Incoming: Wall of Text! Replies first, advanced ideas second, niché character concepts third. Got a little carried away here...
RepliesQUOTE (Glyph @ Apr 8 2018, 10:29 PM)

BUT... this would be the opposite of a "broken" mage. Shadowrun's character creation systems are all balanced with limited resources and opportunity costs. The most potentially broken characters are the ones who hyper-specialize and take advantage of combining high skill(s) and linked Attribute with multiple dice pool boosters. Generalists, by contrast, can easily spread themselves too thin. All of the extra roles the mage above is taking come at the expense of being a more kick-ass mage. Furthermore, while the character could fill all of those roles, he/she would not be as good as a dedicated face, hacker, etc.
That is essentially correct.
I've seen a hyperspecialised mage (could cast mostly without any drain whatsoever) who with his spirits and his spells might've wrecked just about any plot. In a team of six he rendered the combat duo and the medic mostly obsolete. Only the rigger and the sensor adept (played by me) still mattered.
Advanced ideas/mechanicsKCKitsune's hacker in a box will work. If you want to get rules-heavy, the quality "Restricted Gear" will allow you to take an agent rating 6 - pick a Mook (it's in "Unwired" and basically an unrestricted agent) and you will be able to do a lot of meaningful matrix work. Don't expect it to break into the super-secret Ares mainframe, though.
QUOTE (Iduno @ Apr 5 2018, 05:41 PM)

That is good. I hadn't considered rigging drones as a shortcut to damage. Especially combined with spirits (as Tecumseh said), for not needing to show up for a fight yourself (or making your escape while corpsec are busy). Task spirits should also be able to handle decking.
This seems like a build short on ressources. Drones are expensive. Spirits pack more punch in relation to costs.
Task spirits can actually not do any decking/hacking. Both materialisation and possession spirits cannot perceive AR, so hacking is impossible. Inhabitation spirits can do that, normal traditions don't get those, unless you create an ally spirit and let it inhabit something with a matrix connection. This is a real sinkhole for Karma and other ressorces.
QUOTE (Iduno @ Apr 5 2018, 05:41 PM)

I was expecting either an elf or dwarf for maximum drain resist, so the voodoo tradition would work well.
That seems like the appropriate metatype. Dwarfes also get a bonus to Body, which helps with armour, damage resistance and the physical damage monitor. Infrared sight is just on top.
QUOTE (Iduno @ Apr 5 2018, 05:41 PM)

Mystic Adept saves 5 points over mage, and I remember losing astral perception being the biggest downside. Is there anything we want from adept skills that spirits won't already give us?
This honestly depends on whether or not you follow the official FAQ. Mystic adepts got nerfed there.
Drawbacks of generalisationI'm currently playing a mystic adept using drones and such. I've not yet ventured into serious spellcasting or summoning. He's already at over 200 Karma. It's not that I optimised everything to fill all possible roles, I tend to overextend my characters' base and then get sidetracked by "something cool". It's what keeps a min-maxer like me in check

It is very easy to try to create a Jack-of-all-Trades, but if you're not careful, he will be unable to do anything meaningful.
Remember to pick all the low-hanging fruit, rules-wise

Pick appropriate specialisations for more cheap dice

That said, this topic is more of a thought exercise than building an actual character. Characters that excel at everything hog the spotlight like no other, that leads to angry players.
Character ideas to consider
The "Voodoo Swiss Army Knife"High Charisma and Willpower as Drain attributes. Can summon both Guardian and Task spirits capable of possession. If he lets those spirits into himself, said spirit will use the character's body with its skills, so he doesn't has to have them. High Charisma makes him into a good Off-Face. Pick some utility spells (combat is cornered via spirits) like detection spells and you can pretty much find anyone and anything, including targets for infiltration or assassination. Drawback: Any sufficiently high background count will seriously hinder you.
The "Fake Rigger"Is not actually a rigger, has no rigger control implanted. He steers drones via the Command program, thus eliminating the need for upgraded drone matrix stats. Usually goes with the quality "Codeslinger" applied to the matrix action "Control Device", this will grant a +2 modifier to any test remote-controlling any drone/car. I got the general idea around
here. Drawback: All actions via Remote Conrol become complex actions.
The magical anathemaSkips magic entirely. Has both the metagenetic qualities "Astral Hazing" and "Arcane Arrester". "Arcane Arrester" halves the rating of any spell targeting the character including the maximum to successes. Gnomes get it by default, so do Fomori. "Astral Hazing" grants the character a rating 4 background count, poisoning the astral plane [Essence] meters around him. Combined these mean that most magical effects will never reach you. Ultimate defence and rather cheap. Drawback: No magical offense or utility magic whatsoever. Even magical healing becomes nigh impossible.
I hope this provides food for thought.