Well, they do have the tail stinger with venom in it that none of the other's get, which would balance out the lack of combat usable claws pretty well I think.
I was also thinking of removing the 'can't use things' penalty while still leaving they lack of forelimbs. Drakes were created to be a go-between true, but they were created in their masters image. Besides, you even seen some birds, especially the smarter ones, manipulate things with the hind-talons and mouth? They really aren't hampered that much at all by the lack of hands and I'm sure a drake would be even better at overcoming this problem.
I considered this in my discussion, then thought about a feathered drake trying to do most mundane tasks we use our hands for.
Things like, swiping a card, turning a key, or opening a door. Now imagine doing that with no arms.
In short: It's absurd and awkward to the point of weeping hilarity. A bird attempting the same with their claw-feet and/or beak MIGHT pull those off, but it would be an uphill struggle at best.
A feathered drake would facepalm at the absurdity of its creators lack of foresight...if only it had the hands to do so. -_-
Now, for combat purposes every drake is solid as-is, but contrary to many builds I see here, Shadowrun is not D&D; it doesn't revolve around combat. So I thought it prudent to TRY and give the dracoform more usage outside of "Rawr, now that I'm in snout-mode, I'mma either kill you or fly away" (which seems to be the extent of how drakes were written in Howling Shadows, plus or minus a couple of critter powers).
The other option that we bounced around was basically giving drakes access to the Magic Fingers critter power variant (Psychokinesis, I think?).
But that solution fixes one problem by creating another (now the drake has gone from lacking utility to having way too much innate utility; it's a very powerful ability)
The "eloquent" solution was to just let Feathered Drakes retain functional forearms with claws, ala retaining the ability to speak verbally. (drakes in SR3 and SR4 couldn't; they can in SR5, which is one of the few changes I do approve of without reservation; drakes ARE a servant race made to interact with metahuman society after all)
TL;DR: Just give them hands so they aren't hilariously crippled compared to the other drakes when it comes to manipulating objects.
I’ll have to look over the power, but I’m leery of giving them too much full awakened type powers. Just masking their true metatype is really all I think that non-awakened drakes should do, otherwise it has the potential to be too strong. Will look over it though.
This is another issue I considered too, but felt it necessary to at least offer it so not every Corp Watcher Spirit on patrol could spot a drake and immediately raise a POI bulletin.
Masking is pretty weak starting out even for Initiates, and the scaling we're using for the power is much more gradual than the full critter power. It will cover getting around just fine, but carries enough risk "on-mission" that the drake should play extra careful, especially around Watchers and Wards.
While true, most natural weapons in the game pale to modern weapons, most range in damage from +0 to +3. The strength of a natural weapon relies more on the strength of the critter then laser sharpened edges and titanium impact areas. Still, looking over some other naturals, it could use a boost.
Dragonkind's natural weaponry tends to be far more potent than the average critter's.
Granted, what you say is true here: The crazy damage stems from adult dragons having ABSURD amounts of Strength. (24+)
But since drakes are a sort of intersection between Dragonkind and Metahumanity, another solution (that aren't insane STR boosts) is needed to keep the natural weapons as a viable build.
I'm working on a series of optional buy-in powers that improve drake natural weapons in function beyond the allmighty DV and AP, along with a "Drake-Fu" Martial Arts form.
If nothing else, it's been a fun exercise in game design.
Drakes are however only dual natured in drake form. In metahuman form, they haven't been dual natured since 3rd ed. Something that's really good as it's hard to hide an always on astral aura even with masking, especially since wards are even more common it seems now then they were 20 years ago. Still needs the cost dropped though. I was trying to base it on the cost of the adept power and I forgot it's less now then it used to be.
I addressed this before in my PM to you, but for the sake of discussion, I'll reiterate that there are plenty of examples of folks who are Dual-Natured 24/7.
(Shapeshifters, certain Changelings (the poor slots), and gobs of paracritters.)
With the option for Masking being available, this should balance out the issue on both sides. Drakes still have to be careful around Wards and watch for spiritual attacks, but they're no longer as virtually defenseless starting out, like they were in SR3.
That's the base movement rates for metahumans to begin with. x3/x6 would be better.
Good catch, will change.
This reminds me: Need to consider the Eastern Drake's Flight power in design. It makes no sense for them to require Athletics because it's effectively levitation.
While it does hurt them, if you play a leviathan in a land locked game, you're going to be at a penalty and most of your powers are not useful. Put them in a more sea fairing location or game and they are superior to their air based cousins and that serves to balance them. Personally, I'd also let them use their elemental attack fire underwater with no penalty while the others would have problems, but that's me and I didn't feel like adding that in.
Ah, the eternal issue of "Land vs Sea" in tabletops... "Niche role only" is the #1 way of getting a character shelved (or ignored in session) in any tabletop game.
Since I'm in the business of encouraging players to actually use the stuff I write, rather than go "Oh, that might be useful exactly once" and ignore it, I just rule the sea drakes aren't hilariously crippled and slow on land.
I'm looking into it more and will end up knocking the number up a bit. Remember though that in third, perception was just an inteligence test, which meant hermetics (and any intelligence based tradition) would almost always be able to see your aura for what it is. With asensing being it's own skill it changes things up a bit and gives the advantage to intuition based traditions. I'm thinking a 3 or 4 will do as it'll still give a specialist in aura reading a solid chance to notice, but not leaving it out of the reach of most others, just makes them have to have a lot of luck. Will crunch the numbers and change it.
I'll add that SR3 had Aura Reading as a skill available to all Awakened with Astral Perception, which would work as a complimentary pool for Astral Perception tests.
They do and I realized my mistake a few hours after I posted it. Dragons (and drakes) have opposable thumbs, they just have a harder time manipulating fine objects (like typing on a keyboard). This is one reason dragons have staff to do certain things. Eastern drakes (and dragons I think) don’t have this problem. I'll have to read up and see if I can find if there's been a set penalty for this sort of thing, otherwise I may leave it up to GM fiat on what you can manipulate with ease and what you can't.
Will update it here with new info when I can.
I haven't found any such penalty by RAW, but there's a LOT of little things Catalyst has missed.
It's not as terrible an indictment as that sounds; Shadowrun was not a simple game back when FASA had it either.
Anyway, I think there should be a penalty for having to use fine motor control for stuff made specifically to be wielded by bipeds or accounting for size differences.
(a dracoform trying to wield an assault rifle is awkward, if only because dragonkind are quadrupedal in their normal form | also, a dracoform trying to write with say, a normal pen, would be a bit like trying to write with a thumbtack)