QUOTE (sk8bcn @ Mar 26 2013, 03:42 AM)

This is interesting (outside shapeshifting). I do consider that dual natured creatures are active in the astral space so a nearby mage CAN be attacked by the shapeshifter. he could though elevate a bit and sling spells on him, but drain is physical though.
The issue is twofold: first, there's vulnerability to Astral spirit mobbing (including the Watcher Attack Pack where not houseruled away). Second, the shifter entirely loses the ability to control the engagement; the Astral attacker can move into and out of combat at will, while the shifter can only do likewise if he or she happens to be standing next to a friendly Ward. If the fight turns against the astral attacker, they can bail and do something else, while the shifter needs to deal with the astral attacker for as long as the astral attacker wants—their
only ability to control the situation is their ability to win the fight, and even that's limited unless they can reliably disrupt their opponent in a single massive attack.
Add to that the fact that one of the few ways to improve Astral combat is via weapon foci, which force an additional test to allow even the usual 1/6 chance of regeneration from Deadly damage.
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It remains a weakness. But well... As would be a sniper for a mage (when the shifter would survive 5/6 chances).
The sniper needs far better circumstances, is easier to avoid barring well-laid ambushes (move into cover), can be spotted or engaged by the whole party, can't show up from across the city via Fast Astral Movement, and can be given mods to attack by Invisibility or Camouflage.
QUOTE (sk8bcn @ Mar 26 2013, 03:51 AM)

The cost thing is interesting. My PC have around 60-80 karma atm and non-mages start to wonder were to spend them.
Really? I've GMed for characters (including non-Mages, including mundanes) who had upwards of 200 karma and had clear plans for where they were going to spend their next 100 or so.
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Additionnally, gamestyle has to be taken in account too. It's not usually that some characters remains crippled by a light/moderate wound that affect them with a +1/+2 which reduce them severely. Strategically and consider the game rolls, I also rather have 4 opponents at moderate wound than 3 healthy and one dead.
That works better for PCs vs. NPCs than vice versa; admittedly it's hard to judge exactly how tactically adept a guard needs to be to make use of things implied by the mechanics, but since PCs usually pack large Combat Pools as a major part of their damage-avoidance plan, it's usually better to keep attacking the person who has already taken damage than start trying to burn through the Dodge/Soak ability of someone new.
QUOTE (Cochise @ Mar 26 2013, 07:50 AM)

regeneration of stun damage: going by RAW it's inconclusive whether or not stun damage is regenerated. From personal gaming experience I would suggest to explicitly exclude stun damage from regeneration (be it drain or other forms of stun)
Actually, I think a strict reading of Canon is that damage is only recovered after accumulating Deadly or more damage, but that's dumb so we'll put it aside. Apart from that, the only references to Regeneration removing damage refer explicitly to Physical damage, so I dispute the claim that it's inconclusive. Vague, perhaps.
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PC shifters that fail their regeneration roll will (unlike NPC shifters) from that point on follow standard rules for deadly damage and excess damage. So if they take exactly 10 boxes of damage and fail their roll => they'll be unconcious but stable. If they take more than 10 boxes and fail their roll => they're in coma, but will take additional damage per standard rules up to the point of ultimate death (10+body+1 damage boxs) unless someone successfully stabelized them.
Huh. You're right, I'd never noticed that—I'd been laboring under the impression that exactly 10 boxes had the same stabilization requirements as >10. I'll have to think about that.
QUOTE (sk8bcn)
I guess a shapeshifting adept (or mage) would have caught up while beeing (IMO) stronger.
You almost certainly guess wrong. The shift from constant to linear marginal cost for attribute/skill improvement means that unless the Shifter can fit all of the high-rating skills and attributes (well, Strength, Body, and Animal Form attributes) they want into those 30 remaining BP, they're stuck not just behind to start but paying a substantially increased price to catch up. Even just one skill at 6 that the Shifter wasn't able to fit into starting BP will cost 30 of those 60-80 Earned Karma.
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How many of you guys had shapeshifters at your table?
I'm pretty sure I've had a couple, but only two come to mind; they were both played by the same player, who was the least-optimizing player at our table which on the one hand obscures the potential power of the Shifter but on the other hand is somewhat revealing in and of itself. I would characterize both characters as weak by the standards of the group, but we were so heavy with Riggers and Deckers that they provided substantial additional value just by being a reasonable character that actually went in on runs (there are definite sacrifices made when half the team sits in the van).
~J