QUOTE (Aether Guy @ May 20 2011, 01:16 AM)

Thanks, from what I from I can gather from the gm, no cultured Bio to start with and do not know about gaesas, but leaning towards a no from the GM. So working with in a one point lose on magic and use of around one point in cyber and bioware. But might be best to hold off until I know if the gm is going to allow geaseing.
I've always thought the rule on cultured bio is just dumb. I mean, a cerebral booster is LEGAL, and so is some other cultured ware. Making it impossible to get at chargen just means you will NEVER have one, because in no game I've ever had that amount of cash lying around. Well, personal experience, here, but it's very unlikely you'll ever have one.
Seriously, if you can't get gaesa, then very likely you would be better off with a simple sammie. You might lose a few dice on your super-specialised attack rolls, but you will definitely end up more versatile. Adepts pretty much suck in SR3. Troll or Dorf adepts have some validity, and you may manage to make a passable one with the Priority system. A Troll Magic adept is worth mentioning as a viable option, too. The troll takes care of your physical stats, and spells mean you win against anything non-magical, because pool boosted buff spells are basically invincible even at low force. (Of course mages still eat you for breakfast, but...).
With a human physad your numbers always look a little low. You'll be pretty fragile, and the only saving grace is being able to put down 10 dice on an attack roll without pool, so you can save that for dodging.
Now one more thing about gaesa: There are two kinds, the one to overcome magic loss - if you can get that in, it'll cost you a lot of shifting and moving of points, but you'll be golden. The other is the optional rule about learing an adept power with a geas for reduced cost. If you can do that, then you can build a very good character.
Look at this:
Albino Troll Physad (35pts)
28 Attribs, 22 Skills , 90K money (no ware).
High Pain Tolerance (2)
Exceptional Attrib (Qck) (2)
Some flaws.
Bod 8(9 troll);
Quk 8 (7pts + exceptional + 2magic)
Str 6 (with a polearm that's still enough)
Ch 3
Int 4
WP 6 (5 pts + albino)
Magic 6, Reaction 6(10), Init 3d6. That puts you at just over 20, so you'll have three passes most of the time.
Skills:
Firearm 5/7 (+2 Magic)
Polearms 5/7 (+2 Magic)
Athletics 4
Stealth 3 (+3 magic)
Etiquette 2/4
20 Know skills, that's plenty.
Powers (all geas learned):
Imp Ref 2
Imp Phys Attr 2 (Qck)
Imp. Combat skill (firearm) 2
Imp Combat skill (polearms) 2
Imp Phys Skill (Stealth) 3
Get a good general firearm (remember you can default to a skill in SR3, so basically you can get a longarm, I'm fond of sport rifles, and default on a pistol.)
Get a telescopic combat staff (with 3 reach, you can basically beat anybody up.)
Get other stuff via gear (smartlink, etc.)
Get a dicoted halberd (that will give you +4D (=10D) damage with three reach) for those trips to the barrens.
I understand that you won't be much of an alrounder this way, but basically any long rod can be a polearm, you can use a bayonet, too (which rocks). You don't have a lot of other skills, well... that's SR3 for you.
Without gaesa, you basically have to suck, I believe. Play a sammie with 0.0001 essence, you'll be better off.