At .25 PP per dice the Attribute boost power is a very cheap dice pool boost for Adepts. Normally Adepts that take this power are simply tacking on Agility Boost - 2 because that is what the Math says to do. So fiddling with the Math a bit by taking Exceptional Attribute to bump Magic to 7 and taking 3 Ranks in Ability Boost gets you to 10 dice on the Boost roll, so +3 happens a little more than half the time.
Building for Drain also makes the Adrenaline boost power more appealing, so we're going to add that in. Adrenaline Boost stacks, so we'll be packing drugs. And hey, Body/Will are the Addiction resistance test so we'll be looking at what other Pharmaceuticals we can layer in.
Concept works best with a Pistol Adepts. Melee Adepts will almost certainly want Rapid Draw.
I went with Oni for Meta, but flipping Metahuman and Skills Priority gets you a Human with Skills B, and only costs a couple stat points. In any case, Dwarf or Orks are well suited for this kind of Adept. It's one of the few times you can make a mechanical argument that a Metahuman is a better choice than human. Not a strong argument, but still.
Example build:
== Info ==
Movement: 14/28
Karma: 4
Ork (Oni)
Composure: 10
Judge Intentions: 10
Lift/Carry: 9 (30 kg/20 kg)
Memory: 6
Nuyen: 250
== Priorities ==
Metatype: B - Oni
Attributes: A - 24 Attributes
Special: C - Adept
Skills: D - 22 Skills/0 Skill Groups
Resources: E - 6,000¥
== Attributes ==
BOD: 7
AGI: 7
REA: 5
STR: 2
CHA: 5
INT: 5
LOG: 1
WIL: 5
EDG: 2
MAG: 7
== Derived Attributes ==
Essence: 6
Initiative: 10 + 1d6
Rigger Initiative: 10 + 1d6
Astral Initiative: 10 + 2d6
Matrix AR Initiative: 10 + 1d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 12
Stun Damage Track: 11
== Limits ==
Physical: 6
Mental: 4
Social: 7
Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
Astral: 7
==Contacts==
15 of 15
== Active Skills ==
Etiquette : 3 [legwork] Pool: 8 (10)
Gymnastics : 1 Pool: 8
Locksmith : 1 Pool: 8
Palming : 1 Pool: 8
Perception : 6 Pool: 13
Pilot Ground Craft : 1 Pool: 6
Pistols : 6 [Revolvers] Pool: 16 (18)
Sneaking : 6 [Urban] Pool: 13 (15)
== Knowledge Skills ==
12 of 12
== Qualities ==
Adept
Allergy (Common, Mild) (Pollutants)
Exceptional Attribute (MAG)
Fangs
Low-Light Vision
Mentor Spirit (Eagle)
Perfect Time
Striking Skin Pigmentation
25 points of negative qualities
== Powers ==
Adrenaline Boost Rating: 4
Attribute Boost (AGI) Rating: 3
Attribute Boost (REA) Rating: 3
Combat Sense Rating: 7
Improved Ability (skill) (Pistols) Rating: 3
== Lifestyles ==
Street Life - Woke up in Coffin Motel 1 months
== Armor ==
Armor Jacket 12
+Attachable Gear Access
Custom Ballistic Mask 2
+Camera Rating 1
+Thermographic Vision
+Gas Mask
+Single Sensor Rating 3
+Ultrasound Rating 2
== Weapons ==
Ruger Super Warhawk
+Ammo Skip
+Concealable Holster
+Long Barrel
+Smartgun System, External
+Speed Loader
+Trigger Removal
Pool: 16 (18) Accuracy: 9 DV: 9P AP: -2 RC: 2
== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
== Gear ==
Ammo: Explosive Rounds (Heavy Pistols) x20
Ammo: Stick-n-Shock (Heavy Pistols) x10
Contacts Rating 3
+Flare Compensation
+Image Link
+Smartlink
Pharma Grade Cram x2
Fake SIN (Pat) Rating 3
+Fake License (Driver's License) Rating 3
+Fake License (Concealed Carry Permit) Rating 3
+Fake License (Adept License) Rating 3
Gecko Tape Gloves
Medkit Rating 3
Pharma grade Psyche x1
Survival Kit
Tool Kit (Locksmith)
Trodes
== Vehicles ==
Yamaha Growler (Off-Road Bike)
+Sensor Array Rating 2
So 12 dice to resist Drain means the 3 Drain from the Attribute boosts is a fairly easy drain to soak. Even the 4 DV from Adrenaline boost is a 50/50 chance of no drain. And if the GM lets you use just what you need on Adrenaline Boost instead of always all 4 levels you can really manage drain easily.
Pharma Grade Cram and Psyche puts Intuition and Reaction to 6, so initiative becomes 12 +2d6, with another +8 when Adrenaline Boosting. Two Actions guaranteed, three when Boosting, potentially 4 with a 11 or 12 on 2d6. So three whenever you want.
Defense tests also get pretty impressive, Reaction and Intuition 6, Combat Sense 7 is 19 Dice plus up to 3 more from Reaction Boost. Up to 22 Dice on defensive tests without any active defense. Potentially 27 if on full defense.
As expected with a Pistol Adept, shooting, spotting, sneaking all solid.
Background Count really messes with this build. A two point BGC reduces the Boost test to 8 dice so you're normally only getting a +2 essentially a wash unless it's for Shooting or Defense tests where there are already bonuses.
Overall I think the Boost Adept is a solid concept, but there are simpler ways to get similar dice pools, but its certainly a viable play style choice. Makes a bit more use of Exceptional Magic Attribute other than +1 PP, and of course Perfect time with all the Free Action boosts.