This page is a scratch file for miscellaneous charms, artifacts, skills, etc. I want to pick up eventually. It's more of a reminder for me than anything another player or the GM would be interested in, but feel free to look at it if you want.

Metatasks

- Get the corresponding books and decide on Sifu stuff.

- Plan out interrogations better. Good Cop, Bad Cop works much better than Bad Cop, Bad Cop. It's useful to figure out exactly what we want to know before interrogating someone, decide what tactic we're going to take (Good Cop, Bad Cop; Good Touch, Bad Touch; brainwashing; and so forth), and determine who's going to do the negotiating. We're very good at intimidating people, but we suck at getting anything useful out of them.

- I should learn how to read. Subordinate Inspiration Technique requires that the target makes a (Perception + Awareness) roll versus my Essence. In particular, I can't automatically add +3 dice to this sort of thing when dealing with mortals. Oh well, at least Force Decision is unblockable.

Things I should think about

- There are significant conflicts between my goals and Motivation and Kurgan's. Mastering various Martial Arts style is fine, but setting up the Dragon-Blooded as a Sidereal-Martial-Arts- powered global hegemony is worse than having Solars around; Solars have exactly the same plot, and Dragon-Blooded aren't even bona fide Exalted. They seem to agree with Owen's, although he probably wouldn't like the methods I plan on taking. My character doesn't care about Andrew's character's goals; but depending on the kind of reform he's talking about, frobbing with the Guild could be useful. Our characters aren't in conflict about it, at least. Can't see why my character wouldn't treat Kat's or Ariel's character's goals with anything other than contempt, but he's not opposed to them, and he could be agree to be helpful in exchange for goods or services. I'm glad no one seems to be taking the plot of making Heaven work for the benefit of humanity; that could get a bit messy.

- Plan out Resplendent Destinies and other astrological stuff beforehand.

Future plans (in approximate chronological order)

- (check) Pick up the amazingly useless Thought-Swiping Distraction (Larceny).

- Pick up the aamzingly awesome Sidereal Shell Games (Larceny). (10 XP)

- Impose Motivation (Presence). Very useful. (10 XP)

- (check-minus) Increase Socialize to 4. (5 XP)

- Increase Martial Arts to 5. (17 XP)

- Go through the Sidereal Martial Arts tree. (n XP)

- Increase Lore to 4. The third Treasure RD effect is awesome and cheap. (5 XP)

- Increase Performance to 5. (7 XP)

- Someone Else's Destiny (Resistance). I like the concept, regardless of how useful it is. No prerequisite Charms, but requires Resistance 3. (17 XP)

NamelessCrowWishList (last edited 2008-01-11 22:49:23 by TMack)