QUOTE (Nebular @ Mar 14 2012, 12:02 PM)
I was actually thinking about this the other day when I realised that an NPC I was looking at was possessed by an Insect Spirit. Then I forgot about it. Then I remember. Then I forgot. Then you came along and brought it up.
I'm going to have to think about how to handle it. I
think what might be required is creating a save for the Vessel (living or dead) and one for the Spirit. From the Spirit you'd select Possess (or Inhabit), select the NPC file, and it would merge the two together into a third save file. I'm thinking this is the way it needs to be done since they're not actually Improvemets to either character, Chummer doesn't know about former Attribute values (for the Vessel), negative Attributes (for Homonculi), and would let you keep both the Spirit and Vessel separate should the Spirit ever leave the Vessel. Sound reasonable?
As long as it's possible to create a combined character sheet for the spirit/vessel I'm good.
Although looking at the non-living/non-zombie ones, they appear to work differently as they appear to be almost like how a spirit would work manifest. F+/- a number to all stats.
The Zombie have a slightly different structure, similar to living vessels and possession to it's stats. Plus the Zombie has build in degradation to it's physical stats, which just adds more complication to them.
I think the non-living vessels is a complicated issue, since the spirit inhabiting it could easily change based on the whims of the mage.
My first thought for vessels was to create it like other critters and then to be able to dynamically apply a spirit character to it in some manner.
It would also be nice to have something within Gear or some other location to buy Vessels to cover the costs of building one just like other foci. This would also allow for keeping track of what vessels you have and how many.