Here is what I have so far, and there is still some wiggle/things to drop if needed:
Karma: 10 on Strength, 8 on Nuyen, 22 on Positive Qualities, 10 on Magic, -25 on NQs (not super well thought out yet)
Nuyen: After 'ware and a deck (w/agent), still have 26k+ to spend on basic runner gear. I could drop the Increased Myelination for some more cash without missing it (just thought it would be fun for a VR decker).
Tradition: Norse
Assumption: Mental stat boosting drugs would affect characters "mind" when in VR.
Overall: Character starts off as a "good-enough" albeit squishy decker. Not going to win any decker of the year awards but can handle difficulty in the moderate range. After initiating, that good enough decker is able to add a unique twist of capable VR hacking and the bonuses it comes with, while still being able to be on-site and offer spirit perks.
Notes: Even without stat boosting 'ware, Narco + Psyche can get hacking pools into high-enough ranges. I decided to get some 'ware as it is less an opportunity cost for lower magic characters to lose a point, and having Noise reducing 'ware is very helpful for VR decker who isn't jacked in.
Growth: First 50 karma likely spent getting a few rank 1 skills, initiating twice (channeling and probably masking) and raising Magic to 3. Nuyen can be spent on a few more augmentations if the bigger bucks come in.
== Info ==
Street Name:
Name: Unnamed Character
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 8
Judge Intentions: 8
Lift/Carry: 5 (30 kg/20 kg)
Memory: 11
Nuyen: 26880
== Priorities ==
Metatype: E(0) - Human
Attributes: A(4) - 24 Attributes
Special: D(1) - Adept or Aspected Magician
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: C(2) - 140,000¥
== Attributes ==
BOD: 3
AGI: 5
REA: 4
STR: 2
CHA: 3
INT: 5
LOG: 6
WIL: 5
EDG: 3
MAG: 2
== Derived Attributes ==
Essence: 5.38
Initiative: 9 + 1d6
Rigger Initiative: 9 + 1d6
Astral Initiative: 10 + 2d6
Matrix AR Initiative: 9 + 1d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 4
Mental: 8
Social: 6
Astral: 8
== Active Skills ==
Assensing : 1 [Aura Reading] Pool: 6 (

Computer : 5 Pool: 11
Electronic Warfare : 6 [Sensor Operations] Pool: 12 (14)
Etiquette : 1 [Street] Pool: 4 (6)
Hacking : 6 [Hosts] Pool: 12 (14)
Hardware : 5 Pool: 11
Perception : 2 [Visual] Pool: 7 (9)
Pistols : 2 [Semi-Automatics] Pool: 7 (9)
Sneaking : 4 [Urban] Pool: 9 (11)
Software : 5 Pool: 11
Summoning : 6 [Guardian Spirit] Pool: 8 (10)
== Knowledge Skills ==
(Magical Tradition focused Language) : 3 Pool: 8
Art : 2 [Digital] Pool: 8 (10)
English : N Pool: 0
Magical Threats : 1 [Blood Magic] Pool: 7 (9)
News : 2 [Technology] Pool: 7 (9)
Parazoology : 2 [N. America] Pool: 8 (10)
Shadow Community : 4 [Rumours] Pool: 9 (11)
Street Drugs : 3 Pool: 8
== Contacts ==
; Fixer (Drug focus) (4, 2)
; Talismonger (2, 1)
== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Zen)
Aspected Magician
Codeslinger (Hack on the Fly)
Impassive
Jack of All Trades Master of None
Overclocker
Perfect Time
Poor Self Control (Vindictive)
Prejudiced (Specific, Outspoken) (Technomancers)
== Cyberware/Bioware ==
Antennae
Antennae
Antennae
Datajack
Increased Myelination
Narco
== Weapons ==
Unarmed Attack
Pool: 4 Accuracy: 4 DV: 2S AP: - RC: 2
== Commlink ==
Little Hornet (ATT: 5, SLZ: 4, DP: 1, FWL: 1)
+Agent Rating 4