I'm requesting help building skeletons for new users. That is, the minimum build points that must be in your build. Not the things that make it better at the class, just the raw minimums. I'm going to give an example using the only class in which I feel competent: the technomancer.
Assumed meta: Human
Positive Quality: Technomancer (5 BP)
Choose a stream if using
UnwiredSoftcap (usually 5) in your fading attribute. If just using the basic book this is Willpower. (40 BP)
Resonance (6). (65 BP)
Logic 3 if it isn't your fading attribute. (20 BP)
Complex forms: Analyze (6), Command (6), Exploit (6), Spoof (6), Stealth (6). (30 BP)
Skills pass 1: Hacking and Gunnery get 10 rating points between them, either 6/4 or 5/5, depending on whether you intend to emphasize hacking, rigging, or balanced. (40 BP)
Skills pass 2, all the following at rating 4: Electronics Group, Compile, Register. (72 BP)
Total 272 BP.
Now why is this a skeleton? First it should be obvious from the attributes -- except for the three mentioned, everything's at 1. There are qualities (such as Paragon) that will make the TM better. There's no discussion of gear. Useful skills like perception, weapon, dodge, unarmed combat, and all that are missing.
I'll also point out that an experienced player can shortchange some of what I listed and create interesting and fun characters -- but they're intentionally being a bit "less" than the 'standard' TM.
In another message in this thread I'm going to post my current understanding of the skeleton for the mage. I've been studying the class trying to understand it and I think I've got a handle. But I also suspect I might be wrong, so I'd appreciate feedback. I'd also like to see skeletons for other classes.
What I plan to do is make these another tool on googledocs for players, similar to what was done by UmaroVI with the archetypes. It will be something a new player or a player unfamiliar with the class can grab and then build upon. Example:
Technomancer Skeleton.