QUOTE (Brol_The_Mighty @ Feb 27 2010, 07:48 PM)
I agree, that simple fix as Attributes being new Force rating x 10 would be reasonable, since it raises ALL attributes, but again, we're talking what's in the text atm, not what we'd houserule. In the text it clearly states that it costs the same as raising an attribute, which would be x 5. I was going over the "benefits" and such of being a Free Spirit, and all that, and was trying to come up with the comparable BP costs...and even with the benefits other than having "free" Magician, and a "free" pseudo Critter Adept (Critter Powers instead of Adept ones) its still overcosted unless you take into account the way the attributes are purchased. Yes, there's room for abuse....but most types have room for abuse (the Pornomancer comes to mind.)
Well, I don't know, let me see if I can create a rough list of benefits and costs and such.
15BP Free magician quality (And doesn't count towards max amount of qualities)
100BP All stats start at 2 (8 base stats, edge, and force)
So, that's 115 BP worth of highly quantifiable bonuses.
Then there are less quantifiable bonuses, including:
Infinite advancement. While expensive, spirits can advance all their stats infinitely by continuing to increase their force.
Teleportation. Free spirits can use astral projection to very nearly teleport, as well as have access to the metaplanes, and so can potentially teleport to places that are guarded, warded, or watched, as well as out of such places.
Immorality. Spirits do not age, and so live forever. Spirits are also nearly impossible to kill. They can be disrupted and forced to their metaplane for a while, but killing them outright is hard at best.
Immunity to Normal Weapons. Spirits get free armor equal to 2x force, and if the armor isn't penetrated, then damage bounces off them
Powers. Spirits get access to various critter and spirit powers, some of which can be exceptionally powerful. They gain these through the fairly natural improvement of their edge.
Pacts. Spirits have access to powerful pacts which can allow for impressive rates of improvement while benefiting their mortal allies.
Things I've forgotten. I'm sure there are other potential advantages to playing a spirit that I haven't thought of, but this list is fairly impressive.
Now, compare that to disadvantages:
Must raise force to raise other stats. Given that a spirit is a mage, and that a mage's highest stat is usually magic anyway, this seems like a mild inconvenience at worse.
Must use a pact to gain karma. When reaching a high force, the friendship pact can be hard to manage for gaining karma through normal means, but other pacts could potentially have karma rolling in.
Cannot summon/bind/banish. This is actually a reasonable disadvantage, as summoning spirits is a powerful tool in a mage's arsenal... but then again, you
are a spirit.
Cannot bind Foci. This is another fairly strong disadvantage, as foci represent a strong road of advancement for mages, especially in the form of sustaining foci to keep boosts on themselves.
Cannot make (direct) use of computers/matrix/AR/VR. Well, how many mages really make much use of them anyway? Spirit could still set it up to read out things and operate via voice command if it really wanted access to computers.
Final verdict? 115 BP of advantages along with alot of cool things compared to 0 BP of disadvantage, and a list of things ranging from minor inconveniences to major blows.
I admit, 250BP may be a bit high, but if you include 'raise 10 stats at a time for the cost of 1' then 250 is too low. As I said earlier, I'd be happy to pay 250 purely for the ability to raise all 10 of my stats for the price of raising one of them. Heck, you only need to raise your stats by 3 to have the race cost completely pay for itself.
Besides, look through the other things in RC. Alot of them have higher cost than they really should. Dryads for example cost Elf + (more than the BP value of their benefits), and I'd imagine the other races are similar in that regard.