I go back and forth with going full cyberlimb or not. I haven't tried a Prime version that doesn't yet, but other versions seem less "stable." Basically, they are kamikaze/Narco builds that end up with Resources A, Meta B/E, Magic C, Skills D, Attributes E/B .
== Info ==
Street Name:
Name: Unnamed Character
Movement: 14/28, 14m/ hit, Swim: 8, 7m/ hit
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 10
Judge Intentions: 10
Lift/Carry: 5 (30 kg/20 kg)
Memory: 8
Nuyen: 4745
== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: C(2) - Adept, Magician, or Technomancer
Skills: D(1) - 22 Skills/0 Skill Groups
Resources: A(4) - 450,000¥
== Attributes ==
BOD: 3
AGI: 5 (7)
REA: 3
STR: 1 (2)
CHA: 4
INT: 5 (6)
LOG: 1 (2)
WIL: 6
EDG: 2
MAG: 2
== Derived Attributes ==
Essence: 4.02
Initiative: 8 (9) + 1d6
Rigger Initiative: 9 + 1d6
Astral Initiative: 12 + 2d6
Matrix AR Initiative: 9 + 1d6
Matrix Cold Initiative: 6 + DP + 3d6
Matrix Hot Initiative: 6 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 4
Mental: 6
Social: 7
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Mortimer of London: Berwick Suit [+1] (Must be visible)
Securetech PPP: Arms Kit [-1] (Must be visible)
Astral: 7
== Active Skills ==
Animal Handling : 0 Pool: 3
Archery : 0 Pool: 6
Armorer : 0 Pool: 1
Assensing : 1 Pool: 7
Astral Combat : 6 [[Weapon Focus Type]] Pool: 12 (14)
Automatics : 6 [Machine Pistols] Pool: 13 (15)
Blades : 0 Pool: 6
Clubs : 0 Pool: 6
Computer : 0 Pool: 1
Con : 0 Pool: 3
Counterspelling : 4 Pool: 6
Cybercombat : 0 Pool: 1
Demolitions : 0 Pool: 1
Disguise : 0 Pool: 5
Diving : 0 Pool: 2
Escape Artist : 0 Pool: 6
Etiquette : 1 Pool: 5
First Aid : 0 Pool: 1
Forgery : 0 Pool: 1
Free-Fall : 0 Pool: 2
Gunnery : 0 Pool: 6
Gymnastics : 0 Pool: 6
Hacking : 0 Pool: 1
Heavy Weapons : 0 Pool: 6
Impersonation : 0 Pool: 3
Instruction : 0 Pool: 3
Intimidation : 0 Pool: 3
Leadership : 0 Pool: 3
Longarms : 0 Pool: 6
Navigation : 0 Pool: 5
Negotiation : 0 Pool: 3
Perception : 1 Pool: 7
Performance : 0 Pool: 3
Pilot Ground Craft : 0 Pool: 2
Pilot Watercraft : 0 Pool: 2
Pistols : 0 Pool: 6
Running : 0 Pool: 1
Sneaking : 1 Pool: 8
Spellcasting : 1 Pool: 3
Survival : 0 Pool: 5
Swimming : 0 Pool: 1
Throwing Weapons : 0 Pool: 6
Tracking : 0 Pool: 5
Unarmed Combat : 4 Pool: 11
== Knowledge Skills ==
Bars and Clubs : 1 [Hip Events] Pool: 7 (9)
English : N Pool: 0
Magical Theory : 1 [Astral World] Pool: 7 (9)
Magical Threats : 2 [Blood Magic] Pool: 4 (6)
Small Unit Tactics : 2 Pool: 8
Trids : 1 Pool: 7
Underworld : 1 [Drugs] Pool: 7 (9)
== Contacts ==
; Fixer -Drugs (5, 2)
; Antiquities and Oddities Dealer (2, 1)
; Wiz Kid Ganger (1, 1)
== Qualities ==
Addiction (Mild) (Kamikaze)
Addiction (Mild) (Psyche)
Creature of Comfort (Middle)
Impassive
Jack of All Trades Master of None
Magician
Mentor Spirit (Bear)
Quick Healer
Restricted Gear
== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (12))
Alleviate Addiction DV: F-6
Detox DV: F-6
Increase [Attribute] (CHA) DV: F-3
Increase [Attribute] (REA) DV: F-3
== Lifestyles ==
Med 1 months
== Cyberware/Bioware ==
Cerebellum Booster (AGI 0, STR 0, Physical 2) Rating 1
Cerebral Booster (AGI 0, STR 0, Physical 2) Rating 1
Datajack (AGI 0, STR 0, Physical 2)
Muscle Augmentation (AGI 0, STR 0, Physical 2) Rating 1
Muscle Toner (AGI 0, STR 0, Physical 2) Rating 2
Narco (AGI 0, STR 0, Physical 2)
Nephritic screen (AGI 0, STR 0, Physical 2) Rating 4
Pain Editor (AGI 0, STR 0, Physical 2)
Platelet Factories (AGI 0, STR 0, Physical 2)
Smartlink (AGI 0, STR 0, Physical 2)
Tetrachromatic Vision (AGI 0, STR 0, Physical 2)
== Armor ==
Armor Jacket 14
+Auto-Injector
+Biofiber Pocket
+Chemical Protection 2
+Fire Resistance 2
+Gel Packs
+Nonconductivity 2
+Thermal Damping 2
Ballistic Mask 2
+Gas Mask
Mortimer of London: Berwick Suit 9
+Biofiber Pocket
+Custom Fit
+Electrochromic Clothing
+Shock Weave
Securetech PPP: Arms Kit 1
== Weapons ==
AK-97
+Personalized Grip
+Sling
+Smartgun System, Internal
Pool: 13 Accuracy: 8 DV: 10P AP: -2 RC: 2
Grapple Gun
Pool: 0 Accuracy: 3 DV: 7S AP: -2 RC: 2
Plasteel Toe Boots
+Personalized Grip
Pool: 11 Accuracy: 4 DV: 3P AP: - RC: 2
Remington Suppressor
+Concealed Quick-Draw Holster
+Personalized Grip
+Smartgun System, Internal
+Sound Suppressor
Pool: 13 (15) Accuracy: 9 DV: 7P AP: -1 RC: 2
Shock Gloves
+Personalized Grip
Pool: 11 Accuracy: 4 DV: 8S(e) AP: -5 RC: 2
Unarmed Attack
Pool: 11 Accuracy: 4 DV: 2S AP: - RC: 2
== Commlink ==
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
+Sim Module
+Micro-Transceiver
+Subvocal Mic
== Gear ==
Ammo: APDS (Machine Pistols) x60
Ammo: APDS (Assault Rifles) x60
Ammo: Regular Ammo (Machine Pistols) x200
Ammo: Regular Ammo (Assault Rifles) x200
Ammo: Stick-n-Shock (Machine Pistols) x120
Ammo: Stick-n-Shock (Assault Rifles) x120
Backpack (Good)
Biomonitor
Bug Scanner Rating 6
Data Tap
Fake SIN Rating 4
+Fake License (Weapon License) Rating 4
+Fake License (Concealed Carry Permit) Rating 4
+Fake License (Bounty Hunter's License) Rating 4
+Fake License (Augmentation License) Rating 4
+Fake License (Driver's License) Rating 4
+Fake License (Pharma License) Rating 4
+Fake License (Talismonger License) Rating 4
Grapple Gun
+Standard Rope (100m)
Kamikaze x10
Magical Lodge Materials Rating 4
Medkit Rating 6
Psyche x10
Reagents, per dram x250
Slap Patch, Stim Patch Rating 3 x5
Slap Patch, Tranq Patch Rating 6 x10
Slap Patch, Trauma Patch x3
Spare Clip (Remington Suppressor)
Spare Clip (AK-97)
Survival Kit
Sustaining Focus, Health (Bonded Foci) Rating 4
Tool Kit (Disguise)
Weapon Focus (Bonded Foci) (Shock Gloves) Rating 3
== Vehicles ==
Ford Americar (Sedan)
+Morphing License Plate
+Sensor Array Rating 2
== Karma Expenses ==
== Nuyen Expenses ==
Going the Exceptional Attribute/Genetic Optimization route I feel always leaves me cold somewhere, as it requires a lot of attribute allotment, but ditching strength might make it work. I find attributes have to be raised higher (basically to A) while Resources can't really drop below C (which is 1 point of char gen priority more expensive than then going Attributes D/Resources A). A prime builds Resources D is standard build C, so a prime version like this may work. I am still afraid it is too kamikaze centric (I am kamikaze-phobic) SURGEing is an option too, but I always seem to find this character to karmic-ly tight too.
Switching Magic/Meta the character loses 8 points (4 counterspelling and 4 astral combat). I could live without the counterspelling (and pick up a few points later) for the higher edge and some more karma to use at chargen. Basically the character would give up as strong melee skills (but if going unarmed/shockglove, they don't need to be super high anyway). This may be more efficient, allowing for a focus to be bound at chargen. I was just scared to have a character start with just Skills E and maxing 3 combat skills (something I usually advise against).