Here's a Mystic Adept I made. Like the others, RC qualities in the mix. I'll post them at the end.
The Idea is a semi-combatant MA-counterspeller with some decent lookout capabilities.
If the lack of contacts is a problematic, I understand, but I sort of like the idea of a transient Buddhist Monk just getting swept up in something taking him around the world. The really excellent thing about Buddhism and a Buddhist character is that Buddhism is a scientifically-minded philosophy of religion. They look for paths to enlightenment in all sorts of things. Monks have tried to reach enlightenment by getting piss-drunk and punching people in the face. Hell, the Shaolin were famous for trying to wind the path to enlightenment through violence, so why not Nirvana through grand larceny?
Fang Yuan
Metatype : Ork (20 BP)
Mystic Adept
Attributes : (160 BP)
Body: 4
Agility: 4
Reaction: 3
Strength: 3
Charisma: 2
Intuition: 5
Logic: 3
Willpower: 5
Edge: 2
Magic: 5 (2 for spellcasting)
Initiative: 8
Essence: 6
Knowledge Skills : (24 free)
Int-linked
-Zen Meditation: 5
-Procedure (Security): 3
-Criminal (Triads): 2
-Procedure (Border Patrol): 1
Log-linked
-Magic Knowledge: 2
-History: 1
-Tattooing: 1
Languages
-Mandarin: N
-Cantonese: 3
-English: 2
-Hindi: 2
-Japanese: 2
Active Skills : (112 BP)
Skill Group - Stealth [Agi/Int] : 3
-Disguise [Int] : 3
-Infiltration [Agl] : 3(4)
-Palming [Agl] : 3(4)
-Shadowing [Int] : 3
Spellcasting [Mag] : 6
Gymnastics [Agl] : 4(6)
Counterspelling (Combat) [Wil] : 3
Automatics (SMG) [Agl] : 2
Perception [Int] : 1(5)
Assensing [Int] : 1(5)
Hardware [Log] : 1
Summoning (Air) [Mag] : 1
Positive Qualities (20 BP):
Mystic Adept 10bp
Restricted Gear (Power Focus 4) 5bp
Perceptive I 5bp
Negative Qualities ( - 35 BP):
Sensitive System -15bp
Combat Paralysis -20bp
Magic biz: (31 BP)
Tradition - Buddhist
Combat Air
Detection Guidance
Health Earth
Illusion Fire
Manipulation Water
Drain Will + Int
Spells:
*Combat
--Stunbolt - (F÷2)-1 DV - Stun damage. Massive, impossible to soak, stun damage.
*Health
--Heal - (Dmg healed)-2 DV - Heals damage, stun or physical, but can not heal damage from drain
--Increase Logic - (F÷2)-2 DV - Increase Log by hits. Must cast at force = existing stat or higher.
--Increase Reflexes - (F÷2)+2 DV - +1 Init and +1 IP per hit past the first.
--Increase Reaction - (F÷2)-2 DV - Increase Rea by hits. Must cast at force = existing stat or higher.
--Resist Pain - (Dmg resisted)-4 - Removes negative modifiers from damage (basically grants pain tolerance = force)
*Illusion
--Improved Invisibility - (F÷2)+1 DV - bog standard invisibility.
Powers:
_2_Mag for Spellcasting pool - 2PP - Provides the equivalent of 2 points of Magic for summoning and spellcasting
___Astral Perception - 1PP - Gives access to the Astral, but no projecting. Needed to assense and clean up signatures.
_3_Enhanced Perception - 0.75PP - +3 to all Perception tests, inculding Matrix and Astral perception.
_2_Improved Physical Ability (Gymnastics) - 0.5PP - Raises Gym skill from 4 to 6. Good for dodging.
_1_Improved Stealth Ability (Infiltration) - 0.25PP - Raises Infiltration from 3 to 4.
_1_Attribute Boost (Agility) - 0.25PP - roll full Mag stat + foci + this and raise Agl by [hits] for 2x[hits] CTs
___Nimble Fingers - 0.25PP - Raises Palming from 3 to 4 and turns many simple actions to free actions.
Foci:
_R4_Power Focus - Adds +4 to all tests involving magic stat.
_R3_Sustaining Focus (Health) - Can sustain a Health spell of Force 3 or less without penalty (For Increased Reflexes)
_R3_Sustaining Focus (Health) - Can sustain a Health spell of Force 3 or less without penalty (For Increased Attribute)
Gear : (42 BP) [210,000¥ - 160,000¥ (price of the Foci)] = 50,000¥
Weapons :
HK 227X Cost: 3,438¥ (The sneaky assassin gun)
* Final : Damage : 5P, AP : 0, Mode : SA/BF/FA, RC : 6(7), Ammo : 28(c) Conceal : +4 (can be disassembled for sneaking past security)
= Integral Smartgun System _ +2 to shoot w/ specs. Electronic monitoring and control.
+ Lowlight Mod on Smartgun camera
= Integral Suppressor _ -6D to hear. No effect when used with Gas-vent
= Integral Folding Stock _ +1 RC when deployed (hence 7 above)
- Auto-adjusting Underbarrel Weight Mod _ +1 RC on first shot per pass +2 RC on second shot
- Personalized Grip Mod _ +1 RC
- Easy Breakdown Mod _ 3 complex actions to assemble or disassemble
+ Barrel mounted Gas-Vent 3 _ +3 RC
+ Underbarrel Lowlight flashlight _ Reduces vision penalties
* 4x Spare Clips
- 56x Stick-n-Shock rounds _ 6(s) -1/2AP instead of regular DV. Disorientation, incapacitation, etc.
- 84x Explosive Ammo _ +1DV
Ares Alpha Cost: 5,545¥ (The going to war rifle)
* Final : Damage : 6P, AP : -1, Mode : SA/BF/FA, RC : 9, Ammo : 42(c) Conceal : +6
* Underbarell grenade launcher : Damage : grenade, AP : -, Mode : SS, RC : 3, Ammo : 6(c)
* Special Info : 2pts of Integral RC
= Integral Smartgun System _ +2 to shoot w/ specs. Electronic monitoring and control.
- Personalized Grip Mod _ +1 RC
- Improved Range Finder Mod _ Reduces range mod by 1 place.
- Auto-adjusting Underbarrel Weight Mod _ +1 RC on first shot per pass +2 RC on second shot
- Shock Pad _ +1 RC
+ Barrel mounted Gas-Vent 3 _ +3 RC
+ Carry Sling _ Nifty
* 4x Spare Clips - rifle
- 210 Explosive Ammo _ +1DV
* 2x Spare Clips - Grenade
- 12x Breathtaker Gas Grenades _ Power 8 Inhalation vector toxin. Stun damage and Agony. 10m radius.
- 6x Thermal Smoke Grenades _ Vision penalties 10m radius.
Ceska Black Scorpion Cost: 2,520¥ (The walking around gun)
* Final : Damage : 4P, AP : -, Mode : SA/BF, RC : 5, Ammo : 35(c) Conceal : +1
= Integral Folding Stock - removed
- Personalized Grip _ +1 RC
- Barrel Reduction _ -1 Conceal 20% less range
- Internal Smartgun System _ +2 DP. Electronic control.
- Internal Gas Vent 3 System _ +3 RC
+ Underbarrel Weight _ +1 RC
* 2x Spare Clips
- 105x Stick-n-Shock Rounds _ 6(s) -1/2AP instead of regular DV. Disorientation, incapacitation, etc.
Armors : Cost 6,650¥
Urban Explorer Jumpsuit (built-in biomonitor) w/Auto Injector - 1xGuts 1xTrauma Patch 2xStimulant Patch R6
Form-Fitting Body Armor Half-Body Suit w/ R6 Nonconductivity + R6 Chem Protection
PPP-System Forearm Guards
PPP-System Shin Guards
Final Armors :
* Urban Explorer Jumpsuit 6/6
- Form-Fitting Body Armor Half-Body Suit +4/+1
- PPP-System Forearm Guards +0/+1
- PPP-System Shin Guards +0/+1
* Total : 10/9 (usual limit =

Commlinks : 4,500¥
Tag Eraser
Commlink : Airware
OS: Iris Orb
Analyze R6 + Opt 3
Command R6 + Opt 3
Trodes
Hotsim Module
Equipments : 12,547¥
Certified Credstick (Standard)
2x Fake Sin (Rating 4)
6x Fake License (Rating 4)
Monicle (Rating 4)
- Image Link
- Smartlink
- Vision Enhancement (Rating 3)
- Vision Magnification
Earbud (Rating 2)
- Spatial Recognizer
- Audio Enhancement (Rating 3)
Respirator (Rating 6)
5x Snuff
20x Zip ties
Health Fetish (for +2 on drain tests)
Vehicle: 12,800¥
Entertainment Systems Cyclops
= Assembly Time Improvement
= Motorcycle Gyro Stabilization
- Smart Tire
- Pilot Upgrade R3
- Anti-theft System
Lifestyle: 2,000¥
Low
Point breakdown (Race 20 + 160 Atts + 50 Sp.Atts + 20 Pos Qual - 35 Neg Qual + 112 Skills + 31 Spells and Foci + 42 Gear)
Perceptive
Cost: 5 or 10 BP
Perceptive characters are likely to notice small details and
clues that others may miss. Perceptive is available at two levels. For
5 BP, characters with this quality receive a +1 dice pool modifier
on all Perception Tests, including Astral and Matrix Perception
Tests. For 10 BP, the modifier rises to +2. This quality does not
effect vision modifiers in combat.
Restricted Gear
Cost: 5 BP
The character knows just the right person to get ahold of that
one elusive piece of restricted gear or miltech weaponry she really
needed. Every time the character takes this quality at character
creation (max 3 times), she may exceptionally buy a piece of gear
with an Availability of up to 20. The character may also save the
quality to buy one such item during play.