Ghost's Origin?
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The problem here is obvious and well-argued in City of Heroes' history. It's purely academic. I find the Natural origin as a whole to be ridiculous (many olympic-class athletes and elite soldiers are demonstrably mutants even now; the claim of a Kheldian to Natural origin is no better than a Fir Bolg or Tuatha De Danan's), but it serves just fine as a catch-all for "I'm good because I'm special and I work hard at staying that way."
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"Now, I'm not saying this guy at Microsoft sees gamers as a bunch of rats in a Skinner box. I'm just saying that he illustrates his theory of game design using pictures of rats in a Skinner box."
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For the OP, I'd go with this as a rough way of determining a ghost's "origin"
Natural: Nothing else was done. Person died. Part of their personality/energy/etc lingers on for some reason.
Magic, example 1: A variation of the Circle of Thorns body-stealing was done, where the soul was extracted from the body - only instead of it going to "the void" or a "soul prison," it's left to wander.
Magic, example 2: The old "ritual" bit - for instance, someone wanted to "talk to the dead" but didn't send them back when finished. Ghost left to wander.
Tech: "Ghosts are energy/extradimensional, we can find/trap them!" Ghost summoned or maintained via a device. (Science doesnt' just step on toes here, it pretty much shares pants with tech.)
Mutant: Durnig life, the body basically became an easy way to maintain the energy form being created. Accident removes physical body, but - despite looking like a ghost - the person still exists. Tied up in court determining if they're actually dead or not.
Me: Empty character slot, since I don't believe in ghosts. >.>
ive always considered ghosts natural, and summoning or containing or contacting to be otherwise natural, but if the ghost contacted/acted of it's own accord, that's natural.
all the origins could work one way or another just fine
sheer force of will ==> natural.
This sums up precisely what I was about to type. One thing that bothers me about the natural origin is that all the origins are "natural" in the context of CoH's fictional setting. |
Natural makes intuitive sense for a character like Batman, but by also squeezing characters like Superman and concepts like the energy-alien Peacebringers into it, it gets seriously muddled. |
Part of the beauty of the game, though, is being able to pick any origin for any character to create your own unique take on it. |
The entire notion of "unnatural" is logically incoherent anyway. It's more of an emotive descriptor than literal or objective. |
Indulge me as to why natural origin is out. |
I'm not seeing something unnatural there outside of locations, and as mentioned, particularly strong connections and forces of will could explain that without use of rituals or external magic. |
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"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
I'd say that if you don't have a reason for it to be otherwise go with magic. I'd have a hard time referring to the supernatural as regular natural.
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Only if you're willing to stretch a point to a ridiculous level. Of course, as we can see here, lots of people are perfectly willing to do so.
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This is the crux of the problem. ...what most settings call a "mutant". I did things like that deliberately to break preconceived notions.) |
If no one can be wrong then no one can be right either, which makes choice of origin little more than "what ranged innate power do you want?" |
There are natural laws, even in a world like City's. City's world allows things to happen in defiance of those laws; |
Because not even Batman can train himself to come back from the dead. |
if you're hell-bent on being wrong it's your problem. |
since our characters backstories don't directly affect the lore and therefore the gameplay of others directly, we have room to explore other options.[
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But to be fair, let's explore the assumption that our characters must adhere strictly to existing canon/lore Can one our lore experts please point me to where it states "all ghosts are magical in origin"?
Not "This ghost character is Magic origin", or "This group of ghosts are all Magic origin." I'd like to see where it says there is no other possible origin for ghosts than Magic.
Not meant to be snarky, I'd really like to see it.
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I would argue that the fact that they are possible makes them natural by definition. |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
Because not even Batman can train himself to come back from the dead. |
I have already demonstrated that a being with such an origin is considered Magic in the canon. If that is not sufficient to carry the day then I can't help you; if you're hell-bent on being wrong it's your problem. |
oh and your earlier "proof"
Ghosts are Magic. Natural origin is right out. The concept is absurd. People in First Ward aren't surprised to find out the Apparitions aren't Natural, they're surprised to find out they aren't Magic. That's because they're not ghosts, just entities with similar properties.
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nor is batman the sole definiton of natural, he cant bench press himself into having an energy tapeworn either, but peacebringers are natural.
you showed that a ghost is considered magic origin, congrats, much like a living person, they have that capacity that is not a statement that can be generalized to all of them. numidia, the circle, they are clearly magic because they became as they are through magical means. metronome and mother mayhem also exhibit traits that could be considered close enough to being a ghost that you could just as easily make the case that a ghost could exist through technology or mutation. and you are ignoring the fact that in night ward you find ghosts of normal people with no defined magical origin, nor are the ghosts in croatoa specifically magical, they are being harassed by magic from the cabal, but there is no indication that their powers come from the cabal's magic, just their increased aggressiveness. finally, do you have the background on the ghost ship form talos island? what magic origin does it have. you will have to bring a bit more data points than one character to prove a universal classification of ghosts. |
could you be a bit more specific in your question, im not an internet cat.
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metronome and mother mayhem also exhibit traits that could be considered close enough to being a ghost |
and you are ignoring the fact that in night ward you find ghosts of normal people with no defined magical origin |
nor are the ghosts in croatoa specifically magical, they are being harassed by magic from the red caps and the cabal's experiments, but there is no indication that their powers come from the cabal's magic, just their increased aggressiveness. finally, do you have the background on the ghost ship form talos island? what magic origin does it have. |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
They have powers associated with Magic in the canon (netherworld related),\
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...Not to mention the entire Warshade AT...
Hey, by the way, how much Natural salvage do you have?
Were they to cross over into the world of the living they would be undead magical beings. |
They are not ghosts. Almost only counts in horseshoes, hand grenades and nuclear war.
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I don't think this is an indicator because Shivans are also vulnerable to the ghost slaying axe. The fact that those ghosts drop magic enhancements is really the only valid part of your argument, and I agree with it.
...numidia, the circle, kellie nemmers, they are clearly magic because they became as they are through magical means, or in kelly's case, they can still communicate because they had the powers of a medium while alive. metronome and mother mayhem also exhibit traits that could be considered close enough to being a ghost that you could just as easily make the case that a ghost could exist through technology or mutation, both are the disembodied personalities of dead people(Russel Brandt and Shalice Tillman).
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They are not ghosts. Almost only counts in horseshoes, hand grenades and nuclear war.
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Unfortunately, the meaning of life, the existence of an afterlife, souls, spirits and all that jazz are uncertain, at least in CoX to the extent that things are often confused when encountering them, run into difficulty dealing with them or discover outright contradictions to previous expectations.
The game treats them all as Magic origin. They have powers associated with Magic in the canon (netherworld related), they drop Magic salvage and enhancements, they're vulnerable to magic items (divining rod, ghost slayer axe)...magic, magic, magic, magic. There is nothing about any of them that suggests they are anything but Magical creatures. If the only thing that is going to satisfy you is a red name telling you they're Magic origin say so now so I can stop taking you seriously. |
So your notion that undead and ghosts must be magical is right...until you introduce a circumstance that contradicts those notions (Metronome, Mother, Shivians)...then you're no longer right.
http://paragonwiki.com/wiki/Ravenstorm ...Not to mention the entire Warshade AT... |
Hey, by the way, how much Natural salvage do you have? |
Metronome is a disembodied entity that can possess things. That seems like a ghost to me. |
As mentioned before, the ghost slaying axe may be magical but it targets *dead* things (not to be confused with *rotting* things which would be considered *dying* things), not magical dead things. |
Shivians are affected by the GSA but they aren't magical. Apparently one can be undead and not magical. |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
Insubstantial beings that are not undead are not ghosts. |
Nictus powers aren't netherworld-related. |
Oh, no, they just involve soul manipulation, life force, and negative energy, none of which has anything to do with spirits. Spirits and souls are actually quite distinct, you see. Because of Fred.
Ghosts do not have nanites |
And no, an "alien" origin doesn't cut it, because then we have to make the distinction between alien tech and human tech such as Rikti vs Praetorians, we have to make the distinction about alien magic (say, Mumra, the ever living) vs. human magic and so forth. Origins are not races, is what I'm saying, and they shouldn't be tied to races lest they start folding in on themselves.
But you are correct - you can argue that magical beings and robots and ghosts are "natural" if there exists an entire race of the things, or at least such existed at one point. My personal breakdown is that anything which is unique or at least exceedingly rare, and was ALWAYS unique or rare, probably isn't "Natural." If, for instance, you're one of 15 super robots a single creator made before he died and now the other 14 have been destroyed, you're probably Tech. If, by contrast, you come from a whole society, a whole race of robots who have enough of a population to maintain their species, or did at some point, you could be Natural. You don't HAVE to be, but you could if you wanted.
As you say, all of it is academic, so no-one is ever "wrong" with the origins they pick. I just like to have some kind of logical reason to pick one origin over another without needing to close my eyes and go "eenie meenie miney mo." I don't really expect everyone to agree with mine, but I still feel people who care about concept really should have at least some kind of ruleset of their own about which origin means what to them.