Sure, why not?
There you go.
== Info ==
Movement: 10/20
Karma: 7
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 8
Judge Intentions: 9
Lift/Carry: 5 (30 kg/20 kg)
Memory: 8
Nuyen: 700
== Priorities ==
Metatype: E - Human
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: D - 50,000¥
== Attributes ==
BOD: 3
AGI: 5
REA: 5
STR: 2
CHA: 3
INT: 6
LOG: 3
WIL: 5
EDG: 2
MAG: 6
== Derived Attributes ==
Essence: 6
Initiative: 11 + 1d6
Rigger Initiative: 11 + 1d6
Astral Initiative: 12 + 2d6
Matrix AR Initiative: 11 + 1d6
Matrix Cold Initiative: 6 + DP + 3d6
Matrix Hot Initiative: 6 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 4
Mental: 6
Social: 6
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 6
== Active Skills ==
Assensing : 4 Pool: 10
Automatics : 6 [Submachine Guns] Pool: 11 (13)
Banishing : 6 Pool: 12
Binding : 6 Pool: 12
Etiquette : 1 [Corporate] Pool: 4 (6)
Intimidation : 4 [Interrogation] Pool: 9 (11)
Perception : 4 [Searching] Pool: 10 (12)
Sneaking : 4 [Urban] Pool: 9 (11)
Summoning : 6 Pool: 12
== Knowledge Skills ==
Bars and Clubs : 1 Pool: 7
Business : 2 Pool: 5
Cantonese : 3 Pool: 9
English : N Pool: 0
Law (Academic) : 3 Pool: 6
Police Procedures (Professional) : 2 Pool: 5
Security Tactics (Professional) : 6 Pool: 9
Shadow Community : 1 [Safe Houses] Pool: 7 (9)
Spirits : 4 Pool: 7
Sprawl Life : 1 Pool: 7
Yoga (Interest) : 1 Pool: 7
== Contacts ==
'Doktor'; Sprawl; Street Doc (2, 1)
Newman; Supply Base; Supply Sergeant (3, 3)
== Qualities ==
Aspected Magician
Code of Honor: Avenging Angel
Impassive
Mentor Spirit (Thunderbird)
Perfect Time
Poor Self Control (Vindictive)
Prejudiced (Common, Biased) (Magicians)
Quick Healer
Spirit Whisperer
Technical School Education
== Lifestyles ==
Dreamweaver's Lo-Cost Housing 1 months (Low)
== Armor ==
Armor Jacket 12
+Attachable Gear Access
+Concealed Pocket
+Nonconductivity 6
+Flashlight
Ballistic Mask 2
+Chemical Protection 4
+Gas Mask
+Trodes
Forearm Guards 1
+Auto-Injector
+Biomonitor
Lined Coat 9
+Biofiber Pocket
+Chemical Protection 3
+Concealed Pocket
+Electrochromic Clothing
+Insulation 3
== Weapons ==
Colt Cobra TZ-120
+Folding Stock
+Gas-Vent 3 System
+Imaging Scope
+Laser Sight
+Personalized Grip
+Sling
+Spare Clip
+Spare Clip
+Spare Clip
Pool: 11 (13) Accuracy: 6 DV: 7P AP: - RC: 8
Survival Knife
Pool: 4 Accuracy: 5 DV: 4P AP: -1 RC: 2
Unarmed Attack
Pool: 4 Accuracy: 4 DV: 2S AP: - RC: 2
Uzi IV
+Extended Clip
+Folding Stock
+Laser Sight
Pool: 11 (13) Accuracy: 5 DV: 7P AP: - RC: 3
== Commlink ==
Sony Angel (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
+Fake SIN (Norman Lee) Rating 1
+Fake License (Bounty Hunter's License) Rating 1
+Fake License (Firearms License) Rating 1
+Subvocal Mic
+Mapsoft (Local Area)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
+Subvocal Mic
+Trid Projector
+Mapsoft (Local Area)
+Fake SIN (Charles J. Wong) Rating 4
+Fake License (Automatic Weapons License) Rating 4
+Fake License (Summoner License) Rating 4
+Fake License (Bodyguard License) Rating 4
+Fake License (Concealed Carry Permit) Rating 4
== Gear ==
Ammo: APDS (Submachine Guns) x50
Ammo: Gel Rounds (Submachine Guns) x100
Ammo: Regular Ammo (Submachine Guns) x200
Backpack (Cheap)
Binding Focus (Bonded Foci) (Air) Rating 4
Binoculars, Optical
+Vision Magnification
Bug Scanner Rating 6
Contacts Rating 2
+Image Link
+Flare Compensation
Cram x5
Duffel Bag (Cheap)
Earbuds Rating 2
+Sound Link
+Select Sound Filter Rating 1
Glasses Rating 4
+Vision Enhancement Rating 3
+Thermographic Vision
Long Haul x3
Medkit Rating 3
Micro-Transceiver
Respirator Rating 6
Restraint, Plasteel
Restraint, Plastic x20
Slap Patch, Stim Patch Rating 4 x5
Survival Kit
Tag Eraser
== Vehicles ==
Suzuki Mirage (Racing Bike)
+Sensor Array Rating 2
Looks nice. Which books where used, while creating this character? He is actually not using any spells, just using his magic for the summoning, right?
If he's fine playing the Decker, let him play the Decker. But give him an out if he doesn't love it after a while.
Other than that, I gotta say it looks like you need a Social Infiltrator. Mainly a Face, but with high disguise and impersonation skills as well. It's a fun role and Leadership can keep him pretty useful in a fight without a deep, deep investment. The +Initiative option alone can make the difference between 2 and 3 or 3 and 4 actions for the higher attack types. Give him some a skilljack so that he can fake knowledge in any skill that would be needed for fairly cheap.
Could you do a sample character for this?
- Con Artist, how can he work together with our face? In which way could this be useful?
Falar answered some of that, but remember too the option for teamwork tests. This can work very well with social skills, as it is easy to justify (and easy to role-play) teamwork in social situations. They are experts in different areas, but most likely could still roll 9+ dice in the other's bailiwick, meaning usually 3 or so extra dice. That may average out to 10% more pay, to being able to talk your way past quite highly professional security, to being able to schmooze important contacts effectively enough to get confidential information out of them, etc. Basically because social rolls are opposed, with usually a strong benefit to getting even one net success, adding three or so dice to your side is quite powerful.
The disguise and impersonation adds a ton of options for the group, too. Let's say the negotiations and legwork are done (all the better for the extra dice), and the group has figured out that the medical clinic where the courier died has been selling unclaimed bodies to a pack of ghouls, so the ghouls probably still have the headware with the schematics for the new Ares McGuffin. They could go negotiate with the ghouls (existing face/mind-mage has that under control), they could see if the ghouls have somehow activated the headware so that it is online (decker has that), they could move to take out the ghoul pack and loot their lair after (the group as a whole looks good for that). But for almost any of those they could go in looking like a delivery team from the medical clinic, coming to drop off a new body. It would let them get closer, have less initial suspicion, perhaps get past the ghouls outer layers of security, etc.
Also, because disguise relies on intuition, such characters tend to have high intuition, which lends itself to a secondary role with high perception (which is anyways important when preparing disguises).
But it dpends on the group. If they would have fun thinking of ways to fool the opposition, then the character is great. If they really are not interested in that sort of thing, then it is boring.
I think, they could use some kind of "Mastermind", who plans runs like this. Most runs where easy for them, with not so much planning ahead, because we were starting with SR5 and had to learn the rules and setting. But now, we're starting to do some more serious running, so this could actually be useful. I asked the player, in which direction he thinks his character should go, but he answered, that I should decide.
The Face-Shaman and I decided to not rebuild her character(so no Adeptface). Maybe we're tweaking 1-3 Spells, should the new player be a magician.
I'm still not sure, which concept to use. Most of your recommendations are pretty good. Thanks for that!