TrialBySchmendrick/Negotiations
I archived these for space's sake.
So, I'm thinking:
- The Musician (2nd e rules)
- Ships Wheel (Solars)
- The Spear (Artifact Weapons allowed maybe 4 dots?)
- Perhaps Sorcerer (One combo)
- Perhaps The Mast (Rolls are half the dice pool, rounded up)
Signs, signs, everywhere a sign...
- The Musician - I concur, 2e good.
- The Pillar (DBs) - Since we're just dealing with martial arts here, I think DBs will provide for a better stress test because of their free reflexive use (allowing us to simulate a bunch of combos without making combos) and their smaller essence pools (easier to see the influence of charm costs).
- The Spear - Artifacts, groovy. 3 sounds good.
- The Sorcerer - Sure, 1 combo. It'll be scary seeing your Extra Action charm in action.
- The Mast - A little more deterministic than I'd usually like, but then again this is a comparison of what _should_ happen, so let's run with it.
I don't wanna factor DB initiations and stuff into it, these are both Celestial level MA's so we should use Celestials IMHO.
~Overshee
Oh, I forgot about the initiations. The only ones that actually effect exalt-on-exalt combat are the First Age ones, but ok, we'll go with solars.
~Squidheadjax
We all decided on signs?
~Overshee
Looks good. 4 dots total of artifact weapons, right?
~squidheadjax
Yep, unless you have an objection.
~Overshee
Nope, I'm good. *picks up a Chain Daiklave and a Short Daiklave*
~squidheadjax
Mmkay. Finalize your char and we'll start.
~Overshee
Finally, are we using anima abilities or just skipping that?
~Overshee
The only anima ability I can forsee being relevant would be the Twilight, and let's not deal with that.