Shadowrun Codexery

Essence & cyberware trade-off

Every implant costs a piece of your lifeforce.

Essence is Shadowrun's measure of a living being's lifeforce. Humans and metahumans start at six; Essence powers magic, and magical ability fades as it falls.

Quick Facts

Starting essence
6 for humans and metahumans
Effect
Lower magical ability; death at zero
Exception
Cybermancy

Reader's Guide

Cyberware, bioware, nanotech implants, severe addiction and other major changes to the body all damage Essence, so augmentation comes at the price of magic, and a being whose Essence reaches zero generally dies, though cybermancy can keep metahumans alive at zero or below. In the Sega Genesis game, too many cyberware implants reduce a shaman's magic.

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