My Mage game had a Mage ghost, which I thought was fun. There was this serious idea to have the Abyss and a bunch of spirits tainted by it be central to the house cosmology, but it frankly never panned out. Anyhow, Mage canon and, actually, WoD canon as a whole is pretty explicit that ghosts are just the tatters of one's humanity and possess no sentiance themselves.
It's not clear if anyone got a ghost to take a Turing test, but whatever.
One on hand, I'd kind of like it if ghosts were people, or at least possessed a varying amount of their soul, but they're not, and I deal. I guess that Mages can leave behind ghosts, and they've got raw Power/Finesse/Resiliance like ghosts, but other then that, are basically mages that are hard to punch. The example in the Mage core book had no listed rotes, but possessed arcana and gnosis like a regular mage, and didn't appear to have any ghostly numina.
I think I don't really agree with that. It makes things pretty easy, but for me, it kind of makes sense just to take whatever rotes the mage would have had in life and use those instead of giving the ghost the capacity (nay, the requirement) to make use of creative thaumaturgy. In fact, I'd seriously consider stripping the ghost of almost every rote they had except for the ones that might be considered at the core of the ghost's conciousness when it was alive. In return, I think allowing a possibility to use numina is acceptable.
As an example, I broke down the rotes at the core of the antagonists former character. He wasn't a violent person, but he was obssessed with Space and its implications. He was a master with several impressive rotes at his command (including Labyrinth). When confronted, though, he still bore his pathos from his painful and firey death. I think that was pretty acceptable. It seemed clear to the players why that would be, at least.
It's not clear if anyone got a ghost to take a Turing test, but whatever.
One on hand, I'd kind of like it if ghosts were people, or at least possessed a varying amount of their soul, but they're not, and I deal. I guess that Mages can leave behind ghosts, and they've got raw Power/Finesse/Resiliance like ghosts, but other then that, are basically mages that are hard to punch. The example in the Mage core book had no listed rotes, but possessed arcana and gnosis like a regular mage, and didn't appear to have any ghostly numina.
I think I don't really agree with that. It makes things pretty easy, but for me, it kind of makes sense just to take whatever rotes the mage would have had in life and use those instead of giving the ghost the capacity (nay, the requirement) to make use of creative thaumaturgy. In fact, I'd seriously consider stripping the ghost of almost every rote they had except for the ones that might be considered at the core of the ghost's conciousness when it was alive. In return, I think allowing a possibility to use numina is acceptable.
As an example, I broke down the rotes at the core of the antagonists former character. He wasn't a violent person, but he was obssessed with Space and its implications. He was a master with several impressive rotes at his command (including Labyrinth). When confronted, though, he still bore his pathos from his painful and firey death. I think that was pretty acceptable. It seemed clear to the players why that would be, at least.
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