QUOTE (SpellBinder @ Jun 16 2012, 01:47 AM)

Then it could be argued that an awakened or techno character could leave their Magic/Resonance at 1 during character creation, spend no more than 5 essence in cyber/bio/etc still during character creation, and simply claim an awakening after getting their augments and pay nothing in BP/karma towards Magic/Resonance (had that argument presented to me by a player as well).
Yes, that's exactly how it works, by the RAW: if you start out Latent (5BP), but packed with 'ware ... when you do finally awaken, you have a Magic of 1.
Of course, when, where, how, and precisely
as what you finally do awaken, is entirely in the GM's hands. And of course, that awakening comes
after the campaign starts.
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Now I wish I could recall where I had read about the modified karma costs for improving Magic/Resonance.
Someone's houserule, posted somewhere on the vast internet.

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My own decision could've been flavored by a player (same guy) trying to push me, like claiming a mystic with magic 5 and 4 power points could overcast a spell at force 10 without foci (AFAIK, force 2 would be the overcast limit).
There's two schools of thought on that,
both of which can claim to be proper interpretations of the RAW ... which are woefully vague on the subject.
On the one hand, you can treat each sub-rating of Magic as
separate attributes, so in your 4-1 split, they really do have only 1 Magic for spellcasting.
On the other hand, their magic rating is 5. That produces all of the CAPS associated with both Adept powers, and Magician actions (spellcasting, conjury, etc). Their split sub-ratings only determine (b) how many PP they have, and (b) how many
dice they get for spellcasting and conjury tests.
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Never had an awakened player otherwise have any cyber/bio/etc at all, so it's never really come up otherwise.
It's not uncommon for human mages to at least
ponder sacrificing one Essence (and thus, one Magic) for a few minor things - For example, well-loaded R3 Cybereyes (VisEnhance R3, Low-light, Thermo, Flare Comp, Eye Light, VisMagnify, protective covers), R2 Cerebral Booster, and an alpha-grade R1 Synaptic Accelerator. (For non-logic traditions, dump the Booster for a second level of Accelerator). Pricey, but: exactly 1 essence, gives excellent see-in-the-dark-ness, and boosts a Drain attribute for Logic-trad mages.
Maybe they won't start the game with
all of that - maybe they'll just get the Eyes to begin with. But eventually? Yes, a very light touch of 'ware is an attractive option, when you
really think about it.