Street Magic

You've got the magic gift, and you're taking it to the streets. Your skills are in demand, and you're happier being your own boss than you would be getting pushed around by others. It's dangerous out there, but you think you've got the skill to handle it.  
Attributes Willpower +1
Aspected Magician Add +1 to the Alchemy, Conjuring or Spellcasting skill group; Arcana +2, Assensing +2, Blades +1, First Aid +1, Survival +1, Professional Knowledge: Magical Security +3, Professional Knowledge: Small-Group Tactics +2, Street Knowledge: Magical Theory +1
Occult Investigator Arcana +1, Assensing +3, Conjuring skill group +1, Influence skill group +1, Locksmith +1, Perception +3, Pistols +1, Sorcery skill group +2, Tracking +2, Professional Knowledge: Forensics +5, Street Knowledge: [City] +4
Eco-Shaman Assensing +2, Astral Combat +2, Conjuring skill group +2, Demolitions +1, Etiquette +1, First Aid +1, Forgery +2, Perception +2, Pistols +1, Sorcery skill group +2, Street Knowledge: Megacorp Law +5, Street Knowledge: Magical Theory +3
Street Mage Assensing +2, Blades +1, Conjuring group skill +2, Palming +1, Perception +1, Sneaking +1, Sorcery skill group +2, Survival +1, Street Knowledge: Charity Shelters +5, Street Knowledge: [City] +4
Street Shaman Assensing +2, Blades +1, Conjuring skill group +3, Palming +1, Perception +1, Sneaking +1, Sorcery skill group +2, Survival +1, Street Knowledge: Charity Shelters +5, Street Knowledge: [Sprawl] +4
Talismonger Assensing +3, Chemistry +1, Enchanting skill group +3, Etiquette +2, First Aid +1, Negotiation +2, Pistols +1, Professional Knowledge: Telesma +5, Professional Knowledge: Alchemy +5
 

(RF 80)