QUOTE (FlashbackJon @ May 7 2009, 08:45 AM)

Two separate but important points here.
Well, that would be true if I had not intentionally chosen a possession tradition for flavor. Although I could theoretically possess the physical lock/handle and open it.
While I agree the advantages of a free spirit are pretty phenomenal and I agree that 250 points is not in itself unreasonable, the sad fact is that you're still trying to build an entire magician on 150 BP. That barely produces an automated spellcasting unit, must less a versatile character.
You practically have to take minimums in most of your stats to do anything other than your handful of spirit powers (not that I'm suggesting those aren't cool or incredibly powerful - just not especially interesting since a summoned spirit could do the same thing, only better). And at that point, you can be capped by a punk with a heavy pistol or SMG.
I don't mean to sound like I'm down on free spirits - obviously, I wouldn't be trying one if I didn't think they could work.
I was just able to eek a little bit more out of karmagen for versatility so he was less of a one-trick pony.
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I'd bet that 250 was just a number pulled out of the air. You could adjust it to fit your game. The trick is to avoid having it be overpowering up-front. Clearly a NPC style spirit where you bought force for 10 points and ALL your stats went up is insanely powerful, but there are other ways you could do it.
The fact that a free spirit has access to things that no other character type has makes it a lot more difficult to balance, particularly given different play styles. Metaplanar shortcuts and materialization are huge. Influence can be FAR more effective than mind control. And you could make an argument that aura masking allows the dual natured free spirit to walk through wards as if it isn't dual natured....
If you try to get all the 5 core spirit powers at a rating = your force, and keep your stats basically in line with your force, you end up being a Force 2.5 spirit. You're pretty much as cool as a standard Force 3 Spirit that has a lot of "F-1" and few "F" stats, and not nearly as many spirit powers. That's why I prefer to think of Free Spirit PCs as Wild Spirit PCs. You have to be really clever for them to work for you, such as being a Materialization tradition and taking Shapechange.
I've been toying with the idea of having a 350 BP free spirit base cost, starting at F2 like normal, but gaining the 5 core spirit powers at a rating = your force and having your stats = your force, allowing you to raise stats over your force as desired (lots of spirits have "F+3" stats)(and possibly not Edge-having to raise that one from 1 to a max of your Force), and gaining one spirit power per point of force (as opposed to Spirit Points as written). That way you're pretty much playing a real freaking spirit, or at least an Ally Spirit lookalike that went free.
[EDIT] Theoretically, if you have a spirit with Realistic Form, he should be able to use at least AR [/EDIT]
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In this case, I spend most of my time possessing a homunculus.
The problem is homunculi don't have the "internal organs" needed to use AR either. Think of a homu as a glorified statue. They don't have eyes, ears, sensors, or anything else.
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Normally, this is straight where I'd go, but our GM is very inexperienced with SR and would just turn it over to me or another player in the group. This other player recommended just going the mic/speaker route, so that might be the consensus.
I'd agree. And you could try getting like an oldschooll LCD/LED display screen hooked up to your 'link to see it. Or your GM could be nice and allow it to appear just fine on Electronic Paper.
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More questions.
Discretion! The text mentions plasteel homunculi passing as anthroform drones - any suggestions on how one might roll this?
Concealment! If a spirit activates this on a group of runners while in full view of a squad of corpsec guards - how do you determine whether or not they are still seen? Do you just roll Perception immediately? Does that roll apply for the whole encounter (guards who don't pass never pass)? If they start shooting, are they simply subject to the Blind Fire modifier?
Concealment 2! The power mentions being used to make a dual natured entity NOT look dual natured. Would a possessed, inanimate homunculus look like a non-living target under the power - or simply a statue with a mundane aura (which would be a pretty big give-away anyhow)?
Dualnaturedness! Can a spirit possessing a body (being thusly dual natured) attack astral targets? Do the aforementioned possessed fists of fury count as "normal weapons" against materialized spirits?
Discretion! You'd do a "Spotting Spirits" section on page 95,
Street Magic. If they fail to notice you're actually a spirit, they'll prolly assume you're a drone.
Concealment! I'd say they have to make a new Perception check, with the "Active Looking" +3 DP modifier (which they'll likely still fail). I'd allow them to re-check as needed, and yes, they'd suffer Blind Fire if they could point their guns in the correct direction.
Concealment 2! I've never seen that anywhere. I know you can use other powers/metamagics to appear mundane/awakened/dual natured, but Concealment simply subtracts dice from Perception tests.
Dualnaturedness! ... Dual Natured creatures can attack astral forms. Dual Natured creatures count as magic weapons.
QUOTE (SR4 FAQ)
Do dual-natured characters/critters (including assensing characters) use their Physical or astral attributes when fighting an astral opponent?
Dual-natured characters are limited by their physical bodies. In astral combat, they move at meat body speeds (use regular physical Initiative) and use their Physical attributes for any tests. They engage astral opponents, however, using Astral Combat skill (+ Willpower).
Can't find a quote where they count as magic weapons, but they are magically active. That should be a huge clue.