TrialBySchmendrick/Negotiations

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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)

~Overshee

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.

~squidheadjax

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.