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The ability to use magic is a fragile thing. Mana recognizes the patters of energy in a living being their "soul" or "essence" if one would like to call it that. Any disruption to these patterns upsets the balance of mana in the body and causes a loss of magical potential.

The most common form this takes is implanting Cyberware. Placing machines into the body is a major disruption to a bodies essence, once essence is lost this way it can never come back even if the cyberware is removed, the scar of it upon ones essence will always be there.

Bioware still changes the patterns of a living thing, but not to the degree that Cyberware does. Bioware suppresses magic potential but does not destroy it. If one has the bioware removed the magic will return. If a character has bioware and cyberware add the total bio index from bioware and the essence loss from cyberware to get the total of how much magic is lost.


If essence ever goes below 1 a characters magic is completely gone and they are considered a magical "burn-out" This loss of magic is perminant.


Mages and Shamans

magic loss takes the form of having less drain points per day as per the following chart. Characters normally start with 10 essence and 20 drain points

Essence Drain available
0.0 - 0.9 0
1.0 - 1.9 2
2.0 - 2.9 4
3.0 - 3.9 6
4.0 - 4.9 8
5.0 - 5.9 10
6.0 - 6.9 12
7.0 - 7.9 14
8.0 - 8.9 16
9.0 - 9.9 18
10 20


Adepts

Adepts normaly have 10 points available to pick abilities with. Any loss in essence will reduce the number of points they have for adept abilities. This means that if after character creation they lose essence in RP they will actually lose access to abilities of the players choosing.

Essence Points available
0.0 - 0.9 0
1.0 - 1.9 1
2.0 - 2.9 2
3.0 - 3.9 3
4.0 - 4.9 4
5.0 - 5.9 5
6.0 - 6.9 6
7.0 - 7.9 7
8.0 - 8.9 8
9.0 - 9.9 9
10 10

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