When the going gets tough

… the tough goes shopping.

Here are some ideas on how to spend money and karma broken down by role. Most characters have more than one role, so do feel free to look around among the other roles for ideas as well.

Spending karma

Street samurai

  • Raising attributes. Remember to respect your racial maximum value.
    • Body is useful to resist damage.
    • Agility is your attack stat.
    • Reaction adds to your ever-important initiative.
    • Strength is useful to carry heavy weapons and to deal damage in melee.
    • Willpower is used to resist certain spells and to stay alive when your condition monitor overflows
    • Logic. Only for skills.
    • Intuition. Both acts as the attribute for perception and adds to your initiative.
    • Charisma. Only for skills.
    • Edge. Equally useful for everyone.
  • Raising skills and skill groups. Maximum value for any skill is 12.
  • Qualities. Some useful qualities for most street samurai includes Toughness, Exceptional Attribute (Agility or Reaction most probably, although a case can be made for Strength or Body for specific characters) and High Pain Tolerance (the latter is not compatible with similar cyberware however).

Magician

  • Raising attributes. Remember to respect your racial maximum value.
    • Body is useful to resist damage.
    • Agility is your attack stat with weapons. Decent enough if you supplement your magic with gunplay, but this is probably not where you want to sink your precious karma.
    • Reaction adds to your ever-important initiative.
    • Strength is useful to carry heavy weapons and to deal damage in melee. Probably not for you.
    • Willpower is used to resist drain regardless of your tradition and to stay alive when your condition monitor overflows. Very important attribute for all flavors of magicians.
    • Logic. Resist drain for hermetic mages, for shamans this is only for skills.
    • Intuition. Both acts as the attribute for perception and adds to your initiative.
    • Charisma. Resist drain for shamans, for hermetic mages this is only for skills.
    • Edge. Equally useful for everyone.
    • Magic. Your most important attribute, but it is probably already maxed out. See Initiation below.
  • Raising skills and skill groups. Maximum value for any skill is 12.
  • Qualities. Some useful qualities for most magicians includes Focused Concentration and Mentor Spirit. Exceptional Attribute (Magic) is cheaper than Initiations (see below) beyond grade 1, but you miss out on your metamagic power.
  • Binding spirits. To semi-permanently bind a spirit to you so you can call upon it as a simple action and without suffering drain in combat is a potent tool, but it costs money, time and karma to do so.
  • Binding foci. Binding a focus to yourself costs karma (in addition to the actual focus being quite expensive in terms of nuyen)
  • Learning spells. After acquiring a spell formula (costs money) learning a new spell also costs karma. Spend it wisely chummer.
  • Initiation. I saved the best for last. This is probably where most magicians will want to spend at least a part of their karma. Each level of initiation grants +1 to maximum Magic (you still need to increase you magic attribute) AND a metamagic ability.

Rigger

  • Raising attributes. Remember to respect your racial maximum value.
    • Body is useful to resist damage.
    • Agility is your attack stat with all weapons. The need for agility is greatly reduced by drones and vehicles that fight for you.
    • Reaction adds to your ever-important initiative and dodge.
    • Strength is useful to carry heavy weapons and to deal damage in melee. Not many riggers will invest here.
    • Willpower is used to resist certain spells and to stay alive when your condition monitor overflows
    • Logic. This is the attribute for Gunnery and repairs. A quite important attribute for riggers, unless you want to rely on autosofts for targeting. Pro-tip: If you are a dedicated rigger you probably don’t.
    • Intuition. Both acts as the attribute for perception, dodge and adds to your initiative.
    • Charisma. Only for skills.
    • Edge. Equally useful for everyone.
  • Raising skills and skill groups. Maximum value for any skill is 12.
  • Qualities. Some useful qualities for most riggers includes Gearheaded and Jury Rig. Exception Attribute is a possibility, probably for Reaction or Logic, but riggers depend on more attributes than most characters so heavy specialization in one might not be such a clever idea.

Adept

  • Raising attributes. Remember to respect your racial maximum value.
    • Body is useful to resist damage.
    • Agility is your attack stat with all weapons. You want this.
    • Reaction adds to your ever-important initiative and dodge.
    • Strength is useful to carry heavy weapons and to deal damage in melee. Melee oriented adepts will want this.
    • Willpower is used to resist certain spells. Few adepts will invest heavily here.
    • Logic. Only for skills.
    • Intuition. Both acts as the attribute for perception, dodge and adds to your initiative. Very important for adepts.
    • Charisma. Only for skills. Adepts can be very good at social interaction if built for it, in which case you might want a good value here.
    • Edge. Equally useful for everyone.
  • Raising skills and skill groups. Maximum value for any skill is 12.
  • Qualities. Toughness and high pain threshold can be considered, but they both overlap with adept powers. Exceptional attribute is always an option. For agility, intuition or strength probably.
  • Initiation. Just like for magicians initiation is vital to the adept. This is how you get more adept powers.

Decker

  • Raising attributes. Remember to respect your racial maximum value.
    • Body is useful to resist damage.
    • Agility is your attack stat with all weapons. If you rely on guns in meat space you might want to keep this decent.
    • Reaction adds to your ever-important initiative and dodge.
    • Strength is useful to carry heavy weapons and to deal damage in melee. Not many deckers will invest here.
    • Willpower is used to resist mental spells and that is about it. Not a prime attribute for deckers.
    • Logic. Many matrix actions rely on Logic, including all basic attack actions, you will want a good value here.
    • Intuition. Several matrix actions and defense rolls rely on intuition. Also acts as the attribute for perception, dodge and adds to your initiative in meat space. You want this.
    • Charisma. Only for skills.
    • Edge. Equally useful for everyone.
  • Raising skills and skill groups. Maximum value for any skill is 12.
  • Qualities. Codeslinger and natural hardening should be considered. As should exceptional attribute, possibly for logic or intuition.
  • Complex forms. Gaining new complex forms costs karma.

Technomancer

  • Raising attributes. Remember to respect your racial maximum value.
    • Body is useful to resist damage.
    • Agility is your attack stat with all weapons. If you rely on guns in meat space you might want to keep this decent.
    • Reaction adds to your ever-important initiative and dodge.
    • Strength is useful to carry heavy weapons and to deal damage in melee. Not many technomancers will invest here.
    • Willpower is used to resist drain from complex forms and is your firewall rating in the matrix. You want a good value here.
    • Logic. Constitutes your data processing rate in the matrix.
    • Intuition. Is your sleaze rating in the matrix and essential for all type of stealth jobs. Both acts as the attribute for perception, dodge and adds to your initiative in meat space. You want this.
    • Charisma. Your attack rating in the matrix, good for brute force jobs..
    • Edge. Equally useful for everyone.
  • Raising skills and skill groups. Maximum value for any skill is 12.
  • Qualities. Focused Concentration could be considered if you are using complex forms with sustained duration. Exceptional attribute for intuition is a definite possibility as well, give how much this attribute gives a technomancer. Codeslinger and natural hardening are also worth a look.
  • Complex forms. Gaining new complex forms costs karma.

Spending money

Generally useful things

  • SIN (Social identification Number). Fake naturally. But quite useful if you want to move about in upscale communities.
  • Licenses. You know you can actually buy licenses for shit? If you have a SIN to link them to that is. No need for that shit in the CZ, but if you are pulled over by Lone Star in uptown it is pretty damn handy to be able to present a license for that gun of yours. License can only be bought for R rated gear. If your gun is F rated you are shit out of luck.
  • DocWagon contract. These things saves your life. Literally.
  • Commlink. Your commlink rating acts as your personal firewall against hacker attacks. If they want to brick your wired reflexes they need to go through your commlink first. Get a good one. All the cool kids have the newest model.

Street samurai

  • Cyberware/bioware. Note that installing new cyberware requires time afterwards to heal up after the surgery.
  • Buy guns. The major problem here is typically not the price but the availability. If you want to buy military grade hardware, speak to your GM.
  • Buy armor. See guns above.
  • Buy weapon and armor accessories. Nothing completes an outfit like the right accessory.

Magician

  • Buy foci. These things are expensive as hell, but VERY potent if you grab the right one.
  • Buy spells. Spell formulas ain’t exactly cheap either.
  • Build a lodge. A lodge is necessary for many magical activities, and it costs a lot of money to build.

Rigger

  • Buy tools
  • Buy vehicles
  • Buy drones
  • Buy a better rigger control console. Yeah. You’d better start saving up. Because these things dont come cheap
  • Buy solid autosofts to make you drones independent
  • Also, see street samurai above. So much to buy, so little money.

Adept

  • Buy foci. Primarily weapon foci and qi foci (the latter is a great way to expand your repertoire of adept powers)
  • Buy cybertech. Yes, this will hurt your magic. But it might just be worth it, at least one point of essence. You might want to look for high grade cyberware to keep the essence cost down.

Decker

  • Buy a better deck. It is brutally expensive, but there is no other way to increase your raw power in the matrix.
  • Buy software. Scrap what I just said. There is another way to increase your raw power. Better programs.
  • Also; see street samurai above. There is nothing preventing a decker from cybering up. In fact it is recommended if you are going to take on feral cannibal gangs deep in the CZ.

Technomancer

  • Some technomancers go the rigging route. In that case see the rigger section.
  • Otherwise there is no technomancer specific gear.

When the going gets tough

Chicago by Night karl_vestin karl_vestin