Hey, I'm just starting with a new group. None of us have ever played shadowrun but we decided we're all going to read the rulebook and try to get it straight. Because we might be passing game-master duties off, I made a character as well, and would appreciate some double-checking so I know I'm doing it right (so I can help other players with their characters).
Two things I wasn't sure on and had difficulty finding clarifications of:
1. Can you take Improved Invisibility without knowing Invisibility, and Trid Phantasm without Phantasm?
2. If you put cyber-weapons in a cybernetic limb are there further essence penalties? See below- weapons nested in a cyberarm.
The gist of this character is that he's a magic/stealth infiltrator. His magic abilities are hindered slightly by a cybernetic arm (lost when he was younger and stupider) and datajack (because a DNI is invaluable and out-of-game, he already lost the .8 essence from the Alphaware cyberarm, so why not), but when magic fails, having some technology on your side is never a bad thing.
Priorities:
A Attributes
B Magician (Hermetic Tradition; 7 spells, 2 skills rating 4 each)
C Metatype: Elf (3)
D Resources (50,000)
E Skills (18 points... these are spread thin!)
Equipment (Cost): Datajack (1000, .1 ess); Chameleon Suit (AR 9, +2 sneak and sneak limit), Alphaware Cybernetic Right Arm with +2 Strength (5 Str total, 28000); Cyber-spurs and Shock palm (5000 each); Hermes Ikon commlink (3000); 50 drams reagents (1000); Force 5 Lodge (2500); 1 month low lifestyle (2000). 800 Nuyen remain.
Spells: Lightning Bolt, Stunball, Trid Phantasm, Improved Invis, Heal, Clairvoyance, Prophylaxis, Levitate
Karma: 25 Starting; -5 analytical mind; +5 Distinct Style (Obvious cyberware right arm, with glowing blue status lights (no effect on stealth, just for effect here)); National SIN +5; -5 for 1 spell; -6 each for running, perception, and palming to 2; -2 for Computers to 1
Attributes: Body 4, Agi 5, Rea 5, Str 2 (Right arm is str 5), Wil 5, Log 6, Int 4, Cha 4, Edge 2, Ess 5.1, Magic 5.
Skills: Spellcasting 4 (Freebie), Arcana 4 (Freebie), Astral Combat 2, Unarmed Combat 2, Counterspelling 4, Negotiation 2, Pilot Gnd 1, Sneaking 3, Gymnastics 2; Alchemy 2. Computers 1, Palming 2, Running 2, Perception 2
Knowledge/Language: Kn: Parageology 3, Chemistry 3, Fences 2, Magic Theory 3, Magical Threats 2; History 2; English 5; Native Lang: Sperethiel.
Contacts: Talismonger (Loyalty 2, Conn 4), Cybertech Mechanic (Loyalty 1, Conn 1), Fixer (Loyalty 2, Conn 2)
Thank you for your time!
Knowledge: Magical Threats are from http://www.ci-n.com/~jcampbel/rpgs/shadowrun/skills.html