Thanks for the Replies!
Sword weapon with STR 2? Unless it's a must for the character concept, I would prefer to use shock-based weapons... shock gloves, shock baton. Or just not use melee weapons at all. Or if he must be dangerous in melee, go for a Monowhip instead.
Combining the Curiosity and the Braggart qualities is just asking for trouble. Granted, that may be what you're desiring to create.
I would not take the Firearms group on a character who has other purposes that are each more important than shooting (Hacking and Rigging). Firearms is for someone who wants to be good with all weapons, which generally means a combat-focused character. Pick 1 skill (Automatics) or 2 skills (Pistols/Longarms), rather than going for all 3 ranged skills.
You have a point about the Curiosity and Braggart Qualities, Nice catch, I didn't even think about how bad that could be. (Character does have pretty high Composure though, but still, will see what player wants to do.)
Remember, this is a Street Level Campaign, so having 10 to 14 Dice to throw for Matrix tests is going to be fine.
Character does have Shockgloves, I forgot to put Gear in Spoiler, but it is listed now..
A few of the reasons that character has more skills than, even I would recommend with most characters, is that the player, when looking through all the skills. "Oh that would be useful." "Oh I should take that!" , Character was made using Karmagen, so taking a few low level skills is not going to be as uneconomical as character made using Priority. A Karmagen character is almost always going to end up with more skills, but at lower level, than one made using Priority.
Character has 220 Karma points worth of skills. The cost for skills goes up exponentially with Karmagen. If you bought 10 skill groups, at Rating 1, using Karma, it would cost you 50 Karma. If you used priority to buy 10 skill groups, at Rating 1, it costs you the same as buying one skill group at level 6, and one at level 4 (Which would cost 155 Karma) With Karmagen, 21 Rating 1 skills will cost you the same amount as buying 1 level 6 skill. The most economical way to make characters with Priority, is max out as many Attributes and Skills as you can, which is generally going to leave you with much fewer skills and more unbalanced set of Attributes. (It would stupid to NOT max out a Troll's Strength or Body at character creation, if you think you're going to raise either stat later..) This is part of the reason I prefer Karmagen for making characters, I think it offers much more flexibility and doesn't almost force you to Min-Max.Character is a Gamer, I imagine that a lot of the Matrix Games in 2075 are pretty realistic. I think Firearms-1, and Close Combat-1 would represent someone that has good understanding of the skills, but lacks real world experience. I think Dunning–Kruger effect would aexplain a characters relatively lower skill levels in the meat world and Braggart Negative quality.
The Dunning–Kruger effect is a cognitive bias in which relatively unskilled persons suffer illusory superiority, mistakenly assessing their ability to be much higher than it really is. Dunning and Kruger attributed this bias to a metacognitive inability of the unskilled to recognize their own ineptitude and evaluate their own ability accurately.There are going to be a few parts in 2nd and 3rd Run where being able to lay down suppressive fire, is going to be important. Team is going to have access to crate of automatic weapons, or should anyways, unless run takes a wildly unexpected turn. New player might decide he really likes SMG's or Rifles better than Pistols. I thought it would be better to leave character a little more open in regards to some of his skills. First time player is going to be a bigger unknown than someone who's played Shadowrun before, in regards to what skills and abilities he's going to find he uses more than others.
On the other hand there is some skills that you want to increase to do your job : Cracking Skill Group and Compiling for Technomancer, Gunnery and Pilot for Rigger. You might also want to increase your Stealth since being jumped in a spy drone use it.
You are probably right about Sneaking. (You said Stealth, but pretty sure you meant Sneaking..)
There is a lot that could be improved for this character, especially considering that you want to play 2 archetype at the same time :
AGI and REA are too high, you do not use them when jumped in since you are not in your own body. You will need all this karma for your skills instead.
Reaction is linked to ALL vehicle piloting skills.. Agility... Character who is prone to social faux pas, needs to be able to run fast.
There is a bunch of useless skills, especially at 1 :
Animal Handling : Not extremely useful unless you build a "ranger" style character or something like that. Too low to really train anything anyway.
Escape Artist : You are not a fighter so even if you manage to get out you will probably get geeked in an escape attempt
Gymnastics : If you want some skills in there you should probably pick Athletics skill group instead that give a bit of everything. A Techno/Rigger will probably not use it much anyway.
Throwing Weapons : With a score so low (especially if you reduce your AGI) you will just eat your own grenades
Locksmith : Once again you will likely stay behind, let someone else take care of locks, the Street Sam can probably break the door if needed
Palming : Since Palming is opposed to Perception you need a fairly good dice. Just hide stuff in Concealed Pockets.
Armorer : This is more for people who use a lot of guns. If anything having a Armorer contact is perfectly viable.
Close Combat Skill Group : Go for Unarmed or Clubs (Baton specialization) instead for Shock weapons
Firearms : Same here, pick Automatics or Pistols and a Specialization to have a decent dice without sinking tons of karma.
Acting : Just pick Con should be enough, Etiquette is also useful but the others are pointless if you are not specialized in them. Since you are already going Hacker and Rigger you won't have the karma to go Face as well
With Karmagen, the total cost of all the above (Sixteen Level 1 Skills) is 29 Karma. Just one rating 5 skill, costs 30 Karma. I probably could get rid of a few that you mentioned though.. Throwing Weapons, Escape Artist.. , it's just so hard though when they only cost 2 Karma Each.. sigh..
For your armor consider switching the Fire Resistance for a Non-Conductivity. Electricity is much more common that fire. Coyote already mentioned that the Monosword is a bit pointless, Stun Baton imo is the best choice since you can take the Clubs with Baton specialization for it and it has a 1 Reach.
Good Advice on Armor!
I think Shockgloves and Monosword better fit character..
Since you are the GM I guess it would not matter too much but having your main SIN being of RTG 1 is asking for it to be burned. Even a quick Police control will see through it. Fake SIN 4 is really a minimum since only Biometrics reading will be able to bust it. You also need Licenses to go with it (Here probably Technomancer, Driver License and Firearms).
The SIN.. I think it fits character..
besides, then he would have to get new fake name, and McLOVIN is the best Rating 1 Fake SIN name ever!! Fake SIN Rating 1, this is where having high Agility also comes in handy..
Double Colt America is pretty much useless unless it is for Fluff. You will have enough trouble hitting with one. You do not even have ambidextrie so your hit pool will be abyssal.
Yeah Fluff... see The Dunning–Kruger effect again..
Just as a note, IF you're willing to go this way, is that you can set a Machine Sprite to use Stabilize on a monowhip. Between the wireless bonus and the Stabilize bonus against glitching, this means that a Technomancer (or someone with a friendly Technomancer) can use a monowhip without any fear of glitching. Granted, a monowhip is as much a character style statement as it is a stat-based item, since it draws a lot of heat both in combat and if it's ever discovered by the police. But if you're willing to risk the heat, well, whip it good.
As a side note, I only do that with cyberarm Technomancers, since a Sprite-boosted cyberarm with a monowhip can get ridiculously dangerous, while a non-cyberarm Technomancer with a cyberwhip is more of a "that's cute, he slices (gangers), he dices (police), he misses (anything actually dangerous)".
Not sure how common Monowhips would be on the Streets... and not sure if I want players even knowing about them...
Again, thanks for the responses. I appreciate the feedback. 