6(w/60 rounds, 60 gel rounds, 30 APDS rounds, and concealable holster)
Browning Ultra-Power(w/50 rounds, 50 gel rounds, 30 APDS rounds and concealable holster)
Flash-Pak
Lined Coat(Armor: 9, with Non-Conductivity 4, Chem 2 and Fire Resist 2)
Transys Avalon Commlink(w/Sim Mod and Subvocal Mic)
20 RFID Tags
10 Stealth Tags
20 Datachips
Bug Scanner(Rating 6)
Data Tap
Area Jammer(Rating 4)
Micro-Tranceiver
Tag Eraser
White Noise Generator(Rating 6)
Fake Sin(Rating 4)
Fake Sin(Rating 3)
Fake Licenses(Pistols, Longarms, both at Rating 4)
4 Certified Credsticks(Standard)
Binoculars(Capacity 2, Vision Magnification, Low-Light)
Contacts(Capacity 3, w/ Vision Enhancement 1, Image Link and Flare Compensation)
Earbuds(Capacity 3, Audio Enhancement 2)
Handheld Sensor(Capacity 3)w/Laser Microphone
Plasteel Restraints(4 pair)
Autopicker(Rating 4)
Lockpick Set
Maglock Passkey(Rating 3)
Sequencer(Rating 4)
Climbing Gear
Flashlight
Chemsuit(Rating 4)
Respirator(Rating 4)
Survival Kit
Micro Flare Launcher/4 Flares
Trauma Patch(2)
Medkit(Rating 4), w/ 2 refills
Antidote Patches(2 at rating 4)
Ford Americar
Total: 69,125(875 left)
Starting Nuyen: 875+(3d6x60)
Description: The Detective might be a throwback, but he knows what’s what on the streets. A fellow who never did get the touch of magic(though he knows a bit of it and has worked cases involving it), he has chosen to not go under the knife to augment his body, leaving him with what some might think is a disadvantage against the heavier-chromed members of the underworld. But the Detective’s style isn’t dealing with people toe to toe; he’s the type who tracks down leads, works his contacts, and uses his impressive swath of knowledge and broad skillset to get the job done. He knows what’s what in the underworld, and woe to the person who gets on the wrong side of him; while he’s not the type that would take you out for looking at him wrong, he has the knowhow and the connections to make someone’s life very, very hard. His old-fashioned ways may seem out of place at first glance, but that’s almost why they’re so valuable-it’s tough to find this kind of person anymore, and his rarity alone could be a valuable asset to those in the shadows.
Here's the Elven Mage: and these days she won't die from a stiff breeze with the old Body of 1 they insisted on giving the poor girl for some reason.

[ Spoiler ]
Priorities:
A: Magic
B: Attributes
C: Resources
D: Race
E: Resources(6,000)-+20,000(10 Bonus Karma)
Attributes:
Body: 3
Agility: 4
Reaction: 3
Strength: 2
Charisma: 5
Intuition: 4
Logic: 5
Willpower: 5
Edge: 1
Essence: 6
Magic: 6
Initiative: 7+1d6
Armor: 12
Limits:
Physical: 4
Mental: 7
Social: 7
Condition Monitor:
Physical: 10
Stun: 11
Overflow: 3
Positive Qualities: Mentor Spirit(5) [Knowledge: Hermetic title for Snake-+2 Arcana Tests, +2 Detection Spells, must roll Charisma+Willpower(3) to avoid pursuing secrets or knowledge that few people know about when hints are received of its existence.]
Negative Qualities: Allergy(Mild, Gold +5), Astral Beacon(+10)
Total: 25+10=35 Bonus Karma. 10 Spent on Resources leaves 25.
Spells:
Power Bolt
Stunball
Clairaudience
Analyze Truth
Combat Sense
Heal
Stabilize
Increase Reflexes
Chaotic World
Invisibility
Armor
Increased Reflexes: 5 Karma(20 Bonus Karma remaining)
Active Skills:
Enchanting Skill Group: 2
Spellcasting: 6
Counterspelling: 5
Ritual Spellcasting: 3
Arcana: 3
Assensing: 2
Clubs(Stun Baton): 1(+2)
Pistols: 2
Etiquette(Magical): 2(+2)
Perception: 2
Conjuring: 4
Banishing: 3
Binding: 3
Astral Combat: 2
First Aid: 1
Gymnastics: 1
Pilot Ground Craft: 1
Negotiation: 2
Computer: 1
Bonus Karma spent on Skills: First Aid(1), Gymnastics(1), Astral Combat(2), Pilot Ground Craft(1), Negotiation(2), Computer(1): 20 Bonus Karma spent
Knowledge/Language Skills:
Magical Threats: 3
Magical Groups: 3
Parazoology: 3
Magical Theory: 3
Fine Elven Spirits: 2
English: N
Sperethiel: 4
Gear:
Stun Baton
Browning Ultra-Power(w/50 rounds regular, APDS, Gel, and Concealable Holster)
Armor Jacket(w/Non Conductivity 4)
Magical Lodge Materials(Rating 6)
Reagents(50 Drams)
2 Detection Spell Formulae of choice
Middle Lifestyle(1 Month)
Fake SIN(Rating 2)
Fake Licenses(2 at Rating 4)
Earbuds(Capacity 3) w/ Audio Enhancement 1
Glasses(Capacity 4) w/ Vision Enhancement 1 and Image Link
Antidote Patches(2 at Rating 4)
Medkit(Rating 4), 2 Refills
Survival Kit
Respirator(Rating 4)
Gas Mask
3 Certified Credsticks(Silver)
Renraku Sensei Commlink(w/ Subvocal Mic)
Starting Nuyen: 150+(4d6x100)
Contacts:
Talismonger: C4 L3
Paranormal Investigator: C2 L2
Magic Librarian: C2 L2
Description: The Elven Mage is sort of a classic; she has a passionate interest in finding out how the magical world works, and is a highly educated and schooled woman, especially on all things arcane. She has a wide variety of spells and utilities on hand for a team’s every need, and is socially rather adept as well. More active than your average bookworm, her Stun Baton will give a nasty surprise to those who think she only need be casting to be a threat. On downtime, she can be found researching the plethora of magical threats about in the Sixth World or studying up on some of the paranormal critters around.
And finally, the ol' Burned-Out Mage. With 5e's spellcasting rules, though-he can only have a number of spells up to 2x his Magic rating...which is 2, which means he only gets 4 of his 10 spells, which kinda sucks-the old version had that huge pile of spells that he was terrible at casting, and I felt that fit the character. Ahh well-I did what I could. I can see him digging into Alchemical Preparations in game...(I get the feeling he can start with 4 of each spells, alchemical preps and rituals, but I can't quite get the wording on that...if so, then he's totally getting some Alchemical Preps on top of it.)
[ Spoiler ]
Magic: A
Resources: B
Attributes: C
Skills: D
Race: E(1 point bonus, used for Magic 5)
Attributes:
Body: 3(+1 Damage Resistance)
Agility: 3(4 Average, 7 in arm)
Reaction: 3(4)
Strength: 3(4 Average, 7 in arm)
Charisma: 2
Intuition: 2
Logic: 4
Willpower: 4
Edge: 2
Essence: 2
Magic: 2[+3, Force 3 Bonded Power Focus]
Initiative: 5(6)+1d6(2d6)
Armor: 16(12 Armor Jacket, 2 Cyberarm, 1 Dermal Plating, 1 Bone Lacing)
Limits:
Physical: 5
Mental: 5
Social: 4
Condition Monitors:
Physical: 11
Stun: 10
Overflow: 3
Cyberware:
Wired Reflexes(Rating 1, Alphaware) 1 Essence
Plastic Bone Lacing: .5 essence
Cybereyes(Rating 3, w/Low-Light, Thermographic, Flare Compensation, Smartlink, and Vision Enhancement 2)-.4 essence
Dermal Plating(Rating 1)-.5 essence
Cyberarm(Customized Strength and Agility 6 each), w/Strength and Agility +1, Armor +2, and Retractable Spur
Total: 153300
Spells:
Manaball
Stun Bolt
Heal
Magic Fingers
Positive Qualities: High Pain Tolerance(1)-7
Negative Qualities: Addiction(Foci, Moderate, +9), Loss of Confidence(Spellcasting, +10)
Bonus Karma: 25+12=37
Active Skills:
Spellcasting: 5
Counterspelling: 5
Summoning: 2
Banishing: 2
Alchemy: 4
Arcana: 3
Gymnastics: 2
Etiquette: 2
Assensing: 2
Unarmed Combat: 3
Automatics: 3
Sneaking: 1
Negotation: 2
First Aid: 1
Pilot Ground Craft: 1
Cybertechnology: 1
Bonus Karma spent on Skills: Negotation(2), First Aid(1), Pilot Ground Craft(1), Cybertechnology(1)-12
Knowledge/Language Skills:
Cyberclinics: 3
Magical Theory: 3
Security Procedures: 2
Seedy Wizbars: 1
English: N
Cantonese: 3
Japanese: 2
3 Bonus Karma spent on Japanese: 2
Gear: 121700 left
Low Lifestyle(1 Month) 2000
HK227 SMG w/100 regular rounds, 60 APDS rounds, 60 Gel Rounds and Gas Vent 3 2400
Armor Jacket(With Non-Conductivity 4) 2000
Power Focus(Force 3, Bonded) 54000
Spell Focus(Combat Spells, Force 2, Bonded) 8000
Spell Focus(Manipulation Spells, Force 2, Unbonded) 8000
Spell Focus(Fire Spirits, Force 2, Unbonded) 8000
Magical Lodge Materials(Rating 4) 2000
100 Drams of Reagents 2000
Renraku Sensei Commlink(w/Subvocal Mic and Sim Mod) 1150
Fake Sin(Rating 4) 10000
Fake Licenses(3 at Rating 4 each) 2400
Honda Spirit 12000
Medkit(Rating 4) w/2 refills 1200
Trauma Patch 500
Survival Kit 200
Gas Mask 200
Chemsuit(Rating 4) 600
Docwagon Basic Contract(1 year)
Notes: 22 Bonus Karma spent on Bonding Foci
Starting Nuyen: 50+(3d6x60)
Description: The burned out mage was once a wage-mage of great power who ended up taking a nasty wound; such is, and he got a cyberarm for his trouble. It all started there-after he realized the power it could give him(after working on tweaking it out, installing a cyberspur and the like), he realized that perhaps maybe both cyber and magic could work together in harmony. Some years later, he's now stuck with a body with dwindling magic that's getting stuffed with more ware, and he's fallen back on foci to try to keep himself going. It's not going all too well with him-stick a paperclip in him and he'll have even less power than he does now. He's thought about dabbling in some of that Alchemy, though...perhaps that could help out. He relies on Foci and reagants, and doesn't know the spells he used to on top of it. Some mages pity him, others shake their heads that he wasted his great potential, but he doesn't think it's over yet...
Resources: B
Attributes: C
Skills: D
Race: E(1 point bonus, used for Magic 5)
Attributes:
Body: 3(+1 Damage Resistance)
Agility: 3(4 Average, 7 in arm)
Reaction: 3(4)
Strength: 3(4 Average, 7 in arm)
Charisma: 2
Intuition: 2
Logic: 4
Willpower: 4
Edge: 2
Essence: 2
Magic: 2[+3, Force 3 Bonded Power Focus]
Initiative: 5(6)+1d6(2d6)
Armor: 16(12 Armor Jacket, 2 Cyberarm, 1 Dermal Plating, 1 Bone Lacing)
Limits:
Physical: 5
Mental: 5
Social: 4
Condition Monitors:
Physical: 11
Stun: 10
Overflow: 3
Cyberware:
Wired Reflexes(Rating 1, Alphaware) 1 Essence
Plastic Bone Lacing: .5 essence
Cybereyes(Rating 3, w/Low-Light, Thermographic, Flare Compensation, Smartlink, and Vision Enhancement 2)-.4 essence
Dermal Plating(Rating 1)-.5 essence
Cyberarm(Customized Strength and Agility 6 each), w/Strength and Agility +1, Armor +2, and Retractable Spur
Total: 153300
Spells:
Manaball
Stun Bolt
Heal
Magic Fingers
Positive Qualities: High Pain Tolerance(1)-7
Negative Qualities: Addiction(Foci, Moderate, +9), Loss of Confidence(Spellcasting, +10)
Bonus Karma: 25+12=37
Active Skills:
Spellcasting: 5
Counterspelling: 5
Summoning: 2
Banishing: 2
Alchemy: 4
Arcana: 3
Gymnastics: 2
Etiquette: 2
Assensing: 2
Unarmed Combat: 3
Automatics: 3
Sneaking: 1
Negotation: 2
First Aid: 1
Pilot Ground Craft: 1
Cybertechnology: 1
Bonus Karma spent on Skills: Negotation(2), First Aid(1), Pilot Ground Craft(1), Cybertechnology(1)-12
Knowledge/Language Skills:
Cyberclinics: 3
Magical Theory: 3
Security Procedures: 2
Seedy Wizbars: 1
English: N
Cantonese: 3
Japanese: 2
3 Bonus Karma spent on Japanese: 2
Gear: 121700 left
Low Lifestyle(1 Month) 2000
HK227 SMG w/100 regular rounds, 60 APDS rounds, 60 Gel Rounds and Gas Vent 3 2400
Armor Jacket(With Non-Conductivity 4) 2000
Power Focus(Force 3, Bonded) 54000
Spell Focus(Combat Spells, Force 2, Bonded) 8000
Spell Focus(Manipulation Spells, Force 2, Unbonded) 8000
Spell Focus(Fire Spirits, Force 2, Unbonded) 8000
Magical Lodge Materials(Rating 4) 2000
100 Drams of Reagents 2000
Renraku Sensei Commlink(w/Subvocal Mic and Sim Mod) 1150
Fake Sin(Rating 4) 10000
Fake Licenses(3 at Rating 4 each) 2400
Honda Spirit 12000
Medkit(Rating 4) w/2 refills 1200
Trauma Patch 500
Survival Kit 200
Gas Mask 200
Chemsuit(Rating 4) 600
Docwagon Basic Contract(1 year)
Notes: 22 Bonus Karma spent on Bonding Foci
Starting Nuyen: 50+(3d6x60)
Description: The burned out mage was once a wage-mage of great power who ended up taking a nasty wound; such is, and he got a cyberarm for his trouble. It all started there-after he realized the power it could give him(after working on tweaking it out, installing a cyberspur and the like), he realized that perhaps maybe both cyber and magic could work together in harmony. Some years later, he's now stuck with a body with dwindling magic that's getting stuffed with more ware, and he's fallen back on foci to try to keep himself going. It's not going all too well with him-stick a paperclip in him and he'll have even less power than he does now. He's thought about dabbling in some of that Alchemy, though...perhaps that could help out. He relies on Foci and reagants, and doesn't know the spells he used to on top of it. Some mages pity him, others shake their heads that he wasted his great potential, but he doesn't think it's over yet...
I had to say these were pretty fun and I think they'd end up quite playable as archetypes.
