QUOTE (Dahrken @ Sep 30 2010, 12:50 PM)

... while going Spiderman on the ceiling with gecko gloves/boots (which are IMHO better because you can remove the gloves while the biotech/Surge ones are permanently "on" and can make even simple tasks a royal PITA unless you cover them).
You know, looking over it the two actually do completely different things... Gecko Tape Gloves(+kneepads+shoes+stuff) makes you treat climbing as if you were doing Assisted Climbing which will give a +2 dice pool bonus, but are useless when wet.
Gecko Hands/Setae (Surge gecko hands) on the other hand, work on liquid covered surfaces, just not on surfaces with loose debris or lubricant. However the gecko hands only allows you to treat all surfaces as Broken (a +0 bonus, but lets you ignore penalties from climbing say a sheer, wet building). It's true the problems of dropping things stuck to your hand is there, but I think the "won't fall even on a critical glitch" makes up for that. Besides you can have special gloves that you can just spend a complex action to peel off whenever you want to climb.
QUOTE
He wouldn't get that bonus if you're using infiltration because he's not looking for "you", he's just looking for anybody or anything suspicious. The GM might be able to rule if you're trying to shadow someone that they will notice you because of the "distinctive style", but not for infiltration. Infiltration is bout not being seen at all. Shadowing is about not being noticed.
I agree. I still think the quality could have been written better though.
My next problem is in the character's Reaction (or rather lack thereof)
Soft-capped, a dwarf metavariant sadly only gets 4 reaction, which is sad, but I intended to get reaction and IP boosting 'ware anyways since I'm aiming at AR controlled drones+infiltration. How much nuyen (or essence) should I spend on it? Any other suggestions to 'ware (bio or cyber) besides Skillwires and Wired Reflexes/Synaptic Boosters?