Re: Applying shapeshift in game
I think the basic problem we are having with shape shift is that so many of an object's physical properties can be detected by an overlapping group of senses. For example, the volume of an object can be determined by sight, touch, and also by sonar/radar, with some differences. Sight allows the detection of optical properties of the material the object is made of, such as color, shinyness, and opacity. Touch provides what texture the object has, but sight can also sometimes provide some information on this. Both touch and ir vision allow for temperature determination.
In order to resolve this issue, I can see two ways. The first is to use the FRED method, and require the character to purchase each sense group as required. This can get quite costly, for what seems to be minimal gain. The other method involves allowing a shapeshift to have some minimal effect on other sense groups. To this end, a sight group shapeshift allows the character to change the volume of space he occupies, so that he has the physical form as expected. Touch group shapeshift allows the character to change his material composition. This sense is a bit problematic, as it is probably best expressed as the sfx of other powers, such as armor and density increase. A character could change to have the feel of snake scales, which give no protection, but are 'visible' to the sight group. He would, however, still have the same physical shape.
Personally, I think we should go back to the older shapeshift power.