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> Magic Attribute and Essence loss - what happens at 0?
Hat
post Apr 15 2008, 01:06 AM
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Greetings,

So I have a concept currently for an NPC in a game I'm running where an awakened character had his magic reduced to 0 by forcibly implanted cyberware. What happens? Is he:

1. Cut off from his power until he raises his magic to at least 1?
2. Unable to use most powers, still able to use some (astral perception or projection for example)?
3. Something else?

Also, does it matter whether or not it was a full point of magic loss or whether there'd be .9 or whatever essence left in that point of magic?

Thanks!

With a sweep of his...

Hat
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ArkonC
post Apr 15 2008, 01:13 AM
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QUOTE ('BBB p. 164')
If a character's Magic is ever reduced to 0, she can no longer perform any kind of magic. The magician has "burned out",? losing all magical ability and becoming a mundane forever. She retains all magical skills and knowledge, but lacks the ability to use them. Active skills become Knowledge skills.


Also, you round up Essence loss to calculate Magic loss...
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Hat
post Apr 15 2008, 01:14 AM
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Thanks.
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fool
post Apr 15 2008, 01:19 AM
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essence=0 you die
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Tarantula
post Apr 15 2008, 01:21 AM
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Essence between 0.00000000000000000000001 and 0.99999999999999 the mage is a burnout, no magic ever again. Sorry.

Essence 0 or less, dead, unless you get cyberzombied.
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ArkonC
post Apr 15 2008, 01:25 AM
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QUOTE (Tarantula @ Apr 15 2008, 03:21 AM) *
Essence between 0.00000000000000000000001 and 0.99999999999999 the mage is a burnout, no magic ever again. Sorry.

Not if you initiated, then you can have 0 < Essence < 1 and still be able to cast, you'll just never be able to improve magic ever again...
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Tarantula
post Apr 15 2008, 01:26 AM
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QUOTE (ArkonC @ Apr 14 2008, 07:25 PM) *
Not if you initiated, then you can have 0 < Essence < 1 and still be able to cast, you'll just never be able to improve magic ever again...


Incorrect. Only if you initiated, and raised magic to 7. If you have magic 1. And get a datajack implanted. Goodbye magic forever.
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fool
post Apr 15 2008, 01:37 AM
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if you have magic 7 and essence 0.0001 you have a magic of 1 and can still initiate and then improve your m rating.
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Tarantula
post Apr 15 2008, 01:50 AM
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Actually, if you have magic 7, and essence 0.0001, then you have initiated 7 times, and raised magic 7 times. But yes, once you initiate and raise magic to 7, you won't burnout due to implantation.

My other example was to illustrate that if you only had 1 magic, and get something implanted its gone. You can't initiate it and get it back, or raise it up.
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KCKitsune
post Apr 15 2008, 03:46 AM
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QUOTE (Hat @ Apr 14 2008, 09:06 PM) *
Greetings,

So I have a concept currently for an NPC in a game I'm running where an awakened character had his magic reduced to 0 by forcibly implanted cyberware. What happens?


The character is turned into a cyber zombie and loses all his magic forever.
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Tarantula
post Apr 15 2008, 03:50 AM
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QUOTE (KCKitsune @ Apr 14 2008, 09:46 PM) *
The character is turned into a cyber zombie and loses all his magic forever.


Incorrect. It takes a lot of mojo to turn someone cyberzombie, and negative essence.

If magic goes to 0, he loses it permenantly.
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KCKitsune
post Apr 15 2008, 04:48 AM
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QUOTE (Tarantula @ Apr 14 2008, 10:50 PM) *
Incorrect. It takes a lot of mojo to turn someone cyberzombie, and negative essence.

If magic goes to 0, he loses it permenantly.


you can't have zero Essence and still survive as a normal person. You need at least 0.01 to still be considered a living being. At zero you either become a cyberzombie or you die (pg 62 of the SR4 Core rule book: "Under basic Shadowrun rules, characters can never have an Essence of 0 or less. If they do, they die.")
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Tarantula
post Apr 15 2008, 05:15 AM
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Actually, you just need an essence greater than 0 to be a normal person. 0.001 is still fine.
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KCKitsune
post Apr 15 2008, 05:30 AM
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QUOTE (Tarantula @ Apr 15 2008, 01:15 AM) *
Actually, you just need an essence greater than 0 to be a normal person. 0.001 is still fine.


True, I just don't know how you would get that low... not that I'm doubting you.
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Tarantula
post Apr 15 2008, 05:33 AM
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creative planning and the Biocompatibility and/or the genetech stuff.
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Critias
post Apr 15 2008, 07:19 AM
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QUOTE (KCKitsune @ Apr 14 2008, 11:48 PM) *
you can't have zero Essence and still survive as a normal person. You need at least 0.01 to still be considered a living being. At zero you either become a cyberzombie or you die (pg 62 of the SR4 Core rule book: "Under basic Shadowrun rules, characters can never have an Essence of 0 or less. If they do, they die.")

We're talking about Magic, not Essence. Quoting a page number is cool and all, but it really doesn't have anything to do with what everyone else is talking about.

If your Magic goes to 0, you're burnt out and are no longer a mage/adept/whatever. Nothing to do with cyberzombies happens to you.

If your Essence goes to 0, your read page 62 of the SR4 core rulebook, and your character dies (unless someone has a good reason to pull your fat out of the fire via cybermancy, along with the capacity to do so).
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ArkonC
post Apr 15 2008, 10:00 AM
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QUOTE (Tarantula @ Apr 15 2008, 03:26 AM) *
Incorrect. Only if you initiated, and raised magic to 7. If you have magic 1. And get a datajack implanted. Goodbye magic forever.

True, I should have been clearer...
QUOTE (fool @ Apr 15 2008, 03:37 AM) *
if you have magic 7 and essence 0.0001 you have a magic of 1 and can still initiate and then improve your m rating.

No you can't, you be initiation grade 1 and have magic 1, you'd need magic 2 to initiate, which you can't get because 1 is your max...
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Critias
post Apr 15 2008, 10:08 AM
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That depends on what edition you're playing.
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Tarantula
post Apr 15 2008, 04:25 PM
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QUOTE (ArkonC @ Apr 15 2008, 03:00 AM) *
No you can't, you be initiation grade 1 and have magic 1, you'd need magic 2 to initiate, which you can't get because 1 is your max...


Eh? You don't need magic 2 to initiate.

Mage starts life with magic 6.

Mage initiates and raises magic to 7.

Mage gets all sorts of ware and is now at 0.001 essence, his magic drops accordingly to 1.

Mage can then initiate to a grade 2 initiate, and raise magic to 2.
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ArkonC
post Apr 15 2008, 04:41 PM
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QUOTE (Tarantula @ Apr 15 2008, 06:25 PM) *
Eh? You don't need magic 2 to initiate.

Mage starts life with magic 6.

Mage initiates and raises magic to 7.

Mage gets all sorts of ware and is now at 0.001 essence, his magic drops accordingly to 1.

Mage can then initiate to a grade 2 initiate, and raise magic to 2.

Your initiation score can never be higher than your magic score...
In this case, you initiate once (grade 1), you up your magic to 7, you implant 5.9 essence of whatever, your magic drops to 1 with a max of 1 and an initiation grade of 1...
Now, to reach initiation grade 2, you need magic 2...
To reach magic 2, you need initiation grade 2...
Explain to me how he does it then?
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Tarantula
post Apr 15 2008, 04:46 PM
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Quote? I checked the initiation section of SR4, and didn't spot it.
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samuelbeckett
post Apr 15 2008, 04:49 PM
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QUOTE (Tarantula @ Apr 15 2008, 05:46 PM) *
Quote? I checked the initiation section of SR4, and didn't spot it.


QUOTE (BBB p.189)
A character's initiate grade cannot exceed her Magic attribute.
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Moon-Hawk
post Apr 15 2008, 04:52 PM
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Right. If a magician's essence drops below 1 and he's initiated and not burned out, then his max magic and initiate grade are equal, thus no more improvement. You've got to keep essence above 1 if you want to continue the cycle of initiation and raising magic.
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Tarantula
post Apr 15 2008, 04:56 PM
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Thanks. I was pretty sure I remembered it, but couldn't find it when I went looking.

So, really, the way to do it is to either A) Keep essence above 1 to allow for unlimited improvement.
Or, B) Initiate as much as you are planning to before you get all your fancy implants.
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WhiteWolf
post Apr 15 2008, 07:05 PM
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From what I remember you round down on both magic and essence, so if you have an essence of 6 and you buy a commlink with an essence cost of 0.2 you don't drop to 5.8 points essence (excluding the purchase of additional equipment) you round down to 5. The same would apply to magic as well, so if you only have 1 magic point left and never bought that internal commlink and now you decide you want it you go from having 1 magic to 0 magic; meaning you are a burn out because you have to have at least have a full point of magic to cast a force 1 or higher spell, and since force 1 is the lowest force... Now the essence plays a bit different in that you would keep track of your essence until it hits zero, and then you die.

I understand essence to be a person’s life force or their soul, so what I don't understand is how can you loose a part of your essence by having an item implanted into your body or having a cyber arm attached to your body because you lost yours due to a freak accident? Anyway ...
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