I tried another point buy:
I've been on a changeling kick and I thought I might try one for this Astral Samurai character. I turned him into an elf changling now. He actually combines some of my anti-mage concept as well, with some ranks in counterspelling. The character has no spells, as I don't think he really needs any. Maybe Levitate will eventually be worth it so that he doesn't have to climb himself in physical space. Character took Metagenic improvements in Willpower and Agility, to get Willpower to effectively 9 and to increase cyberlimb agility potential in his weapon arm (can get custom agility up to 8 instead of 7). Negative Metagenic reduce Body and Logic caps, and give the character a hint that the physical may not be his only native plane (critter spook, mood hair, and bio-luminescence). I would like better cyberlegs for running purposes, but I don't think it is worth the investment yet. The character can get some agility upgrades, hydraulic jacks, and built in armor later.
The character starts pretty sparse skillwise, but point buy seems to work well with characters with few skills. I edited the character to have free knowledge and contacts per standard character generation rules.
I envision the character to be helpful on a team that doesn't have a full magician but has other mystic adepts or aspected magicians. They can focus on the casting/spirits, while this character can do the astral overwatch (attacking anything that comes near astrally), eventually go on astral quests, and still bring a lot of heat to a fight. I know astral combat doesn't have a lot utility in 5th, but there is something to be said to be able to take on enemies no matter the plane they are on. His generally high attributes can make one rank skills go a long way down the road too.
In terms of backstory. Perhaps he surged with the comet when a teenager, making him even more of a spectacle at the company school. The change gave hopes to him, his father, and his school that more magical potential would also arise, but also made people weary. When these magical abilities did not emerge, his presence was less tolerated, at least secretly, so any trouble he got into was a chance for him to get kicked out.
As always, I would some idea of how to improve, and what is the official ruling on free knowledge/contacts for point buy (I am thinking they are a no):
Karma Spent: Metatype 40 + Magician 30 + SURGE 30 + Attributes 390 + Special Attributes 25 + PQs 22 - NQs 25 + Nuyen 94 + Skills 185 + Foci 9 = 800
== Info ==
Name: Unnamed Character Alias: Soul Knife Point Changling
Elf Movement: 6/12
Composure: 16
Street Cred: 0 Judge Intentions: 12
Notoriety: 0 Lift/Carry: 4 (15 kg/10 kg)
Public Awareness: 0 Memory: 11
Karma: 0 Nuyen: 10
Age: Skin:
Eyes: Hair:
== Attributes ==
BOD: 3 CHA: 7
AGI: 3 INT: 5
REA: 5 LOG: 1
STR: 1 WIL: 7 (9)
EDG: 3 MAG: 1
== Derived Attributes ==
Essence: 1.21 Initiative: 10 + 1d6
Physical Damage Track: 14 Rigger Init: 10 + 1d6
Stun Damage Track: 13 Astral Init: 10 + 2d6
Physical: 4 Matrix AR Init: 10 + 1d6
Mental: 6 Matrix VR Cold Init: 5 + DP + 3d6
Social: 9 Matrix VR Hot Init: 5 + DP + 4d6
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 9
== Active Skills ==
Assensing (Aura Reading) Base: 0 + Karma: 1 = 1 Pool: 6 (
Astral Combat (Weapon Focus ) Base: 0 + Karma: 6 = 6 Pool: 15 (17) [20 dice in astral w/ rapier focus]
Automatics (Machine Pistols) Base: 0 + Karma: 6 = 6 Pool: 9 (11) [21 dice w/smartlink]
Blades (Swords) Base: 0 + Karma: 6 = 6 Pool: 9 (11) [22 dice in physical w/ focus]
Counterspelling Base: 0 + Karma: 4 = 4 Pool: 7 [6 dice with mountain spirit]
Perception (Visual) Base: 0 + Karma: 1 = 1 Pool: 6 (
[11 visual with genemod]
== Knowledge Skills ==
English N
Magical Theory (Astral World) 3 (5)
Street Drugs 3
Trids (Rom-Com) 1 (3)
Underworld (Black Magic) 2 (4)
== Contacts ==
(Drug Dealer) (CON: 5, LOY: 2)
(Cyberdoc) (CON: 4, LOY: 3)
(Arcanalogist ) (CON: 3, LOY: 4)
== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Bioluminescence [Skin]
Changeling (Class III SURGE)
Critter Spook
Cyber-Singularity Seeker
Impaired Attribute (BOD)
Impaired Attribute (LOG)
Impassive
Low-Light Vision
Magician
Mentor Spirit (Mountain)
Metagenetic Improvement (AGI)
Metagenetic Improvement (WIL)
Mood Hair
Poor Self Control (Vindictive)
Prejudiced (Specific, Outspoken) (Wage Mages)
Quick Healer
== Lifestyles ==
Squatter (Squatter) 1 months
== Cyberware/Bioware ==
Datajack (ALPHA)
Narco
Obvious Full Arm (AGI 11, STR 6, Physical 7) (Left) (USED)
+Customized Agility Rating 8
+Enhanced Agility Rating 3
+Customized Strength Rating 6
+Enhanced Agility Rating 3
Obvious Full Arm (AGI 3, STR 3, Physical 5) (Right)
Obvious Full Leg (AGI 3, STR 3, Physical 5) (Left)
Obvious Full Leg (AGI 3, STR 3, Physical 5) (Right)
Smartlink (ALPHA)
Tetrachromatic Vision
== Armor ==
Armor Jacket 14
+Gel Packs
Ballistic Mask 2
+Respirator Rating 6
== Weapons ==
Ares Crusader II
+Concealed Quick-Draw Holster
+Gas-Vent 2 System
+Smartgun System, Internal
Pool: 9 (11) Accuracy: 7 DV: 7P AP: - RC: 4
Horizon-Flynn Rapier
+Personalized Grip
Pool: 9 (11) Accuracy: 8 DV: 3P AP: -3 RC: 2
Unarmed Attack
Pool: 2 Accuracy: 4 DV: 1S AP: - RC: 2
== Commlink ==
Common Denominator Element (ATT: 0, SLZ: 0, DP: 2, FWL: 2)
+Fake SIN Rating 4 [Fake License 4 (Weapon License), Fake License 4 (Concealed Carry Permit), Fake License 4 (Driver's License), Fake License 4 (Restricted Cyberware License)]
+Micro-Transceiver
+Sim Module
+Earbuds Rating 1
+Subvocal Mic
== Gear ==
Ammo: APDS (Medium Machine Guns) x20
Ammo: Regular Ammo (Machine Pistols) x60
Certified Credstick, Gold
Contacts Rating 1
+Image Link
Cram x8
Psyche x4
Survival Kit
Weapon Focus (Bonded Foci) (Horizon-Flynn Rapier) Rating 3
== Description ==
0 karma remaining