...in Sum to Ten, I thought a magic of 6 for an adept cost 3. 1 would only give him a magic of 2 (2 PPs)
Karmagen! 800 Points. Way better way to make characters imho.
So how about the actual character? any comments?
...I was just going by the OP where it says:
SUMO TROLL! Sum to 10... 4. Attributes, 4 Race, 1 Skills, 1 Magic, 0 Resources
Did you change the build type since? I often find characters are weaker with the Karma system as your Magic Attribute, type of awakened character. and your metatype all need to be purchased. You also don't get bonus points for Contacts or Knowledge Skills. I built my gunslinger Bushido Cowgirl adept KK off the standard Priority system and while she started with no WF It didn't take long for her to become pretty tough (and that is with the Missions restrictions).
I do like the concept of a mountain of a Troll Sumo Wrestler, but yes more suited for an NPC than a PC (and as an NPC you don't necessarily need to adhere to the starting character values, pump them up a bit, make him say, a grade 2 initiate and give him 2 levels of Improved Strength)
The 1D6 of initiative is troublesome as it means he would have difficulty performing an interrupt action like Full Defence (-10 initiative). He only has 8 dice to dodge ranged weapons (INT + REA) which means if someone fires a 6 round burst his way he then only has 3 dice to roll against their attack pool. Reducing an opponent's hits is better than having to soak damage because it means they won't step the DV up as much. I would give him at least 4 ranks in Combat sense. This also allows him a free perception test to detect a possible ambush as well as would add 4 dice to his defence.
As he's pretty badass already and doesn't have any initiative augmentation, I'd consider combat drugs. Cranking up on Kamikaze would give him +1 to body + 1 to Agility +2 to Strength (I'd drop that Increased strength power as it only applies to dice pools anyway), + 1 to Willpower + 2 to Physical Limit as well as +2D6 initiative (giving him a total of 3D6). Being a Troll with a natural 9 body and 5 Willpower, he has a enough dice (14) to shake off the addiction test just buying hits. Pharma grade (x 2 cost) would reduce the addiction threshold by 1. Now if he had to go Full Defence, he would have enough initiative, have 17 dice (which is much better than 8 ) and it lasts the full combat turn.
This way too you could also reduce the Agility boost to 2 (8 dice with his magic which would yield at least 2 hits, remember you cannot go above +4 to any attribute anyway). Keep in mind that the rating of the attribute Boost is the threshold that has to be rolled against for drain.
If you don't want him to resort to guns, thrown weapons would probably be the best as bows now do a set damage per rating. Basically the best bow you can get is a rating 10 that does 12P, and arrows can get expensive . Throwing an Urban Tribe Tomahawk (yeah not a "ninja" type weapon but appropriate for a troll) he would have a base of 13P/-1AP when cranked up.
BTW, I do like his Big Regret.