Here is one example which is very strong with A in skills. He has no weaknesses in his skill pools to do his role as face or mage. He always throws at least 10 dices, very often 12 or even more. He can often (this depends on your gm that how often actually) boosts himself to be more competent by alchemy. The only weaknesses are some low attributes. But if e.g. log is 3, it does not really help, if you don't have the skill.
A: Magic
A: Skills
E: Attributes
E: Resources
C: Metatype (elf)
Str: 1
Agi: 2
Bod: 2 (3)
Rea: 1 (5)
Will: 3
Int: 5
Cha: 8
Log: 1
Edge: 4
Magic: 6
Dodge: 11
Drain: 11
Adept Powers:
Increase reflexes 3
Combat sense 1
The next two abilities are because of spiritual way. He will take it after some runs. Other options are indeed possible.
Increase Body 1
Increase reaction 1
Skills:
Conjuring skill group 5
Influence skill group 5
Counterspelling 6 (+2 combat)
Spellcasting 6 (+2 combat)
Alchemy 6 (+2 command)
Con 6 (+2 fast talk)
Pistols 6 (+2 semiautomatics)
Perception 6
Sneaking 6 (+2 urban)
Intimidation 5
Impersonation 3
Spells:
Improved invisibility
Stun bolt
Blast
Clout
Increase willpower
Increase agility (alchemy)
Increase intuition (alchemy)
Levitate
Heal
Physical mask
And here is the same concept with Skills B. This one is more focused on Con and magical infiltration, its easy enough to swap around Mentor spirits and skill points to be more specialized in Negotiation and Legwork.
Also note, Priority build, not SUMto10. SUMto10 is cheating.
== Info ==
Street Name: Elf Mystic Adept
Name: Unnamed Character
Movement: 6/12
Karma: 1
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 13
Judge Intentions: 13
Lift/Carry: 4 (15 kg/10 kg)
Memory: 6
Nuyen: 1050
== Priorities ==
Metatype: D - Human or Elf
Attributes: C - 16 Attributes
Special: A - Magician or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 6,000¥
== Attributes ==
BOD: 3
AGI: 3
REA: 1 (4)
STR: 1
CHA: 8
INT: 5
LOG: 1
WIL: 5
EDG: 1
MAG: 6
== Derived Attributes ==
Essence: 6
Initiative: 6 (9) + 4d6
Rigger Initiative: 9 + 4d6
Astral Initiative: 10 + 2d6
Matrix AR Initiative: 9 + 4d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 3
Mental: 4
Social: 9
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 9
== Active Skills ==
Binding : 6 [Spirits of Man] Pool: 12 (14)
Con : 5 Pool: 15
Counterspelling : 6 Pool: 12
Etiquette : 1 (from Karma) Pool: 9
Impersonation : 5 Pool: 13
Negotiation : 6 [Bargaining] Pool: 14 (16)
Perception : 6 Pool: 11
Performance : 5 Pool: 13
Sneaking : 6 Pool: 9
Spellcasting : 6 [Manipulation] Pool: 12 (14)
Summoning : 6 [Spirits of Man] Pool: 12 (14)
== Knowledge Skills ==
Gangs : 3 Pool: 8
Magical Theory : 6 Pool: 7
Sprawl Life : 3 Pool: 8
== Contacts ==
Corporate Secretary (2, 1)
Talismonger (4, 3)
Gang Leader (2, 5)
Fixer (5, 2)
== Qualities ==
Focused Concentration (Rating 3)
Low-Light Vision
Mentor Spirit (Raven)
Mystic Adept - 6 PP - 30 Karma
Prejudiced (Specific, Biased) (Technology)
SINer (National) UCAS
Dependant (Nuisance)
Allergy (Uncommon Moderate) - Silver
Addiction (Mild, Cigs)
== Spells ==
(Tradition: Shamanic, Resist Drain with WIL + CHA (13))
Ball Lightning DV: F-1
Control Thoughts (Limited) DV: F-3
Heal DV: F-4
Increase Charisma DV: F-3
Improved Invisibility DV: F-1
Levitate DV: F-2
Mob Mind (Limited) DV: F-1
Physical Mask DV: F-1
Shapechange DV: F-3
Stunbolt DV: F-3
== Powers ==
Astral Perception
Combat Sense Rating: 3
Improved Reflexes 3
== Lifestyles ==
Rooftop Squat 1 months
== Armor ==
Armor Jacket 12
Ballistic Mask 2
== Weapons ==
Unarmed Attack
Pool: 2 Accuracy: 3 DV: 1S AP: - RC: 1
== Gear ==
Cheap Pre-paid Commlink x5
Fetish
Reagents, per dram x50
Survival Kit