I'm making a character and the basic concept is a former low end ganger who dealt drugs(currently he has chemistry and made the stuff himself), who got some ware to improve his street cred. In early adulthood his magic manifested and he started seeing spirits of the dead, or at least he thinks they are. Some are of people whose lives he wrecked through drugs, and he decided to change his life. Since he moved towards shadowrunning, whether it is for the better is debatable, but he will a least try to keep the killing to a minimum. I went with dark king as a mentor even though it does not help him much because it seems to fit the spirits of the dead idea. I thematically prefer hermetic, but could go with something else. I want the ware since I kind of want to start out as a bit of a burn out who is digging his way out.
House rules makes wired reflexes and other additional pass methods less useful, since everyone has the same number of passes and bioware costs double in cash. no restricted gear. It is a somewhat low power gaming group Current build is this, which I am not totally happy with.
B 3/4, A 2, R 3, S 2, C 2, I 4, L 5/7, W 5, E 2, Ess 4.3, M 3, Init 7, IP 1
Condition Monitor boxes (Physical/Stun): 12/11
Armor (Ballistic/Impact): 8/8
Skills: Arcana 1, Assensing 1, Binding 1, Chemistry 3, Counterspelling 4, Enchanting 2, Etiquette 1, Infiltration 1, Intimidation 2, Negotiation 1, Perception 1, Spellcasting 6, Summoning 4
Knowledge Skills: (Specify Skill Name)Botany 2, (Specify Skill Name)Drugs 3, (Specify Skill Name)Geology 2, (Specify Skill Name)Lone Star Procedure 2, (Specify Skill Name)Magical Threats 1, (Specify Skill Name)Magical Throery 2, (Specify Skill Name)Metallurgy 2, (Specify Skill Name)Seattle Nightlife 2, (Specify Skill Name)Small Unit Tactics 4, (Specify Skill Name)Zoology 2, English N, Japanese 3, Spanish 2
Qualities: Addiction (Mild): Booze, Bad Luck, Flashbacks (Uncommon trigger): Overdoses (9dicepool (3)), Magician, Mentor Spirit: Dark King, Sensitive Neural Structure, Spirit Affinity: Spirits of Man, Spirit Pact: Formula (1)
Spells: Combat Sense, Detect Enemies, Extended, Heal, Healthy Glow, Levitate, Orgasm, Physical Barrier, Physical Mask, Powerbolt
Cyberware:
Cyber Arm (Obvious) (Main Hand) with Cyberlimb Agility (9), Cyberlimb Body (9), Cyberlimb Strength (

, Enhanced Agility (3), Enhanced Armor +2/+2 (2), Enhanced Body (3), Enhanced Strength (3)
Cybereyes (4) with Eye Recording Unit, Flare Compensation, Image Link, Low-Light Vision, Microscopic Vision, Smartlink, Thermographic Vision, Vision Enhancement (3), Vision Magnification
Bioware:
Cerebral Booster (2)
Gear:
Dodge Scoot
Identity: Specify Name with Fake SIN (4), Low Lifestyle
Sustaining Focus: Detection Spells (3)
Tool Kit, Assaying
Tool Kit, Chemistry
Urban Explorer Jumpsuit with Nonconductivity (3)
Weapons:
Ingram Smartgun X [Submachine Guns, DV 5P vs. B, BF/BF-L/FA, RC 4, 32 (c)] with Folding Stock, Gas-Vent 2 System, Smartgun System, Internal, Sound Suppressor
Attack of Will (vs. Spirits) [DV 2P vs. I]
Unarmed Strike [Unarmed, DV 4S vs. I]
EX-Explosive Rounds (SMGl) x100 [DV +1 vs. B-1, RC 1]
Regular Ammo (SMG) x100 [DV – vs. B, RC 1]