Ah well. There's always Betameth. +2 reaction and +1 intuition. Will help with drain later.
Switch out Attribute Boost for another level of Perception Enhancement.
Anyway, here's a Throwing Adept.
No restricted weapons.
Can quickdraw throwing knives for 8P. Can do the same with playing cards or pens or whatever for 7P. Call a shot for damage each IP for +1DV without penalty or up to +4DV for -3 dice.
Basically, he's Bullseye... but tiny. Sort of a one trick pony, but that one trick is to be a complete badass assassin.
Little thrower (400 BP)
Metatype : Gnome (25 BP)
Adept
Attributes : (170 BP) (95BP sp atts)
Body: 3(4)
Agility: 5(6)
Reaction: 3(6)
Strength: 4(5)
Charisma: 2
Intuition: 4
Logic: 3
Willpower: 5
Edge: 4
Magic: 6(5)
Initiative: 10 3IP
Essence: 5.025
Knowledge Skills : (21 free) insert personality here
Active Skills : (111 BP)
Skill Group - Stealth [Agi/Int] : 4
-Disguise [Int] : 4
-Infiltration [Agl] : 4 (6)
-Palming [Agl] : 4 (5)
-Shadowing [Int] : 4
Throwing Weapons (knives) [Agl] : 6
Gymnastics [Agl] : 3
Blades (Parry) [Agl] : 2
Perception [Int] : 2 (+3 general +6 vision and hearing)
Hardware (Maglocks) [Log] : 1
Positive Qualities (15 BP):
[Inn]=Arcane Arrestor - Harmful spells are considered to be at 1/2 Force
[Inn]=Thermographic Vision - See heat signatures
Adept
Restricted Gear - For the Suprathyroid Gland
Martial Arts: Wildcat - +1 dice for Called Shots for damage.
+Iajutsu - Quick Draw any weapon with a Skill + Reaction (3) test. Get a quick draw holster to drop the threshold to (2)
+Blind Fighting - Changes the penalty for attacking a hidden target from -6 to -3.
Negative Qualities ( - 35 BP):
[Inn]=Neoteny - Base 6 for physical damage boxes; tiny like a child.
[Inn]=Distinctive Style 1 - Easier to spot when you know what you're looking for.
Records on File - Mafia has records of his capabilities
In Debt 2 - In to the Mob for 15,000¥ (they've got claws in him) extra 10,000¥ at start
Scortched - Ex-BTL junkie
Liar - compulsive liar; check runner's companion, it's... complicated.
Thrill Seeker - Will + Cha (2) to not make risky moves.
Magic biz:
Powers:
_2_Increase Reflexes - 2.5PP - +2 to Reaction +2 IPs
_3_Power Throw - 0.75PP - +6 to Str for the purposes for throwing.
_2_Improved Ability (Infiltration) - Raises Infiltration from 4 to 6
___Missile Mastery - 1PP - +1 to DV of thrown weapons. Can throw things like playing cards for (str/2)P or S.
___Nimble Fingers - 0.25PP - Raises Palming from 4 to 5 and turns many simple actions to free actions.
Gear : (15 BP) 75,000¥ +10,000¥ from In-debt
Augmentations: 54,650¥
Suprathyroid Gland - .7 Esn - +1 to Bod, Agl, Rea, and Str +10% to living expenses.
Attention Coprocessor R3 - .3(1.5) Esn - +3 to Perception checks
Internal Air Tank - .25(.125) Esn - 2hrs of Oxygen
Weapons : 2,400¥
2x Tomahawk - 5P H2H, 9P thrown - +2 conceal +1 reach
+Personalized Grip - +1 die for attacks
20x Ceramic Throwing knives - 4P H2H, 8P thrown - -2 conceal (non-metallic) 0 reach
+Quick Draw Holster - Holds.. however many the gm says.
Ranges for throwing: Short (0-15) Medium (16-30) Long (31-45) Extreme (46-75)
10x Aerodynamic Flash-bang grenades - 6S -3AP to all in a 10m radius.
Ranges for throwing: Short (0-30) Medium (31-60) Long (61-120) Extreme (121-225)
Armors : Cost 15,550¥
Form-Fitting Body Armor Half-Body Suit w/ R6 Nonconductivity + R6 Chem Protection
Urban Explorer Jumpsuit (built-in biomonitor)
Chameleon Suit - minus 4 dice to see wearer w/ R6 Thermal Dampening
PPP-System Forearm Guards
PPP-System Shin Guards
PPP-System Helmet
Final Armors :
* Urban Explorer Jumpsuit 6/6
- Form-Fitting Body Armor Half-Body Suit +4/+1
- PPP-System Forearm Guards +0/+1
- PPP-System Shin Guards +0/+1
* Total : 10/9 (usual limit =

* Chameleon Suit 6/4
- Form-Fitting Body Armor Half-Body Suit +4/+1
- PPP-System Forearm Guards +0/+1
- PPP-System Shin Guards +0/+1
- PPP-System Helmet +0/+2
* Total : 10/9 (usual limit =

Commlinks : 1,030¥
Tag Eraser
Commlink : Meta Link + Vector Xim + FTL Matrixware Net Wizard software package Again, newbs don't care.
Trodes
Subvocal Mic
Equipments : 9,330¥
Certified Credstick (Standard)
Fake Sin (Rating 4)
Fake License (Rating 4) - for Magicness
Goggles (Rating 3)
- Image Link
- Ultrasound
- Vision Enhancement (Rating 3)
Earbud (Rating 2)
- Spatial Recognizer
- Audio Enhancement (Rating 3)
Autopicker R6
1 month Low lifestyle
Contacts : (9 BP)
Mafia Consigliari - (1L/4C) - The guy with the marker. He expects certain considerations but recognizes the utility of the char.
Fixer - (1L/3C) - Jobs and gear. Typical cat.
What up?
Well, this is the self-contained version of the character, but there is another option.
He could drop the Improved Reflexes, Nimble Fingers and a rank of of Power Throw. This would free up 3PP.
So, instead, you take 1PP for Heightened Concentration and 2x1PP for 2xLiving Focus.
Each Living Focus power would allow him to sustain a Spell of up to Force=Mag (Like Increased Reflexes at Force 4 for +3IPs and +3 to Initiative and Force 5 Increase Reaction/Strength or Improved Invisibility,) and the Heightened Concentration power would allow him to ignore the penalty for Sustaining. It's a workable option with a mage involved, but sort of bottoms out where Astral Barriers or BC are concerned. Same Foci problem as ever.
If, as GM, you don't consider multiple sustaining penalties to be "a single situational dicepool modifier," drop the 2nd Living Focus and a point of magic. Frees up 25bp to work with. Raise base reaction to 4, yadda yadda.