Author Topic: another karma question  (Read 674 times)

650Booger

  • Posts: 288
another karma question
« on: November 28, 2016, 05:26:00 PM »
Hello all!  this should be an easy answer.

Lets say I want to play a mul sorcerer

The mul needing 7 karma, the sorcerer needing 8...

how much karma would this require? 8 or 15?  or is it even possible.
"Historical analogy is the last refuge of people who can't grasp the current situation."
-Kim Stanley Robinson

Dunetrade55

  • Posts: 402
Re: another karma question
« Reply #1 on: November 28, 2016, 05:31:50 PM »
Helpfile reads:

Notes:

Muls are a karma-required race and not available to new players. They require seven karma due to their power and difficulty in roleplaying.

Mul magick-users no longer exist due to careful breeding techniques.


Mul applications that are tied in with a clan should be run past that clan's staff before applying.

I don't know if that extends to sorcery, as that's a seperate beast from elementalism. I would imagine finding a backstory for how your mul learned sorcery would be daunting, to say the least.
I'm asking for evidence, not telling you all to fuck off.

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650Booger

  • Posts: 288
Re: another karma question
« Reply #2 on: November 28, 2016, 05:33:16 PM »
Nice!  that's good to know.  the example I used was the most extreme I could think of, the nitty gritty of my question is, if you want to play multiple karma-required roles on a single character, do you add the karma up, or just go with the highest.

Helpfile reads:

Notes:

Muls are a karma-required race and not available to new players. They require seven karma due to their power and difficulty in roleplaying.

Mul magick-users no longer exist due to careful breeding techniques.

Mul applications that are tied in with a clan should be run past that clan's staff before applying.

I don't know if that extends to sorcery, as that's a seperate beast from elementalism. I would imagine finding a backstory for how your mul learned sorcery would be daunting, to say the least.
"Historical analogy is the last refuge of people who can't grasp the current situation."
-Kim Stanley Robinson

Dunetrade55

  • Posts: 402
Re: another karma question
« Reply #3 on: November 28, 2016, 05:40:18 PM »
Nice!  that's good to know.  the example I used was the most extreme I could think of, the nitty gritty of my question is, if you want to play multiple karma-required roles on a single character, do you add the karma up, or just go with the highest.

Helpfile reads:

Notes:

Muls are a karma-required race and not available to new players. They require seven karma due to their power and difficulty in roleplaying.

Mul magick-users no longer exist due to careful breeding techniques.

Mul applications that are tied in with a clan should be run past that clan's staff before applying.

I don't know if that extends to sorcery, as that's a seperate beast from elementalism. I would imagine finding a backstory for how your mul learned sorcery would be daunting, to say the least.

I'm not sure which karma required classes/races you could mix at this point. I'm not sure how psionicists work (besides they can be only human), but I don't think HGs can be magickers either at this point. Elementalists are now subguilds, sorcs are now subguilds. To my understanding main guilds are karma free. I guess if you have CGP to burn you could go for extended sub or magick sub with skillbumps. I know you can do d-elf magickers, provided they fit into the documentation of their tribe somehow. I would think it safe to assume it's all cgp added together, and not just the biggest drain, but, that is an assumption, so, may not be so.
I'm asking for evidence, not telling you all to fuck off.

No, I'm telling you to fuck off, now, because you're being a little bitch.

Molten Heart

  • Posts: 1706
Re: another karma question
« Reply #4 on: November 28, 2016, 06:20:18 PM »
If a mul sorcerer were possible, it'd take 8 karma. 7 karma would unlock the mul race option and 8 karma would unlock the sorcerer option.

There is some talk about character generation points (CGPs) which are derived from karma and other factors. CGPS have not been implemented but their was once a plan to go to a system using them. I may be wrong but I believe character options are unlocked and made available based on one's account karma level. Under some rare circumstances, staff enable a guild or race option for account their current karma level wouldn't allow access too. One reason for making a special application character is to create a character that's a race and/or guild that's unavailable to them with their current karma.
« Last Edit: November 28, 2016, 06:37:03 PM by Molten Heart »

Reiloth

  • Posts: 4541
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Re: another karma question
« Reply #5 on: December 22, 2016, 12:16:49 PM »
IIRC, Psions still have the old 'Sorcerer Subguilds' and don't get to pick higher-karma subguilds or extended subguilds or whatever. I imagine that'll be updated at some point to just allow them to pick a different ext. subguild, or maybe they'll get an overhaul like the Sorcs and get split up. Could be wrong! Maybe this changed when Sorcs changed.

If I also remember correctly, Staff said that you can't combine like...Well actually now i'm confused because all the 'karma' options are subguilds now, and races I suppose. But I think you can't combine a karma race with a karma subguild that's higher than 8? I dunno. I think right before the "Magick Subguild" move, you weren't allowed to combine say, a Krathi with an Extended Subguild. You could pick a karma guild / regular subguild, or a regular guild / karma subguild.

I think typically Staff unlocks a race or guild or subguild option you don't have for a special application, and it gets removed automatically when that PC dies. If you gain Karma from that role, it stays unlocked (if it is in that karma category). I've accidentally had stuff 'stick' through, even when I didn't have the karma for it, and I notified Staff for them to take it back off.

Mul Sorcerer would be so OP it hurts. But, I do think if the CGP system were eventually unlocked, it'd be cool if 8 was no longer the maximum karma. Make it 15.
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Molten Heart

  • Posts: 1706
Re: another karma question
« Reply #6 on: December 22, 2016, 12:39:05 PM »
Since magick using characters are now subguilds, it makes me wonder about a psion magick user. Staff probably wouldn't allow it but the combination is technically possible. They'd be very powerful yet need to rely on soft skills to support themselves, or find someone else for support, having no coded "professional skillset".

IIRC CGPs are determined by your karma +3. So one could create some combination up to 11.
« Last Edit: December 22, 2016, 12:43:46 PM by Molten Heart »

Synthesis

  • Posts: 9296
Re: another karma question
« Reply #7 on: December 22, 2016, 03:10:13 PM »
Helpfile reads:

Mul magick-users no longer exist due to careful breeding techniques.


Sorcery is something you learn, if I recall correctly, not something you're born with.

So the breeding exception would only apply to mul elementalists, not mul sorcs.

That being said, you probably won't get to play one unless you've already played a mul successfully and played a sorc successfully, and you haven't ever been a raging douche -ever-.
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Jihelu

  • Posts: 2481
Re: another karma question
« Reply #8 on: December 22, 2016, 04:17:28 PM »
I suppose a mul in game could try and learn sorcery but I've never actually heard of anyone succeeding.
Well kind of.
WEll.
Uh
Try in game.
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Synthesis

  • Posts: 9296
Re: another karma question
« Reply #9 on: December 23, 2016, 01:51:48 AM »
I suppose a mul in game could try and learn sorcery but I've never actually heard of anyone succeeding.
Well kind of.
WEll.
Uh
Try in game.

Basically nobody learns "in game."

The vast majority of sorcs in game start as sorcs, with some goofy back-story to justify it.  A mul sorc would work the same way.

But really, a mul sorc would be pointless.  Mul advantage is pure melee DPS...and who cares about melee DPS when you can literally light everything in the room on fire?  If anything, being a mul would be more likely to get you killed during the grind phase, just like most other muls.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: Smuz
I come to the GDB to roleplay being deep and wise.
Quote from: Vanth
Synthesis, you scare me a little bit.

Lutagar

  • Posts: 257
Re: another karma question
« Reply #10 on: December 23, 2016, 04:08:50 AM »
The only reason to try and learn sorcery in game is if you're a dworf so you can basically be focusless and keep those sweet stat bonuses. No, no, it's okay. I'll keep waiting until a chance to learn presents itself.  ::)