Based on your extensive suggestions, here's what I came up with...
== Info ==
Street Name: Joey M v2
Human
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 2
Public Awareness: 0
Composure: 5
Judge Intentions: 7
Lift/Carry: 7 (45 kg/30 kg)
Memory: 8
Nuyen: 0
== Attributes ==
BOD: 4
AGI: 5 (7)
REA: 3 (4)
STR: 1 (3)
CHA: 2
INT: 5
LOG: 5
WIL: 3
EDG: 6
== Derived Attributes ==
Essence: 2.72
Initiative: 8 (9)
IP: 1 (2)
Matrix Initiative: 10
Matrix IP: 1
Physical Damage Track: 10
Stun Damage Track: 10
== Qualities ==
_Positive_
Ambidextrous
Codeslinger (Hack-on-the-Fly)
Erased (24 Hours)
_Negative_
Addiction (Mild) (Stimulants)
Allergy (Uncommon, Mild)
Allergy (Uncommon, Mild)
Allergy (Uncommon, Moderate)
Spirit Bane (Watcher Spirits)
== Active Skills ==
Biotech Group: : 1 Pool: 6
Cracking Group: : 4 Pool: 9
Electronics Group: : 2 Pool: 7
Armorer : 1 Pool: 6
Automatics : 1 Pool: 8
Dodge : 1 Pool: 5
Infiltration : 4 Pool: 11
Perception : 1 Pool: 6
== Knowledge Skills ==
Area Knowledge: New York City : 2 Pool: 7
Business : 3 Pool: 8
Corp Security Procedures : 6 Pool: 11
Mafia : 2 Pool: 7
Matrix Infrastructure : 4 Pool: 9
Operating Systems : 4 Pool: 9
Security Design : 3 Pool: 8
English : N Pool: -
Japanese : 3 Pool: 8
Classic Lingo : 2 Pool: 7
Italian : 1 Pool: 6
== Contacts ==
Fixer (6, 4)
Gossip/Entertainment Reporter (6, 1)
Mafia (2, 2)
Street Doc (3, 3)
Underground Computer Dealer (6, 2)
== Lifestyles ==
Middle 1 month (Shared House)
== Cyberware/Bioware ==
Datajack
Muscle Replacement Rating 2
Wired Reflexes Rating 1
== Armor ==
Clothing 0/0
+Special modification (secret)
Form-Fitting Full-Body Suit 6/2
SecureTech Forearm Guards 0/1
SecureTech Leg and Arm Casings 1/1
SecureTech Shin Guards 0/1
SecureTech Vitals Protector 1/1
Vashon Island: Aces High Jacket Line 3/3
+Chemical Protection 1
+Insulation 1
+Nonconductivity 6
+Special modification (secret)
[Total Armor when all worn: 8/8]
== Weapons ==
Ingram Smartgun X
+Concealable Holster
+Stock
+Gas Vent 2
+Smartgun System
+Sound Suppressor
DV: 5P AP: - RC: 3
Spare Clip (Ingram Smartgun clip) x10
Ammo: Gel Rounds (Submachine Guns) x160
Ammo: Regular Ammo (Submachine Guns) x160
Ammo: Stick-n-Shock (Submachine Guns) x160
Ammo: Tracer (Submachine Guns) x60
Streetline Special
+Concealable Holster
DV: 4P AP: - RC: 0
Spare Clip (Streetline Special) x10
Ammo: Gel Rounds (Holdouts) x30
Ammo: Regular Ammo (Holdouts) x30
Ammo: Stick-n-Shock (Holdouts) x30
Survival Knife
DV: 2P (3P) AP: -1 RC: 0
Ceramic Knife
DV: 2P (3P) AP: - RC: 0
Unarmed Attack
DV: 2S AP: - RC: 0
== Commlink ==
Hermes Ikon (5, 6, 5, 3)
+Novatech Navi
+Simrig
+Sim Module (Hot)
+Satellite Link
+AR Gloves
+Printer
+Subvocal Microphone
Sony Emperor (2, 2, 2, 3)
+Renraku Ichi
== Gear ==
Autopicker Rating 6
Cellular Glove Molder Rating 1
Keycard Copier Rating 6
Lockpick Set
Maglock Passkey Rating 4
Miniwelder
Monofilament Chainsaw
Sequencer Rating 4
Wire Clippers
Contact Lenses Rating 3
+Smartlink
+Image Link
+Flare Compensation
Goggles Rating 6
+Image Link
+Smartlink
+Vision Magnification
+Thermographic
Earbuds Rating 3
+Audio Enhancement Rating 3
Electronic Paper
Skinlink
Tool Kit (Electronics)
Trodes
Agent Rating 4
Analyze Rating 6
Armor Rating 6
Attack Rating 6
Biofeedback Filter (Hacked) Rating 6
Black Hammer Rating 6
Browse Rating 6
Command (Hacked) Rating 6
Decrypt Rating 6
Defuse (Hacked) Rating 4
ECCM (Hacked) Rating 5
Edit Rating 6
Exploit Rating 6
Scan Rating 6
Sniffer Rating 6
Spoof Rating 6
Stealth Rating 6
Track Rating 3
Fake SIN (Knight Errant) Rating 4
+Fake License (Firearms) Rating 4
+Fake License (Driver) Rating 4
+Fake License (Security Tools) Rating 4
+Fake License (Programs) Rating 4
+Fake License (Cyberware) Rating 4
Fake SIN (Mundane) Rating 1
+Fake License (Firearms) Rating 1
+Fake License (Driiver) Rating 1
+Fake License (Security Tools) Rating 1
+Fake License (Programs) Rating 1
+Fake License (Cyberware) Rating 1
Fake SIN (Running) Rating 4
+Fake License (Firearms) Rating 4
+Fake License (Driver) Rating 4
+Fake License (Security Tools) Rating 4
+Fake License (Programs) Rating 4
+Fake License (Cyberware) Rating 4
Medkit Rating 6
Medkit Supplies x10
Psyche
Stimulant Patch Rating 1
Stimulant Patch Rating 2
Stimulant Patch Rating 6
Step-by-step explanations...
One thing to keep in mind is that while your stats are mostly irrelevant for hacking, Intuition is not because it factors into Matrix initiative. You might want to try to shuffle things about to have 5 Intuition; I would cut 1 strength and 1 will for that (Will is what you want to be odd - your stun boxes are important. Strength is not, because the damage you do with non-electrical melee weapons is not often relevant).
That's very good information!
Bumped up Intuition and dropped Strength (by 2, since I added Muscle Replacement 2) and Willpower.
Ambidextrous is potentially a good quality; you use it to "dual wield" automatics in a funny way where you spend one simple action shooting with your right hand, and the second shooting with your left hand, so as to benefit from two sets of recoil compensators. This is a useful thing, but right now you aren't set up to use it.
I originally picked it up in case of getting wounded, before I realized that the system doesn't do shot placement. But I like the idea of later adding the second auto, so I'll keep it.
I would rethink a bunch of your skills. In particular:
Firearms group is a bad purchase. It's better to be good with one versatile weapon type (ie, Automatics) than bad with three.
The thought was that I wanted the versatility of using my holdout (for entering secure areas) or providing support fire with longarms, but as a hacker, I guess those are minor considerations compared to hacking skills and blazing away with burs-fire when needed. Still, I don't know that I'll be
"good" with even that one type! If I want to increase my Automatics skill, I need to figure out what the best place to cut is.
I'm not a big fan of cybercombat, but if you really want it Cracking is OK. Without Unwired, I'm not sure that the hacking rules actually make enough sense for anyone to be sure how they work (even with Unwired they're not exactly clear), so it sort of comes down to how your GM runs things.
I think it will be rather freeform, considering we're not allowed to use
Unwired. I get the feeling the GM will focus on Hacking mainly, with less emphasis on cybercombat,
per se, or Electronics.
The problem with Biotech is that First Aid is a lot more useful than the other two skills. First Aid is a really valuable thing to be good at for a runner and I'd think about ditching the skill group and being better at that.
The team is counting on me to pick up medicine and cyberware repair duties, so I had to leave that.
Electronics is important enough that you really should have a 4 if you possibly can. Hardware is really valuable (only way to bypass anti-tamper maglocks), Computer = matrix perception, Data Search is always helpful, and Software in theory lets you program your own stuff but even if you don't want it, 3 good skills is enough for you to want the group at 4.
It's my impression that except for a few instances, Electronics can be done via the leisure of an extended test, whereas Cracking is often real-time. With Edge 6, I will count on using that for anti-tamper maglocks, and put the skill into cracking. Of course, I'll have to boost Electronics skills with karma as a priority.
I'd reconsider Dodge 2. If you free up the points, Dodge 4 might be sensible since you aren't great at physical combat, but blowing an action for all of +2 defense is not really worth it very often; it's just a way to take yourself out of a fight.
But it helps against mêlée attacks, right? I mean, I don't have unarmed or mêlée weapon skills for parrying or blocking...
I left it at 1 level, so it's not defaulted, and I don't see myself using it for ranged combat.
I would definitely reconsider Locksmith. An autopicker can get you up to "good enough," it doesn't really synergize (a good street sam with an autopicker will be better than you), and manual locks are not as common as maglocks.
Gone. It was there mostly for role-playing purposes, but I had the autopicker already.
That is a lot of points on contacts and some of those seem really high. For example, why is a street doc Connection 6?
From the later discussion, it seems that perhaps a lower connection and higher loyalty is more what I need. But is it a waste to have a high connection for fixer and computer dealer? (They charge more, but are more likely to be able to get good gear, right?)
Get yourself Form-fitting Body Armor (which is in Arsenal). Everyone who likes having their blood on the inside should wear it. Get yourself another 3/5 of armor by wearing one "regular" armor piece of your choice and some PPP.
Boosted Body up to 4, so I could wear better armor without penalty. I see why Form-fitting Body Armor is great to have, but I couldn't keep the lined coat with it and take the most advantage of it. I picked up the aviator jacket in its place, and added the PPP to it. I balanced Ballistic and Impact--that's the idea, right? Gives me 8/8.
Those goggles are way over 12 availability. Split it up into goggles and contacts.
Done.
Spoof is absolutely necessary or you can't deal with slaved peripherals properly. Right now you actually cannot cybercombat and you would want Armor, Attack, and Black Hammer for that.
Done. Still not sure I have a clue how easy it will be to upgrade programs later. I'd like to use Lvl 3 programs now, upgrading later to Lvl 6, but not sure if that would be feasible or if I need to get lvl 6 right from the start.
You can do way better on guns, what guns exactly depends on whether you decide to keep Ambidexterity and what weapons skills you keep, and how much you want to spend to start.
I suppose I'll improve weapons once I get established.
Are you thinking of accessories/attachments to guns, or a whole separate platform?
You should really have some cyber/bioware. No Augmentation cuts out some of the good stuff, but even, say, Muscle Replacement 2 and Wired Reflexes 1 will go a long way towards being OK at combat until you can afford better. Muscle Toner 4 and Cerebral Booster 3 are both good purchases later; you may not want either now because you could only get rating 2 now, and they help your secondary ability sets only.
Just like you suggested, I went with Muscle Replacement 2 and Wired Reflexes 1 -- in Alphaware to save for future needs (e.g., if we can use
Augmentation later). Wired Reflexes 2 would have been nice (I hate using 2 Essence for only 1 level), but the cost was just too much.
Thanks again for all the help. I'm getting a better handle on things, but I know I still have a long way to go! How long have you been running the shadows?