Hokay. Taking in the advice I dropped the extra cyberware aspect and upped the skills a rank. Only backstory change is that the accident she was captured in didn't mangle her.  Also filled in adept powers/qualities.  I tried staying within theme/character on them but let me know if I picked any frowned on/cheesy as hell combos. Anything I missed for a functional mage/B&E character?<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Sum to Ten<br/>Priorities <br/>Metatype;        E (0) Human <br/>Attributes;      B (3) 20 (10)<br/>Magic/Resonance; A (4) Mystic Adept: 6 Magic/10 Spells <br/>Skills;          C (2) 28 Skills/2 Skill Groups<br/>Resources        D (1) 50,000 yen<br/><br/>Attributes<br/>Bod 3<br/>Agi 5<br/>Rea 3<br/>Str 2<br/>Cha 3<br/>Int 6<br/>Log 1<br/>Wil 5<br/>Edg 3<br/>Mag 6<br/><br/>Essence 6<br/><br/>Limits<br/>Physical:4<br/>Mental:5<br/>Social:6<br/>Astral:6<br/><br/>Karma<br/>0/50<br/><br/>Mystic Adept Power Points 3 (15 karma)<br/>Magic Tradition; Chaos Magic<br/><br/>Qualities (normal)<br/>Positive (5);<br/>Mentor Spirit Cat (5 karma) <br/>+2 Dice on Gymnastics Tests, +2 Dice for Illusion Spells, Must toy with prey (Cha+Wil (3) test at start of combat cannot make an attack that incapacitates target. If take any physical damage the playing around stops.<br/><br/><br/>Negative (25);<br/>Accident Prone; Talent for steering any vehicle you control into nearby walls. -2 dice penalty on any tests involving directing a vehicle.<br/><br/>Faraday Himself; Tech within 10 meters has +2 noise.<br/><br/>Gremlins; Tech goes wrong. -1 rolled 1 needed for a glitch when using moderately sophisticated devices. <br/><br/>Lightweight; Very easy to get drunk/drugged. Addiction rating of any substance on the addiction table is 2 levels higher for the character.<br/><br/>Poor Self Control (Thrill Seeker) It's about the rush. Composure (2) test or take most dangerous and risky option in situation. Slight payoff as receive a +1 to initiative scores for 5 combat turns.<br/><br/><br/>Changeling (Class III SURGE, 30 karma)<br/>Positive<br/><br/>Balance Receptor; Good balance. +1 dice pool mod for tests involving balance. Includes agility based tests to maintain balance, climbing tests, jumping tests, and all gymnastics tests. Incompatable with cyberears and balance augmenter augmentation.<br/><br/>Bicardiac; Second heart in right half of torso. Double the fatigue damage interval for strenuous activities such as running, sprinting, operating in hot or cold environments.<br/><br/>Celerity; Stronger legs. Increase walk/run rates to Agil x 3 (walking) and Agil x 6 (Running) Also adds +1m/turn to sprint increase.<br/><br/>Functional Tail (Balance); Lengthy tail that moves subconciously. +1 dice pool mod for all balance, climbing, gymnastics, or jumping tests.<br/><br/>Vomeronasal Organ; Better sense of smell. +2 dice pool mod to perception tests based on smell. +1 dice pool mod to social tests when can smell target. Strong odors and intense background smells may diminish or confuse ability. -1 dice pool mod to all tests in such situations (respirator can remove penalties via filtering air). Tailored pheromones provide twice the normal bonus against.<br/> <br/>Negative<br/><br/>Bioluminescence; Glows. To week to observe in normal light, the glow is bright enough to spot the character in partial light or full darkness reducing visibility mods by 1 level. <br/><br/>Critter Spook; Animals within 5 meters react with fear and hostility. -2 dice pool mod to attempts to control/soothe/pacify them. If combat happens critters go out of way to attack this one first.<br/><br/>Mood Hair; Mood ring hair. Changes colours based on emotional state. +2 dice pool mod to all judge intention tests vs character if person is aware of reason behind colour shifting hair.<br/><br/>Nocturnal; Sleeps during day up at night. -1 all mental attributes during daylight hours due to weariness.<br/><br/>Slow Healer; Heals slower. -2 dice pool mod to all healing tests including magic healing.<br/><br/>Striking Skin Pigmentation; Unusual skin colour/design. Matrix search tests and tests to identify or locate character are at +2 dice pool mod.<br/><br/><br/>Skills <br/><br/>Active 0/28  0/2 skillgroups<br/>Gymnastics       (5) 14<br/>Locksmith        (5) 10<br/>Pistols          (5) 10<br/>Sneaking         (5) 10<br/>Spellcasting     (5) 11<br/>Summoning        (5) 11 <br/>Counterspelling  (5) 11<br/>Etiquette        (2) 4<br/>Negotiation      (2) 4<br/>Leadership       (2) 4<br/>Perception       (3) 9<br/><br/><br/>Adept Powers<br/>Improved Reflexes I (1.5) Wired Reflex knockoff. +1 Reaction and +1d6 initiative die.<br/><br/>Danger Sense II (.5) Bad feeling before walking into trap. +1 die on surprise tests<br/><br/>Combat Sense (.5) Sense of threats nearby. +1 dice pool bonus to defend vs ranged/melee attacks. Allowed Perception test before surprise situation gaining benefit of being alerted if successful.<br/><br/>Flexibility (.25) Bend or twist past metahuman norm allowing to squeeze through openings smaller then adept and escape restraints easier. -1 threshold for moving through cramped corners or getting out of restraints. Unarmed combat +1 die to prevent being subdued.<br/><br/>Sustenance  (.25) Function with less food/water. Needs 1 meal per day. Intervals for hunger/thirst are increased to 7 days for hunger and 3 days for thirst.<br/></div></div>