Here is an Intuition based mage build. Its a variation on my current character. With more gear and less skills/spells/contacts. Reasonably well rounded (with certain weaknesses). The concept is a detective type mage. Has the fake PI license. If you notice, no weapons. With the boosted drain stats (14) and the fetish, he can reliably cast F9 clout spells without taking drain. This gives a base damage of 9S+ net hits, with -9 AP. Better than any pistol. Has Powerball for Direct damage, but also to have Physical damage. Cast low force with reagents to bust open doors, or friendly neighborhood trolls (sort of). 16 dice for detection and combat spells. Between invisibility, astral projection, and mana window (enhanced clairvoyance) and gear, he is your scout/spy. With Mind Probe, he is your interrogator. Only 11 dice to dodge, but can add spells (or initiate divination) to help that out. Since I had to use so much karma on spells, he is weak on contacts. Also, tried to make him physically rounded, so some of the mental stats are less than I'd like.
My home game character started out with the Aged 2 neg quality, with 1's in all physical stats, and initiated for channeling after the first job to get phys stats up to 4's. The Aged quality plus College Education (plus a 4 Logic) quality allowed him hit the magic knowledge skills pretty high, as well as forensics and some of the street skills listed here. This guy trades all that for lots of gear and foci. Channeling would help this guy too. Channeling an F6 Spirit of man would give an initiative of 16+2D6, dodge of 13.
== Info ==
Movement: 6/12
Human
Composure: 9
Judge Intentions: 13
Lift/Carry: 4 (15 kg/10 kg)
Memory: 6
Nuyen: 3650
== Priorities ==
Metatype: C(2) - Human
Attributes: C(2) - 16 Attributes
Special: C(2) - Magician
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: C(2) - 140,000¥
25 karma spent on pos qual
8 karma spent on bonding foci
2 karma spent on skills
15 karma spent on spells
== Attributes ==
BOD: 3
AGI: 3
REA: 2
STR: 1
CHA: 4
INT: 5 (9) (focused concentration for Increase Intuition spell)
LOG: 1
WIL: 5
EDG: 4
MAG: 6
== Derived Attributes ==
Essence: 6
Initiative: 11 + 1d6 Always has two initiative passes
Rigger Initiative: 11 + 1d6
Astral Initiative: 18 + 2d6
Matrix AR Initiative: 11 + 1d6
Matrix Cold Initiative: 9 + DP + 3d6
Matrix Hot Initiative: 9 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 3
Mental: 6
Social: 7
Astral: 7
== Active Skills ==
Assensing : 3 Pool: 12
Binding : 6 [Spirits of Man] Pool: 12 (14)
Etiquette : 2 Pool: 6 2 group points
Leadership : 2 Pool: 6 2 group points
Negotiation : 2 Pool: 8 2 group points with bones from mentor spirit
Perception : 3 Pool: 12
Pilot Aircraft : 1 Pool: 3 To use fly spy (2 Karma)
Sneaking : 1 [Urban] Pool: 4 (6)
Spellcasting : 6 [Detection] Pool: 12 (14)
Summoning : 6 Pool: 12
== Knowledge Skills ==
Area Knowledge: Seattle : 1 Pool: 10
English : N Pool: 0
Gangs : 1 Pool: 10
Street Drugs : 1 Pool: 10
Organized Crime : 1 Pool: 10
Or'zet : 3 Pool: 12
Shadow Community: 1 [Rumours] Pool: 10 (12)
Sprawl Life : 1 [Squats] Pool: 10 (12)
== Contacts ==
; Beat Cop (2, 3)
; Talismonger (1, 5)
== Qualities ==
Allergy (Uncommon, Moderate) (Antibiotics)
Focused Concentration (Rating 5)
Incompetent (Enchanting)
Mentor Spirit (Peacemaker)
Prejudiced (Specific, Outspoken) (Hermetic Mages)
SINner (National) (UCAS)
== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (14))
Clout (Limited) DV: F-5 16 dice
Heal DV: F-4 12 dice
Improved Invisibility DV: F-1 12 dice
Increase [Attribute] (INT) DV: F-3 12 dice
Influence DV: F-1 12 dice
Mana Window DV: F-3 16 dice
Mind Probe (Limited) DV: F-2 16 dice
Powerball DV: F 16 dice
== Lifestyles ==
Medium 1 months
== Armor ==
Armor Jacket 12
+Electrochromic Clothing
Ballistic Mask 2
Zoé: Executive Suite 12
+Custom Fit
+Newest Model
== Commlink ==
Nixdorf Sekretar (ATT: 0, SLZ: 0, DP: 6, FWL: 2)
+Add Module (Program Carrier) [Virtual Machine] Search and Toolbox - Halves matrix search times. Agent uses 6 dice. You have 8.
+Sim Module
+Receiver
== Gear ==
Binding Focus (Spirit of Man) Rating 4 (Not bonded, need 8 karma)
Sustaining Focus, Illusion Rating 1 (Not bonded, need 2 karma)
Spellcasting Focus, Combat (Bonded Foci) Rating 4
Fetish for Clout spell
Fetish for Mind Probe spell
Magical Lodge Materials Rating 6
Reagents, per dram x400 (for binding a couple of spirits post char gen)
Fake SIN (Primary) Rating 4
Fake License (Mage, PI, Combat Spells) Rating 4 x3
Fake SIN (Burner) Rating 2
Fake License (Mage, Bail Bondsman, Combat Spells) Rating 2 x3
Certified Credstick, Silver
Certified Credstick, Standard x3
Bug Scanner Rating 6
Tag Eraser
Microphone, Laser Rating 1
Micro-Transceiver
Miniwelder
Camera, Micro Rating 1 x2
+Low Light
Sensor Tags x5
+Microphone, Omni-Directional Rating 2
Trodes
Contacts Rating 3
+Flare Compensation
+Low Light
+Image Link
Restraint, Containment Manacles
Restraint, Plasteel x2
Restraint, Plastic x10
Slap Patch, Stim Patch Rating 3 x5
Slap Patch, Stim Patch Rating 6 x5
Slap Patch, Trauma Patch
Survival Kit - Bug out Bag stashed in bus station locker
+Flashlight, Low-light
+Respirator Rating 4
+Reagents, per dram x100
+Fake SIN (Backup) Rating 1
+Certified Credstick, Standard
+Meta Link
== Vehicles ==
Chrysler-Nissan Journey (Car) - Patrol Car Style
+Chameleon Coating
+Morphing License Plate
+Smuggling Compartment (Dwarf, Human, Elf, or Ork)
+Spoof Chips
+Sensor Array Rating 2
MCT Fly-Spy (Minidrone) x2
+Sensor Array Rating 3