Yeah. I've never really actually fully made a character. I've played a few piles of numbers in what amounted to a local pickup game, but actually developing things that make sense is turning out to be harder than I thought. More than once, I've caught myself wondering whether I'm doing things because I like how the character's story works or justifying numbers by tweaking the story (not that a certain amount of that isn't necessary, but...)
Anyway, this is what I have so far, and on a 125 point budget.
The character, who, due to lack of name, will be called "Bob" from here on out, essentially spent his late teens/early 20's as a street performer. While he was good enough to make a living, his main source of income has always been gambling. Preferring less-than-legal for-cash card games, Bob played anything available; while he could usually get a pretty good grasp on the games themselves, his photographic memory and uncanny knack for reading people were his real strengths.
One night, Bob wins a big pot. A very, very big pot. Some people aren't so happy about it. Bob makes off with the money and decides that since there's nowhere lower for him to go, he's going to lay high for a while; he skips town, picks up some cyber, and begins a career as a shadowrunner.
New Character
Edges/Flaws: Photographic Memory, Perceptive, Double Jointed, Friendly Face, Extra Enemy, Mild/Uncommon Allergy (gold). (5 points total)
Attributes: Bod 3, Qck 6, Str 3, Chr 6, Int 6, Wil 6. (60 points total) --bleh. doesn't every face/covert character have these exact stats?
Active skills: Pistols 6, Stealth 6, Athletics 5, Etiquette 6, Negotiation 6, Electronics 4, Electronics B/R 5. (40 points total)
Other skills: English 4, Russian 4, German 2, Gambling Card Games 6, Conspiracy Theories 2, Psychology 6, Performance 6, Mathematics (Probability) 2(4), Gang Turf 3, Safehouse Locations 3.
Old Character
Edges/Flaws: Photographic Memory, Bonus Attribute Point (INT), Double Jointed, Friendly Face, Bad Karma, Hunted Lv. 1. (0 points total)
Attributes: Bod 5, Qck 6, Str 4, Chr 6, Int 7, Wil 5. (64 points total)
Active Skills: Athletics (Running): 4(6), Etiquette (Street): 5(7), Performance (Acting): 5(7), Negotiation (Fast talk): 5(7), Disguise (Theatrical): 2(4), Electronics: 4, Electronics B/R (Security Systems) 4(6), Pistols: 4, Stealth (Hiding) 1(3). (41 points total)
Knowledge/Language Skills: English: 4, Russian: 4, German: 2, Gambling Card Games: 6, Conspiracy Theories: 2, Mathematics (Probability): 2(4), Psychology: 6, Music: 2, Criminal Organizations: 3, Fences: 2, Gang Turf: 3, Lone Star Tactics: 4, Safehouse Locations: 4.
That leaves me with the 400k starting funds for the last 20 points. I'm not quite sure what to do with them, as I've never tried to build a real stealthy kind of character before. (Have I mentioned that he's going to prefer infiltration given his knack for judging people?) I'd like to give him an encephalon, as I think he'd just have a blast with that, and probably enhanced articulation and synthacardium, as they're pretty obvious choices, but beyond that, I'm a little clueless.
More importantly, since I'm dreadfully unfamiliar with the setting, is the story (or what there is of it) reasonable enough? Can you suggest some reading (aside from the bits and pieces in the main rulebook) that might help me out?
Sorry for rambling. I'm done now.