Well, for the more physical aspect...I have five skills to recommend to you.<br/><br/>Athletics is one, and I would say stick that in the +4 slot.  Athletics determines your base defense, and as I always tell my IRL group - "best defense is no be there."<br/><br/>The other 4 are: Guns, Endurance, Alertness, and Driving or Stealth.  Lemme break them down for your.<br/><br/>Alertness:  Alertness determines, mainly, your initiative in combat.  So before you put Alertness in your lineup, I would ask Hairy, the GM, if you could have a Stunt that would let you use Investigation for Initiative instead of Alertness, since you've got a +3 in Investigation, and it would take you some time to get Alertness up to that level.  You won't be able to take the stunt now, due to your Wizard powers, but when you get a Major Milestone (a sort of 'level up'), you'll be able to take it.<br/><br/>Really, for this one, I would recommend you ask a bunch of other people about it, first.<br/><br/>Endurance: Whether or not you want to put this at +1 or +2 depends on how quickly you want to be able to gain boxes on your Physical Stress Track.  Endurance upgrades your PST like this.  If you don't have Endurance, you have 2 boxes.  If you have Endurance +1 or +2, you have 3 boxes.  If you have End +3 or +4, 4 boxes.  And so on.  So, no matter if you make Endurance a +1 or a +2, you'll get only 3 boxes.  But where you put it will determine how quickly you can get to 4.  Understand?<br/><br/>Guns: This should probably be one of your +2s, since it's your other form of ranged attack besides spellcasting.<br/><br/>Driving/Stealth: Depending on what you want to be good at, pick one or the other.<br/><br/><br/>Just as a reminder, I would say ask a few other players what you should do.  My opinion shouldn't be the only one here.