Re: OOC6: Because
Carver covered most stuff.
Cyber penalties to social skills: No, I never enforce that. Street sams and the like get screwed over enough as it is.
Cloudbreaker, don't stress. The entire party is advanced except for you, but I'm happy to take as long as you need. Magic is probably more utilitarian, although if you want to be a mage/specialist specialist, that works too.
When it comes to magic you have a few choices. Firstly, you can be a hermetic mage, who approaches magic like science. Everything is repeatable and testable (well, usually). He doesn't get any bonuses, but doesn't get any penalties either. He can conjure Elementals, which take hours and thousands of nuyen to make, but are extremely tough. Alternatively, you can be a shaman. For shamen, magic is a spiritual connection to the world. Shamen follow an animal totem, which gives them certain bonuses (and penalties) and guides their behavior. They can spontaneously conjure nature spirits, which are less powerful than elementals and a bit more ornery, but handy to be able to spontaneously call in a fight.
The second big choice is you can be a full magician or a partial one (a 'groggy'). Full magicians can cast and conjure. Groggies can only do one of them. Full mages can also send their spirit out to do magical stuff in the world, while groggies can only see the magic in the world. However, groggy is a fewer points spent.
Or you can always go with the electronics specialist (who is normally also the B&E specialist or the rigger), or whatever other crazy combination you settle on.
Karma ... yes, I plan on starting at 0 karma (plus whatever you earn in the drop bear threads).
Firefox: 12 hours without your posting?? Yep, sounds like a record to me!
Tidied up a little. Looks much nicer here, I think. I still need to straighten up the rules thread, but I've been fighting off a head cold, and my littlest one has been pushing me to run 8 hours of D&D in the past four days.