QUOTE (KitsuneKaze @ Aug 5 2008, 11:20 PM)

Healing:
It states that First Aid, Medicine and Medicine doesn't work for healing.
Was this meant to be First Aid, Medicine and Magic? And if this is so does that mean the Spirits are "immune" from the entire health school of magic, both positive and negative, due to a lack of a "body"
The first instance of Medicine is a typo and will be edited out in Errata.
Regarding whether or not spirits can be subjected to magical healing, this was the subject of much discussion during development and playtesting. Ultimately it was decided, very late in development, for simple consistence that spirits should be as subject to Health spells as they are to Combat and Manipulation spells. I had previously made my position known on the subject on DSF (should we ever move to an SR5 it is among the aspects of spirit rules that I would be addressing differently, but in the context of SR4 the rules need to be consistent), but when I went to retract my earlier statement the thread had vanished. Consider it retracted here. to wit:
Spirits can be targeted by Health spells.
QUOTE
Services:
Can a PC free spirit still give "bound" services like aid spellcasting and what not like NPC ones.
No. Free spirits, PC or NPC alike, do not provide bound services.
QUOTE
Metaplanar Shortcut:
Tis a little over powered to bypass wards as such, I was going to ensure (as playing one of these) that a friend from the friendship pact is on the otherside to "lock on" even if I can clearly see physically the other side of the ward on the physical plane. Thoughts?
Free Spirits can use Metaplanar shortcuts, but to arrive on target they should either be able to physically see or have previously physically visited the location they are shortcutting to (the friendship pact suggested above would work too).
Regarding the BP cost of Free Spirits, several things were changed due to playtesting feedback and developer decisions that came in after the author delivered the final draft. The Health spells issue above is one (not so much for Healing itself but for the fact that it allows spirits to do some pretty scary boosting of their already formidable abilities with appropriate Health spells). Another very important factor was a rise in the Free Spirit's starting Force in the final draft that led to a raise in the BP cost (since all Force-linked Attributes start at rating 2). This last change was a result of playtest feedback simply disliking the idea of Force 1 Free Spirits wandering round (in fact most suggest Force 3 as a baseline).
Other factors that weighed in on final BP cost include:
- the ability to move in three dimensions unfettered and to fly.
- the ability to move back and forth between the physical and astral plane (including the ability to pass through unwarded walls).
- the innate ability to access the metaplanes and use metaplanar shortcuts.
- its dual nature (which also means that unlike a magician it can act on both planes without the divided attention modifier)
- the innate Magician quality and the ability to use most Magical Skills (to a lesser extent the fact that it does not need spell formulas to learn spells).
- 10 Attributes (Physical, Mental, Edge, Force/Magic) at a starting rating of 2.
- the innate extra Initiative Passes.
- the innate Immunity to Normal Weapons.
- the innate Immunity to Pathogens.
- the fact that free spirits can be Healed and boost their attributes with Health spells.
- the ability (for possession Free Spirits) to take over and abandon a vessel at will (barring successful resistance).
- the fact that they are characters that are near impossible to permanently destroy (temporarily disrupt yes, destroy no) and that for most purposes the character is ultimately immortal.
- the innate Spirit Powers and those they can buy—which have no Drain or associated downside.
- the Spirit Pact power.
- rarity.
Comparatively the downsides to playing a Free Spirit are minimal.
Note that Free spirits are intentionally short on points for other Skills and abilities. The rules and costs are for a recently Free Spirit and who is just starting out in metahuman society, not a spirit that's lived on Earth for an extensive period of time.
As for the example above, I'd definitely drop Force down one level, drop Edge down one or two levels, drop Aura Masking to begin with, and use those points elsewhere.