QUOTE (Street Magic @ p. 24)
Astral Sight
Cost: 5 BP
Astral Sight grants mundane characters the ability to perceive into the astral plane. This quality is not available to characters who possess the Adept, Latent Awakening, Magician, Mystic Adept, or Technomancer qualities. This quality may only be taken during character creation and cannot be obtained using Karma.
Characters taking this quality acquire a Magic attribute of 1 that may not be increased during character creation or raised with Karma. This Magic point is, however, subject to normal rules for the impact of Essence loss on Magic. Characters with Astral Sight may perceive into the astral plane just like magicians (see p. 182, SR4) and may also learn the Assensing and Astral Combat skills. They are unable to use any other aspect of magical talent besides astral perception, so they cannot learn or use Sorcery, Conjuring, or Enchanting. Characters with this quality may undergo initiation for the purposes of learning metamagics related to astral assensing or combat, such as Flexible Signature, Masking, Psychometry, and Sensing (see Metamagic, p. 52). Characters may bond with weapon foci, but bonus dice from these foci only apply during astral combat.
Cost: 5 BP
Astral Sight grants mundane characters the ability to perceive into the astral plane. This quality is not available to characters who possess the Adept, Latent Awakening, Magician, Mystic Adept, or Technomancer qualities. This quality may only be taken during character creation and cannot be obtained using Karma.
Characters taking this quality acquire a Magic attribute of 1 that may not be increased during character creation or raised with Karma. This Magic point is, however, subject to normal rules for the impact of Essence loss on Magic. Characters with Astral Sight may perceive into the astral plane just like magicians (see p. 182, SR4) and may also learn the Assensing and Astral Combat skills. They are unable to use any other aspect of magical talent besides astral perception, so they cannot learn or use Sorcery, Conjuring, or Enchanting. Characters with this quality may undergo initiation for the purposes of learning metamagics related to astral assensing or combat, such as Flexible Signature, Masking, Psychometry, and Sensing (see Metamagic, p. 52). Characters may bond with weapon foci, but bonus dice from these foci only apply during astral combat.
Only mundane characters can take it, but something like 95% of mundane PC's (at least) are going to have some form of augmentation. Even something that causes a loss of 0.000001 Essence would automatically cause the loss of the one and only allowed point of Magic provided by this quality. So... What the heck kind of build would work within the constraints of this quality, or is it essentially there for world flavor in your opinion?