One more to throw out. A variant of the cybered anti-magic magician. Character will eventually take some skills in arcana and ritual magic, and will be able to do some vague divining at first initiation. Found cybered and magical initiative boosters to be too opportunistically costly. That along with high willpower, the character uses lots of drugs to boost stats when needed without worrying too much about addiction (Narco helps too). Character cannot afford to load up cyberlimbs with much yet, but will add functionality in the future. The character concept is probably more efficient being an aspected sorcerer at Magic Priority D and boosting Resources, stats, or skills to B.
Karma Expenditures: 7 on metatype, 17 on positive qualities, 1 on nuyen, 15 on magic, 10 on adept powers, -25 on negative qualities = 0 karma remaining
Nuyen before creation roll: 95
== Info ==
Movement: 6/12
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Dwarf (Gnome)
Composure: 8
Judge Intentions: 6
Lift/Carry: 4 (15 kg/10 kg)
Memory: 10
Nuyen: 95
== Priorities ==
Metatype: C(2) - Dwarf (Gnome)
Attributes: C(2) - 16 Attributes
Special: C(2) - Mystic Adept
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: C(2) - 140,000¥
== Attributes ==
BOD: 3
AGI: 2 (9 in right arm. 3 in all other limbs)
REA: 5
STR: 1 (3 in all limbs)
CHA: 1
INT: 5
LOG: 3
WIL: 7 (9)
EDG: 2
MAG: 2
== Derived Attributes ==
Essence: 2.0
Initiative: 10 + 1d6
Rigger Initiative: 10 + 1d6
Astral Initiative: 10 + 2d6
Matrix AR Initiative: 10 + 1d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 12
== Limits ==
Physical: 4
Mental: 6
Social: 4
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 6
== Active Skills ==
Assensing : 3
Automatics : 6 [Machine Pistols]
Counterspelling : 6
Gymnastics : 2
Perception : 6
Running : 2
Sneaking : 5 [Urban]
Swimming : 2
== Knowledge Skills ==
English : N
Magical Threats : 3
Street Drugs : 6
Underworld : 6 [Black Magic]
== Contacts ==
; Drug Dealer (2, 1)
== Qualities ==
Addiction (Mild) (Jazz)
Addiction (Mild) (Psyche)
Addiction (Mild) (Kamikaze)
Addiction (Mild) (Zen)
Addiction (Mild) (Betel)
Arcane Arrester
Cyber-Singularity Seeker
Distinctive Style
Mentor Spirit (Oracle)
Mystic Adept
Neoteny
Prejudiced (Specific, Outspoken) (Wage Mages)
Thermographic Vision
== Spells ==
Tradition: Chaos Magic WIL + INT (14)
Alarm Ward
Door Ward
Homunculus
Ward
Watcher
== Powers (2pp) ==
Astral Perception (Free)
Combat Sense Rating: 1 (.5)
Enhanced Perception Rating: 1 (.5)
Metabolic Control (.5)
Piercing Senses Rating: 2 (.5)
== Lifestyles ==
701st Street Squat 1 months (squatter)
== Cyberware/Bioware ==
Narco
Obvious Full Arm (AGI 3, STR 3, Physical 5) (Left) (alpha)
Obvious Full Arm (AGI 9, STR 3, Physical 5) (Right)
+Customized Agility Rating 6
+Enhanced Agility Rating 3
Obvious Full Leg (AGI 3, STR 3, Physical 5) (Left)
+Skates
Obvious Full Leg (AGI 3, STR 3, Physical 5) (Right) )alpha)
+Skates
Smartlink
== Armor ==
Armor Jacket 12
Ballistic Mask 2
== Weapons ==
Ares Crusader II
+Concealed Quick-Draw Holster
+Gas-Vent 2 System
+Personalized Grip
+Smartgun System, Internal
Pool: 8 (10) Accuracy: 8 DV: 7P AP: - RC: 4
Survival Knife
Pool: 1 Accuracy: 5 DV: 3P AP: -1 RC: 2
Unarmed Attack
Pool: 1 Accuracy: 4 DV: 1S AP: - RC: 2
== Commlink ==
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
+Fake SIN Rating 4
+Fake License (Automatic Weapons License) Rating 4
+Fake License (Concealed Carry Permit) Rating 4
+Fake License (Restricted Cyberware License) Rating 4
+Earbuds Rating 1
+Micro-Transceiver
+Subvocal Mic
== Gear ==
Ammo: Regular Ammo (Machine Pistols) x100
Betel x6
Contacts Rating 1
+Image Link
Cram x5
Jazz x5
Kamikaze x3
Magical Lodge Materials Rating 2
Psyche x3
Survival Kit
UPDATE: Just for comparison, I made a more optimized priority selection for the character. The character is spell free, and is able to start the game off with more loaded cyberlimbs and can function as a solid, meter-tall sam/tank from day one. I kind of like the all C character for the long game. Karma would mostly be used to regain magical abilities while nuyen will be used to upgrade 'ware. The more optimized version starts the game much more potent, but growth seems to be more gear focused and picking up back up skills and may be most fun for a quicker campaign or a one-off.
Karma expenditures: 7 on metatype, 24 on positive qualities, 5 on magic, 10 on charisma, -25 on negative qualities = 4 karma remaining, with the intention to buy unarmed combat, palming, lockpicking, and pilot ground craft after character creation.
Starting Karma: $1310
== Priorities ==
Metatype: C(2) - Dwarf (Gnome)
Attributes: D(1) - 14 Attributes
Special: D(1) - Aspected Magician - Sorcerer
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: A(4) - 450,000¥
== Attributes ==
BOD: 3 CHA: 2
AGI: 2 (10 in right arm, 7 in other limbs) INT: 5 (6)
REA: 4 LOG: 2 (4)
STR: 1 (3 in all cyberlimbs) WIL: 7 (9)
EDG: 2 MAG: 1
== Derived Attributes ==
Essence: 1.0 Initiative: 9 (10) + 1d6 (Usually 14 + 3d6 on jazz/psyche)
Physical Damage Track: 12
Stun Damage Track: 13
Physical: 4
Mental: 7
Social: 4
Astral: 7
== Active Skills ==
Assensing 3
Automatics (Machine Pistols) 6 (

- [pool w/cyberam and smartlink is 18 (20)]
Counterspelling 6
Gymnastics 2 (+2 climbing from climbing claws, +2 from natural athlete, +6 jumping from hydraulic jacks)
Perception 6
Running 2 (+2 from natural athlete, +6 from hydraulic jacks)
Sneaking 6
Swimming 2
== Knowledge Skills (12 points) ==
English N
Sprawl Life (Squats) 2 (4)
Street Drugs 6
Underworld (Black Magic) 2 (4)
== Contacts (6 points) ==
(Drug Dealer) (CON: 2, LOY: 4)
== Qualities (24 positive, -25 negative) ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Zen)
Addiction (Mild) (Jazz)
Addiction (Mild) (Kamikaze)
Addiction (Mild) (Betel)
Arcane Arrester
Aspected Magician
Cyber-Singularity Seeker
Distinctive Style
Jack of All Trades Master of None
Natural Athlete
Neoteny
Prejudiced (Specific, Outspoken) (Magicians)
Quick Healer
Thermographic Vision
== Lifestyles ==
Low (Low) 1 months
== Cyberware/Bioware (5 essence worth) ==
Attention Coprocessor
Cerebellum Booster Rating 1
Cerebral Booster Rating 2
Datajack
Narco
Obvious Full Arm (AGI 10, STR 3, Physical 5) (Right)
+Armor Rating 2
+Customized Agility Rating 7
+Enhanced Agility Rating 3
+Retractable Climbing Claws
+Machine Pistol
+Sound Suppressor
+Bulk Modification Rating 4
+Shock Hand
Obvious Full Arm (AGI 7, STR 3, Physical 5) (Left)
+Armor Rating 2
+Customized Agility Rating 7
+Built-in Medkit
+Retractable Climbing Claws
+Cyberfinger
Obvious Full Leg (AGI 7, STR 3, Physical 5) (Left) (ALPHA)
+Armor Rating 2
+Customized Agility Rating 7
+Hydraulic Jacks Rating 6
+Skates
+Large Smuggling Compartment
+Retractable Climbing Claws
Obvious Full Leg (AGI 7, STR 3, Physical 5) (Right) (ALPHA)
+Armor Rating 2
+Customized Agility Rating 7
+Hydraulic Jacks Rating 6
+Skates
+Retractable Climbing Claws
+Large Smuggling Compartment
Smartlink
== Armor ==
Armor Jacket
Ballistic Mask
+Respirator Rating 6
(Current Armor Value w/limbs = 22)
== Weapons ==
Ares Crusader II
+Concealed Quick-Draw Holster
+Gas-Vent 2 System
+Personalized Grip
+Smartgun System, Internal
Cyber Machine Pistol (implanted, right arm)
+Smartgun System, Internal
Grapple Gun
Shock Hand (Implanted, right arm)
Survival Knife
== Commlink ==
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
+Fake SIN Rating 4 [Certified Credstick, Silver, Fake License 4 (Concealed Carry Permit), Fake License 4 (Automatic Weapons License), Fake License 4 (Restricted Cyberware License), Fake License 4 (Driver's License)]
+Earbuds Rating 1
+Micro-Transceiver
+Subvocal Mic
Meta Link (Burner)
== Gear ==
Betel x10
Biomonitor
Chisel
Climbing Gear
Contacts Rating 1
+Image Link
Cram x10
Gecko Tape Gloves
Grapple Gun
Jazz x10
Kamikaze x10
Lockpick Set
Medkit Rating 6 (implanted)
Microwire (100m) x4
Psyche x10
Rapelling Gloves
Slap Patch, Stim Patch Rating 6 x2
Slap Patch, Trauma Patch
Survival Kit
Zen x10
== Vehicles ==
Yamaha Growler (Off-Road Bike)
+Sensor Array Rating 2 (Sensor Suite)