Shadowrun

Shadowrun Play => Rules and such => Topic started by: markelphoenix on <07-14-20/1726:35>

Title: SR6 Burnout Rules
Post by: markelphoenix on <07-14-20/1726:35>
I can't find rules on burning out. If you start with at least priority d, nothing RAW says you can't drop to 0, then raise to 1 again. Anyone see a section saying otherwise?
Title: Re: SR6 Burnout Rules
Post by: Shinobi Killfist on <07-14-20/1736:10>
I couldn't find it either. I kind of get it a char gen so you don't have chicken and the egg arguments about when your magic manifested, and you are generally bumping it with racial points which are flat.  But, some rules on it would be nice.  hopefully 100x harsher than 5e.
Title: Re: SR6 Burnout Rules
Post by: Stainless Steel Devil Rat on <07-14-20/1753:59>
There's no rule saying you can't raise your Magic back to 1 if it ever goes to 0.

I believe that's an intended omission.  i.e. there's a difference between 0 and Null in this case.
Title: Re: SR6 Burnout Rules
Post by: Michael Chandra on <07-14-20/1757:49>
On the other hand, if you follow chargen order, buying gear comes after spending Priority points AND after spending Customization Karma. So if in chargen you drop to 0, it's after you spent whatever you could use to start above 0. So you drop to 0, you can only go above it during play, so after your first run. Unlike SR5 where it said the SAPs remained available for all of chargen, iirc.
Title: Re: SR6 Burnout Rules
Post by: Stainless Steel Devil Rat on <07-14-20/1807:53>
On the other hand, if you follow chargen order, buying gear comes after spending Priority points AND after spending Customization Karma. So if in chargen you drop to 0, it's after you spent whatever you could use to start above 0. So you drop to 0, you can only go above it during play, so after your first run. Unlike SR5 where it said the SAPs remained available for all of chargen, iirc.

This is an excellent point.  By the time you're implanting cyberware, you've already spent your SAPs. 
Title: Re: SR6 Burnout Rules
Post by: markelphoenix on <07-14-20/2021:17>
Mainly it was question more for in game play. If Magic ever dropped to 0, my understanding in older editions, that was it. No raising with Karma, no coming back, you were fully brunt out, never to use any magical abilities again.
Title: Re: SR6 Burnout Rules
Post by: Stainless Steel Devil Rat on <07-14-20/2025:27>
Mainly it was question more for in game play. If Magic ever dropped to 0, my understanding in older editions, that was it. No raising with Karma, no coming back, you were fully brunt out, never to use any magical abilities again.

Yep, not a thing anymore.  As I opined, I believe that is by design.