Role
Teams of shadowrunners tend to comprise of members with vastly different areas of expertise. While some teams come together for a specific job, those that last are the ones that cover as many bases as possible, and choose their missions to match their strengths. As such, part of your character concept should include which role you would like for them to fill in the team.
Some characters can fill multiple roles at the same time, while others can be specific enough to share their role with another. If you're having trouble choosing, check with the other players and see if there's any notably missing roles or niches you could fill. Of course, don't feel forced to do something you don't want - it's better to double up on a role than to play a character you don't enjoy!
Face
The smooth talker, the negotiator, the conmaster, or the bait. The Face is the person you want people outside your team to see and to talk to, so that the Face can play them like a fiddle. The Face's responsibilities include, but are not limited to, haggling with Mr. Johnson to maximize pay, find contacts with insider intel during legwork, and talking themselves and the team into places that others wouldn't want them to enter.
Of course, every Face knows that words don't always work, and few runners leave their house without a trusty pistol, even if they never plan to use it.
Street Samurai
Whether guns, hand-cannons, or good old fashioned swords, a Street Samurai is a master of destruction. When you're surrounded by gangsters, corpsec, or law enforcement, the Street Sam is who you want up front. Most Street Samurai are kitted out with heavy weaponry, body armour (or all-natural troll hide), and enough cyberware or bioware to keep an entire bodymod clinic afloat.
Of course, no runner has to act tough all the time, and even the toughest Street Sam needs to let someone through his tough shell sometimes.
Rigger
For some people, having a fancy ride isn't enough. Riggers are drivers, but they're also so much more. Flying a surveillance drone for reconnaissance, controlling an assault drone to provide covering fire, and occasionally repairing all the bulletholes that end up the rest of the team's gear. A Rigger is an artist of machinery, with all the gear and expertise that comes with it.
And yes, of course they have a fancy car. No, you can't "take it for a spin".
Mage
Between throwing a fireball, summoning a spirit of the storm, and healing a wound with a touch, there's little that magic can't do in the Sixth World. A Mage is a wildcard in any team, able to specialize in any of a dozen different fields - from offensive spells, to illusions, to summoning spirits, to astral reconnaissance. Some treat it like science, others as an art, and others yet as religion. Defining your perspective on magic is no less important than defining your actual spells.
Of course, magic always comes at a cost, and while the occasional nosebleed isn't too bad, every Mage either knows their limits, or dies in an attempt to find them.
Adept
Not quite a mage, not quite mundane, an Adept uses mana to enhance their body and mind, making their natural abilities into supernatural talents. Between supernatural reflexes, the ability to run up walls, and the strength to punch through concrete, an Adept symbolizes the peak of what metahunity can achieve without the aid of technology.
Decker
Putting the cyber in cyberpunk, a Decker is a citizen of the Matrix as much as they're a resident in their own home. A Decker's job is to hack into computers, comms, cameras, and servers - extracting data, deleting data, modifying data, or whatever else the team needs. Breaking into a secure compound is much easier when none of the doors are locked and all the security footage is looping on an empty corridor.
And if worst comes to pass, turning that guard's smartgun into a brick is always a neat trick.
To create a Decker, you must take a Cyberdeck as one of your Assets.
Technomancer
Where a Decker dives into the Matrix, a Technomancer breathes it. Where a Decker hacks the Matrix, a Technomancer weaves it. A Technomancer is a person with the innate, and as of yet not-understood, ability to access the Matrix with their mind - no deck of commlink required. This lets them fiddle with things in ways that most Deckers can only dream of, but at a cost - if a skilled Decker can brick any device on the matrix, and a Technomancer's brain can connect to the Matrix like any device, then....