Hesitation:
Lots of different requirements to fill here. It's tough to see how this character fits into a runner team. Enchanters tend to be the least in request PCs, as they are least needed on hand (preparations need preparation! ;-)). Not having combat spells make him less damage dealing in combat. As is no direct mind control/manipulation. Possession spirits also have limited potential in combat, as you sacrifice your own body for them (which is not so combat ready itself per request) or have them bound to objects.
Sooo....
Concept:
My concept back to you. The character is less Witch doctor and more of a twisted self-help guru. He thinks he knows how to master his own destiny, be willful/convincing/get what you want, and sometimes you need to get happy in order to the universe to reflect that happiness around you, meaning you should buy his drugs. He has what he thinks is a Psionics Tradition, forgoing the mystical aspects of the magical. He does legitimately have a mentor spirit, which psionic mages usually don't have, but part of the less savory parts of Seducer is that he both convinces the character is not a real Mentor Spirit (more like an avatar of your character's best self) and that being such a little "cult" leader is a good idea. So in all, he is mage that focuses less on magic, but more on mental fortitude/flexibility, self determination, destiny manifestation, etc. His aura readings are more like "judge intentions," helping people see where their beliefs are limiting and how he can help (probably with drugs) get them to a better place. He not only uses his own alchemical spell drugs, but also a mix of street drugs, pharmaceuticals, and magical compounds.
Mechanics:
This character is more of a "6th man"/support character to begin with, IMO. He just in concept doesn't specialize in areas that shadowrunning teams usually need specialists. So with that in mind, I wanted him to have a strong support focus and to cover areas that perhaps are not usually covered by other specialties. Intimidation is not taken by a lot of Faces, so having a background in interrogation, this is a nice complimentary skill to fill that gap. He has a range of magical skills in all areas of magic, which a lot of mages don't have. He can lead rituals and do alchemy (lots of shadowrunners don't), but can then also help w/ teamwork tests for summoning/binding/spellcasting for perhaps a more typical magician. I also hoped that perhaps he could do some poisoning work (mixing sneaking/palming with invisibility, perhaps some spirit powers of concealment, toxins, and other illusion spells), but he doesn't start so ready for this and may not be in your concept. As a support characters, having several contacts is a plus, and I combined high Logic and Intuition with School of Hard Knocks and College Educated qualities to get a ton of knowledge skills too.
One of the crunch reasons I like Psionics for this character is that it is one of the rare traditions with Spirits of Man with a Health Focus. He can keep bound spirits of Man bound spirits in Govi, from which they can cast and sustain Improved Reflexes on the character (in case he does want to move quicker than what is typically physically possible for him), and well as use some other spirit powers if needed. Strategically, I would probably keep bound spirits of man in Govi, but summon other kinds of spirits for self-possession during a fight you can't escape for their other cool powers and skills, as well as some boosts to physical stats for when they count.
See below for a mock-up:
Karma Expenditures: 24 positive qualities, 10 spells, 10 nuyen, -25 on negative qualities = 6 karma remaining.
Didn't intend to make a full mock-up, but just went with it. Please feel free to disregard anything if this isn't want you had in mind!
== Info ==
Name: Unnamed Character Alias: Witch Doctor
Human Movement: 8/16
Composure: 10
Street Cred: 0 Judge Intentions: 11
Notoriety: 0 Lift/Carry: 4 (15 kg/10 kg)
Public Awareness: 0 Memory: 10
Karma: 0 Nuyen: 50
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: E(0) - Human
Attributes: A(4) - 24 Attributes
Special: A(4) - Magician or Technomancer
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Binding
== Attributes ==
BOD: 3 CHA: 5
AGI: 4 INT: 6
REA: 3 LOG: 5
STR: 1 WIL: 5
EDG: 3 MAG: 6
== Derived Attributes ==
Essence: 6 Initiative: 9 + 1d6
Physical Damage Track: 10 Rigger Init: 9 + 1d6
Stun Damage Track: 11 Astral Init: 12 + 2d6
Physical: 3 Matrix AR Init: 9 + 1d6
Mental: 7 Matrix VR Cold Init: 6 + DP + 3d6
Social: 7 Matrix VR Hot Init: 6 + DP + 4d6
Astral: 7
== Active Skills ==
Alchemy Base: 4 + Karma: 0 = 4 Pool: 10
Assensing (Aura Reading) Base: 2 + Karma: 0 = 2 Pool: 8 (10)
Binding (Spirits of Man) Base: 5 + Karma: 0 = 5 Pool: 11 (13)
Disguise Base: 2 + Karma: 0 = 2 Pool: 8
Intimidation (Interrogation) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Palming Base: 2 + Karma: 0 = 2 Pool: 6
Perception (Visual) Base: 3 + Karma: 0 = 3 Pool: 9 (11)
Ritual Spellcasting Base: 4 + Karma: 0 = 4 Pool: 10
Sneaking Base: 2 + Karma: 0 = 2 Pool: 6
Spellcasting (Health) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Summoning (Spirits of Man) Base: 2 + Karma: 0 = 5 Pool: 8 (10)
== Knowledge Skills ==
Bars and Clubs (Awakened) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Biology (Parabotany) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Chemistry (Toxins) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
English N
Sprawl Life Base: 6 + Karma: 0 = 6 Pool: 12
Street Drugs (Deepweed) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Underworld Base: 6 + Karma: 0 = 6 Pool: 12
== Contacts ==
(Drug Supplier (Awakaned Specialty)) (CON: 5, LOY: 2)
(Talismonger) (CON: 3, LOY: 3)
(Squatter) (CON: 1, LOY: 1)
== Qualities ==
College Education.RF
Drug Tolerant
Infirm I
Jack of All Trades Master of None
Magician
Mentor Spirit (Seducer)
Pacifist I
Prejudiced (Specific, Outspoken) (Wage Mages)
Quick Healer
School of Hard Knocks
SINner (National) (UCAS)
== Spells ==
(Tradition: Psionic, Resist Drain with WIL + INT (11))
Agony DV: F-4
Analyze Truth DV: F-2
Curse (Ritual) DV: Special
Detox (Alchemical) DV: F-6
Dream DV: F-3
Euphoria (Alchemical) DV: F-3
Heal DV: F-4
Improved Invisibility DV: F-1
Increase Reflexes DV: F
Mind Probe DV: F
Opium Den DV: F-1
Trid Phantasm DV: F
== Lifestyles ==
Low (Low) 1 months
== Armor ==
Actioneer Business Clothes 8
Armor Jacket 12
== Weapons ==
Shock Gloves
Pool: 3 Accuracy: 3 DV: 8S(e) AP: -5 RC: 2
Survival Knife
Pool: 3 Accuracy: 5 DV: 3P AP: -1 RC: 2
Unarmed Attack
Pool: 3 Accuracy: 3 DV: 1S AP: - RC: 2
== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
+Fake SIN Rating 4 [Fake License 4 (Mage License)]
+Micro-Transceiver
+Subvocal Mic
== Gear ==
Chemsuit Rating 6
Deepweed x2
Glasses Rating 1
+Image Link
Govi Rating 6
Govi Rating 6
Hecate's Blessing x2
Magical Lodge Materials Rating 6
Novacoke x5
Psyche x5
Reagents, per dram x50
Soothsayer x2
Survival Kit
Tool Cleanser (15 Uses)
Zen x5