QUOTE (Elfenlied @ Jun 16 2014, 04:19 AM)

If BP Generation:
4. Get a skill at rating 6.
Quick post:
4.1: Aptitude IS useful. It allows a skill at 7 and 5, as it does not trigger either of the limits on skills. (7 is neither six, nor two at 5, so it flies). Works in karmagen too.
7: being Incompetent at a skill is a trap. Avoid it at all costs. Uncouth screws you over three times as hard as you think it does, because you can't roll to resist any social skills. This includes asking for better pay on a mission, or any kind of persuasion or intimidation. Yes, its that bad.
General hints:
3: Judge competence not by what level your skill is, but how often you're going to critfail. Also leave room for situational penalties. Odd numbers more beneficial. 1-3? Gonna critclitch a LOT. 5? Glitches still common. 7 is approaching regular levels of competence.
Street Sams:
5: Stacking cyberlimb armor is amazing, but can quickly get into 'the gm will put his foot down' territory.
6: While you CAN get riduculous damage resistance rolls, each hit on the defense test is worth 3 hits(on average) on the soak test. The better defense is to not get hit, but rolling near twenty dice to not die has its merit too.
Hackers, Riggers:
2.1: If you're allowed War! the battle buddy basic is also good.
4: You can use Hardware to make things at half cost by buying parts and doing DIY assembly. Thanks to arsenal, this includes modifications. Applied properly, this can stretch your cash out significantly. (anniversary page 227 for reference)
5: A response six chip is only 8k, 4k @ availability 16. Sometimes, its cheaper to pre-plan(instead of buying all new) for rating 6 programs and eat the Degredation(Response limits System limits Program Rating.) until you can pop the new chip in.
6: Program Options raise availability. Common Use programs have -. Putting Ergonomic on all common use saves a lot of bookkeeping hastle, even for non-hackers. Hacking programs have 2*rating availability, meaning you have a choice between 5+options or 6 and no options.
Riggers:
1: Reality Filter is the worst program, unless you're a rigger. +1 response is a big deal for drones.
2: Dodge works in vehicles. if you plan on fighting both on foot and in car, consider taking this over Gymdodge.
3: the rules for changing sensor ratings are in the arsenal errata. This WILL save you headache.
4: Pilots don't stop getting Actions when you jump into them. Have them run your sensors for you.
5: Command is amazing.
Technomancers:
3: Sometimes a point of ware is worth loss of essence, if you gain more than you lose. Technomancers benefit from most hacker augmentations.
4: A simsense booster cyberware works for technos, but you can't get above 4 matrix passes without the advanced echo.
6: Unwired is pretty much mandatory for making technomancers interesting. The entire resonance section for characters is golden.
7: Joining a technomancer network costs 0 karma and gives you 20% off submersion costs. Start with one as a group contact(runner's companion) so they don't betray you later.
8: helping a free sprite grow counts as a submersion task, giving you 20% off submersion costs and stacks with 7 for 40% off. Start with one as a Contact, and consider a Resonance Bond. Echo Bonds in particular are amazing. Being able to grab Sprite powers for yourself is amazing.
9: You start with a biofeedback complex form equal to charisma. However, it is a still a -complex form-. Many people forget you can thread it up.
Adepts
2.1: Never buy more than a single point of Attribute Boost. The drain goes up but the benefit doesn't scale appropriately.
Mages:
4: Ware is worth considering. Trauma Dampers effectively knock 1 stun off of all your drain, and cybereyes can nullify casting penalties due to lighting. A logic tradition mage with 9 logic is frightening.
5: The street magic spell design rules are worth looking into. The ability to change elemental effects or limit buff spells to self only for less drain can be handy.
6: Long-term binding for a year is CHEAP for what you get. If you use a spirit regularly, consider making it official @ 1 karma/force.
Mystic Adepts:
1: Borrow Sense line of spells on a watcher spirit lets you see the astral without buying the astral perception power. Since their duration is in Hours, not Services, it also lets you remote control them, which cuts down on Watcher Derp significantly.
2: Ignore what the FAQ says about splitting magic. Its a holdover from 4th edition, and wasn't deleted when the rules regarding it were improved in Anniversay Edition. Just use the 4A book. Note that this makes mystic adepts a lot less bad.
3: Sometimes its worth the extra 5 points to get Counterspelling.
Runner's Companion:
1: the advanced lifestyles in runner's companion can help ANYone out.
2: Its possible to start with a luxury lifestyle's starting paycheck for dirt cheap via Hotels in the same chapter. It lets you pay by the day, thus cutting the insurmountable cost of a luxury lifestyle by 30 or so. Your Gm may hate you though.
3: The advanced/group contact rules rule. They are also pretty simple and easy to grasp.