I'd try to make it so one could make ethical soulsteel or something dumb like that.

Or somehow try to make soulsteel without the soul

Exalted do the impossible they could probably find some way to do it.

Nothing dumb or impossible about it. Ghosts already take all sorts of weird shapes; being a sword (or another metal object) might be a decent existence for them.

I'm in two minds on this. On the one hand, I don't like undercutting the actual point of soul steel like this.

On the other hand, it would be pretty great if there was an ethical alternative* and people went with the horrible alternative anyway because the former is orders of magnitude less efficient**.

Thoughts?

As I see it, there are two essential requirements for ethical soulsteel.

1. The souls have gotta wanna be made into metal. You've gotta find the kind of dead person who likes the idea of being a part of someone's sword.

2. The souls that are mixed together have to get along. Eternity with someone you hate is an awful concept.

Not difficult, really; anyone who could make soulsteel could make it ethically.

But it's really terribly inconvenient. If you need four souls to make enough metal for a sword, where are you going to find four ghosts who like being a sword and each other enough to make the thing?

I suppose you could set up a religion that teaches people that Artifact-hood is a glorious afterlife. But that introduces new and exciting ethical problems.

...

Now that I've written that, it occurs to me that ethical soulsteel might be intelligent in a way that normal soulsteel isn't. One percent of 400 different souls trapped in eternal pain is not gonna produce coherent thought; four full souls who chose to become this might form some kind of gestalt mind. Could make for interesting evocations.
 
It largely hinges on how you interpret the relationship between a Primordial whose fetich is killed and the Primordial that arises from the aftermath.

A fairly common perspective is that Adorjan is Adrian, and Elloge is He Who Bleeds the Written Word, but torn inside-out like Malfeas himself; if you analogize a Mythos as a song, then killing the fetich makes the song start playing backwards and off-key, but the result is still, technically, the same song.

On the other hand, someone (@TenfoldShields, I think) proposed that "a tree which grows from the belly of a dead man is not that man's son" - fetich death causes the Mythos to implode upon itself, leaving a primordial soup of unformed Mythos-stuff from which a new Primordial crawls forth. The inversion of the original being's principles is a survival tactic, a way by which the embryonic Primordial was able to resist being shredded apart by fragments of the slain Primordial's Mythos.

Malfeas/Theion is a special case since he had two fetiches before mutilation and kept Ligier so the change wasn't as drastic or as complete as Adjoran's or Elloge's.

The other source might be less wise, but maybe more profitable materially and morally. The Neverborn are laying there in the centre of the Underworld rotting and empowering (either intentionally or unintentionally) existential threats to Creation. Depending on fanon, cutting up and recycling Neverborn corpus flesh into soulsteel alloy might break up any remaining cognitive functions (thus giving them a final rest) and/or transform their spiritually polluting remains into something more useful and less hazardous. I mean back in the First Age, didn't some Solars propose to turn the Neverborns into massive soulsteel walls girding Creation to keep the wyld out? Or did I confuse fuzzily-remembered fanon as canon?

The First Age was the First Age. The Solar Deliberative might have been able to spare several thousand Dragonblooded and a score of elder Celestials and a couple of perfect circles of Solars for the task. Some of the later might have even had a personal role in creating the Neverborn.

Currently mining the Neverborn runs into the problem of your workforce getting brutally murdered by the various stuff there and not having anywhere near enough supplies and material to start a mining operation before being brutally murdered. Like the Realm has pretty much zero chance of putting together something like that and they're the current top dogs.
 
The very process of making soulsteel is an exercise in applied sadism, which can... be taken a number of ways.

Doylist reading suggests that soulsteel is the Evil Metal for Evil People and thus must be made using Evil Methods. (This is distinct from morally questionable methods or those that can be considered abusive). You are, as per the writeup in Oadenol's, beating up on a soul until it thinks getting into the metal prison for eternity is better than being beat on by your soul-forging hammer.

Now, here's where the watsonian reason can apply, and may say more interesting things about the setting. Creation runs on sympathetic and symbolic logic, this applies to to artifice specifically, as you are encouraged if not required to find the appropriate tools and materials to channel Essence of the right flavor and patterns to achieve the effect you want. If you want an Artifact to do Sun/Solar things, you need Solar-aspected components up to, including and sometimes demanding Orichalcum.

This leads to the question- what kind of artifacts or devices require soulsteel? What is the symbolic resonance of 'I am the most deathly metal to ever death metal'. I know Soulbreaker orbs need soulsteel, but that's kind of an obvious gimmie- it's a weapon of mass destruction. Thousand Forged Dragons don't need Soulsteel to my knowledge.

This ties back into how Exotic Components as a mechanic and quest structure was very awkward for most people to play/run, because as you craft an Artifact, you're told what you need by the ST, with the implication being that getting the stuff is fun or has meaningful gameplay consequences, even if you montage it as part of a dramatic stunt. (You shouldn't need to talk to every glassblower in the land for a great work of magicaly tempered crystal, but an in-setting statement of 'time was taken, resources allocated, and glassblowers tapped for this project definitely still happens.)

Anyway, back to soulsteel specifically. It's generally accepted or implicit that the magical materials are The Best at their thematic spaces, so you can always make something out of them. It might not be the most efficientt thing to make a solid MM artifact, but you at least can in-setting. Jadesteel and other magical alloys are a thing for economic reasons though.

What I'm trying to get at is that the process of making soulsteel or using it says things about the setting- maybe it shouldn't say those things, as we've all been confronted with the more awful grimderp of Exalted in the past. Should there be a moral and ethical challenge to crafting things? Sure, sometimes. But part of writing a good setting is figuring out where to draw the right lines so that if someone wants to have fun, they can choose to step over that one that marks 'I am a horrible soul-mauling monster in pursuit of Sweet Gear'. as a character point instead of a narrative railroad.

Now, at the same time, Exalted was strongest when it did not compromise on it's vision, when its mechanics forced players to confront how far they were willing to go. When it was portrayed with nuance. If you are a necromancer, you deal with dead things and use bodies as raw materials like most people use wood and steel. If you are a demonologist, you are consorting with the denizens of Hell. If you summon either beings, you are enslaving them, this is fact of the setting.

I may continue this thought with some game running observations if not advice, but I'm tapped out right now.
 
As I see it, there are two essential requirements for ethical soulsteel.

1. The souls have gotta wanna be made into metal. You've gotta find the kind of dead person who likes the idea of being a part of someone's sword.

2. The souls that are mixed together have to get along. Eternity with someone you hate is an awful concept.

Not difficult, really; anyone who could make soulsteel could make it ethically.

But it's really terribly inconvenient. If you need four souls to make enough metal for a sword, where are you going to find four ghosts who like being a sword and each other enough to make the thing?

I suppose you could set up a religion that teaches people that Artifact-hood is a glorious afterlife. But that introduces new and exciting ethical problems.

...

Now that I've written that, it occurs to me that ethical soulsteel might be intelligent in a way that normal soulsteel isn't. One percent of 400 different souls trapped in eternal pain is not gonna produce coherent thought; four full souls who chose to become this might form some kind of gestalt mind. Could make for interesting evocations.
The First Age was the First Age. The Solar Deliberative might have been able to spare several thousand Dragonblooded and a score of elder Celestials and a couple of perfect circles of Solars for the task. Some of the later might have even had a personal role in creating the Neverborn.

Currently mining the Neverborn runs into the problem of your workforce getting brutally murdered by the various stuff there and not having anywhere near enough supplies and material to start a mining operation before being brutally murdered. Like the Realm has pretty much zero chance of putting together something like that and they're the current top dogs.
Well, in that case, I still think that animal souls are the way to go for making ethical soulsteel.

I want to believe that somewhere out there in Creation/Underworld, there is a soulsteel daiklave forged from the souls of a thousand mice, always squeaking and chittering. A creation of a conscientious artificer who wants to demonstrate that producing soulsteel doesn't have to involve horrific sapient rights violation.

...

Now I'm wondering what kind of evocations can you even get from from such an artifact.
 
Last edited:
One thing I really need to stress here is that Creation I don't think ever had anything like sapient rights (let alone human rights). It is an inherently biased setting. I hesitate to say 'unjust', and it's definitely not fair.

A properly fair reality would make no distinction between anything, doesn't matter what or who you are, you live and just the same. You get, in the grand scheme of things, the same chances as everyone else. The specifics of your talent, birth and so on are all incidental at this scale, but important at the personal level that you exist in.

Creation is a setting where there are objective betters than you. You know it, they know it, and there is no inherent hierarchy that sorts these haves and have nots. This is why not all Dragonblooded become kings in the Threshold, because there's nothing that forces them to be. Creation is meant to be realpolitik like that.

But more importantly, falling back on the themes of classical heroism, is that morality and justice are constructs that are imposed upon others by those with bigger goals than them. The idea of human rights as we understand them today in 2018 is the result of an ongoing social and cultural process that is more about helping us as a human race live together optimally than any inherent virtue of being alive. It's a construct, just a noble one. If we all share the belief that the human life has inherent value, then we are loath to spend it frivolously or take it incautiously.

Creation doesn't have that. Stakes are personal,. If someone dies, it's a tragedy but incidental to the world as whole unless that person was already an actor on that stage. Pages and ages ago we actually touched on the intrinsic value of life in Creation being your experiences and knowledge, not any inherent quality of 'I am a living being'.

Speaking for people playing the game, it is entirely reasonable, intended even, for you to try and port 'Human Rights' into Creation. It's meant to be a challenge and hard contrast against the lives of mortals in the Second Age. (This same thinking leads to demon apologists though, so I dislike overdoing it.)

But, at the end of the day, Creation, it's resources and it's people is a prize. It's meant to be fought over with words or weapons. It exists to facilitate conflict. The murderer in Nexus is not caught and tried for his crimes- instead he inspires a revenge plot because that is more interesting to see and play.
 
No because starmetal only requires you to kill gods in 2e so we can happily ignore this and move on. Using the metal of fallen stars is perfectly ethical.

No, we really should talk about starmetal and it's implementation across multiple editions. I agree that it's obnoxious in 2e, but if you just toss it off as 'It's stupid', you end up perpetuating an echobox culture that Exalted already has problems with.

Now, strictly speaking, 2e starmetal is not actually a god or its corpse. It's the star that represented that god's fate and those stars are the biggest/brightest and produce the most starmetal. It's just that one of the optimal paths to getting starmetal is killing a god so their star falls and then camping on the crater. Part of the problem of the 2e approach is that gods are immortal, so we really don't understand what circumstances result in them dying or their stars falling without an Exalt or player character killing them. (CoCD Yu-Shan does in fact point out that there are murderer gods in the slums, but it's barely a mention).

One thing I also want to stress is that I'm pretty sure the viable stars are celestial gods, as Terrestrial gods don't have very big stars unless they're City Gods or similar. If you're going to gank a god like that, then that generates plot.

Anyway, as per the thaumaturgical procedure to make starmetal, the least gods recognize the cenotaph of one of their own and agitate about it, requiring lots of ritual cleansing and appeasement before they allow the metal to be refined into usable form.

Note that the 'Gank a god' approach to securing starmetal is really something only Sidereals can do, because they have all the tools they need to make it reasonably convenient. A Solar has to use regular astrology to predict a falling star or it's location- so controlling which star falls helps, but it's still impractical. Here's the rub though. Sidereals already have an easy way to get starmetal, it's called Terminal Sanction. The charm lets them turn a god into an artifact for a year and a day as 'work release'.

Now, in defense of the 2e approach, I think it is worth allowing that yes, you can gank a god to get starmetal. That encourages players to evaluate risk vs reward and take meaningful actions instead of playing it safe. Playing it safe is death for a game like Exalted. Maybe clearer descriptions of it happening in-setting would help contextualize it better, but in absence of that, removing the whole temptation is equally viable as 3e did.

Of course, this is largely academic, because the easiest way for anyone to get Starmetal is to convert Ambrosia for a fate god into the metal.
 
Last edited:
I can't help but feel that Thrown lacks some 1v1 'Warrior Who Throws Spears' charms.
I've found that it's great for playing a classical warrior who throws a couple of spears before charging with his sword. It's if you want to keep throwing spears where you'll find it not nearly as flexible.

I know what riastrad is. Its kinda body horror, i.e. one eye pops out, another shrinks in, and the limbs switch places.

But how? Custom war form? A strange charm? But that doesn't work, cause it doesn't work within animal themes. Either is it a hybrid combination. Its just plain body and flesh warping.
Oh, that's easy. It's a custom charm tree upgrading Bloodthirsty Sword-Dancer Spirit. It just barely fits in Solar thematics, with a bit of shoving. If you squint and call it an intimidating illusion. :V

Riastrad is definitely in the Lunar charms somewhere—Cú Chullain is an iconic Lunar inspiration, and Lunars have major rage issues themes. Lunars aren't animal exalted but divine apex predators and "badass shapeshifting asskickers chosen by the witch-goddess Luna".
 
How could one homebrew a planeswalkers themed exaltation?
A planeswalker's spark is an extra piece of their soul that they are born with but doesn't activate unless specific (and unknown) conditions are satisfied. Assuming you're ignoring old walkers as incoherent and impossible to model they're pretty clearly the equivalent of a weak terrestrial exalt with a small personal charm tree (Gideon and invulnerability, Chandra and fire, Jace and Illusions+Telepathy), with the ability to learn such charms from other planeswalkers, a charm for planeswalking they all get and sorcery.

So they'd be something like Exigents that exalt seemingly at random and are notable mostly for their ability to end up in hell, Heaven, the Underworld, etc extremely easily.
 
How could one homebrew a planeswalkers themed exaltation?

Walkers are born from mortal sorcerers who contact Szoreny/Oramus/something from the Deep Wyld. Sometimes those sorcerers just die, sometimes they're granted vastly increased powers and the ability to walk between worlds. Most of the worlds they can walk to are, as far as anyone else can tell, mere reflections of Szoreny/dreams of Oramus/flickers of the Wyld. But they seem real enough to the Walkers.

Walker Charms are very Sorcery-ish, and Walkers can master either Solar Circle Sorcery or Void Circle Necromancy. (Either that or they can't use traditional spells at all, because it'd be redundant). They're powerful in their way. But they don't have the effortless competence that most Exalts have. Becoming a Walker doesn't make you any better at normal Ability rolls.

You would probably have an easier time of making an Exalted themed Planeswalker.

Yeah, that'd be dead easy.
 
Last edited:
I suppose if anything, though, you would want to focus on granting them a mastery of Elsewhere. The Spark grants the power to survive travelling through the Blind Eternities as much as it grants the ability to hop off your native plane. Living beings able to survive in Elsewhere, something that only Primordials are capable of, seems like a fairly solid schtick to build around.
 
Many thousand's of words have been spent on why Cecelyne's wish granting charms (and I agree with them for the most part.) But my question is has anyone redone them so that they're of better use? I'd be very intrested in them.

And speaking of Cecelyne... So The Problem(tm) with Demonic Primacy of Essence is that it's supposed to be one of those charms that has powerful effects and side effects, for example Malfeas's radiation charm, Adorjan's hearing enhancer and.Witness to Darkness, but it falls flat because it's entirely relient on Essence and your Slayer beatstick suffers -2 to their social defenses against a Teodjiza by RAW. Said Slayer could literally pick a Jade-Lion up and beat about dozen more of them to death with it's corpse.

It doesn't feel like something you have to weigh the costs of developing like those other charms; Witness to Darkness is fairly useful and the Ebon-Dragon's fairly nasty offensive tree and memeory manipulation charms are behind it, and Malfeas's radiation charm is fairly useful, if horrific, and the charms behind it are wicked.

But all that's behind Cecelyne's DPE is more demon and god control stuff. Which is take it or leave it tbh.

So, I have an idea for a fix;

Cost: —
Mins: Essence 2
Type: Permanent
Keywords: Servitude, Social
Duration: Permanent
Prerequisite Charms: Hellscry Chakra
The law of Cecelyne binds the will of inferiors to their natural masters. First Circle Demons reduce their MDV by the Infernal's Essence, they are cowed by both the Laws of Cecelyne and the Infernal's obvious superiority. Second-Circle Demons are peers, at least at first, and as such they are not effected by this Charm, and Third Circle Demons are the Unquestionable Lords of Hell, and instead the Infernal deducts own MDV by difference in Essence. (E.g Ligier has an Essence score of 9, as such an Essence 3 Infernal would be at -6 to their MDV)

At Essence 4 this charm automatically upgrades, it now applies the penalty to Second Circle Demons and at Essence 5 Third Circle Demons are now their peers in horrific, hellish glory and they now longer effect the Infernal's MDV. Warlock's who also know Wayward Divinity Oversight (see p. 118) apply the MDV reduction to social attacks against gods of lesser Essence, but none of the other benefits or drawbacks of this Charm apply with such beings.
The theory behind this is that while an Infernal is still young they are just peers to the Demon-Lords and the Unquestionable's are, well, unquestionable. But once they grow to the Essence score where they could be theoretically summoning and binding them, they start to get the advantage.


Cost: 5m
Mins: Essence 3
Type: Simple
Keywords: Compulsion
Duration: Indefinite
Prerequisite Charms: Demonic Primacy of Essence
The Yozis transcend all lesser aspects of themselves. While active, this Charm exerts an unnatural compulsion against all beings who would have their MDV's effected by this chram's prerequisite, preventing them from making any physical attacks that would knowingly target or risk obvious immediate harm to the Infernal, even in self-defense. The compulsion does not deter demons forced to attack by sorcerous binding, however. Hostile demons can work around this Charm to an extent. An area attack that encompasses the Infernal's location is forbidden, since this would cause obvious immediate harm, but attacking a cliff to catch the Infernal in a rockslide is acceptable, since the rockslide is an indirect consequence of the attack that triggered it.

Once an Infernal has Essence 5+, the cost to activate this Charm reduces to zero motes.
Not much of a change, outside of getting rid of the whole Essence 6 and 8 thing going on and making it fit the whole direction I'm going for.

Essentially, breaking down the whole Essence - MDV penalties to some degree, because haha, people have lives to live and requiring Essence 6 or 7 to not be at fairly bothersome disadvantage to Second-Circle Demons, who by canon are peers to the Infernals within the hierarchy of hell is something I want to get rid off.

Now, I'm not going to do a whole rewrite for Cecelyne's Demon-Tree, but I'm fairly certain of the idea. Even if it might need work.
 
Last edited:
A couple questions on some of the rules hacks mentioned in relation to Kerisgame etc.:


In the Enlightenment hack, is the level of Countermagic needed to dispel a (non-geomantic) Sorcerous Charm changed since Sorcery reqs are standardized by Enlightenment, or do they still require only Emerald Countermagic at Essence 3 and Sapphire at Essence 4-5?


Also, how are Infernal Excellencies in particular dealt with in the core capabilities hack? Keris has four according to her sheet (Malfeas, Adorjan, Kimbery, Metagaos), so it doesn't look like it's just Caste/Favored free and never anything else, but it also doesn't look like it's a "get all of them for free" situation. Should an Infernal be able to pick up a new and suitable Excellency with just the training time and no experience points, or should it still cost after the initial character-creation ones due to expanding the applicability of the part that was free? One more for every level of Enlightenment?

Being able to get all of them automagically is bleh insofar as it cuts out the whole "Infernal Charms shape you you act" from the Excellency, but they're apparently all free for the other splats so I dunno.
 
Of course, this is largely academic, because the easiest way for anyone to get Starmetal is to convert Ambrosia for a fate god into the metal.
This may be a misunderstanding on my part, but I thought you could only convert ambrosia meant for Incarnae into their respective magical material. Even if each of the Maidens gets a thousand times the income of their subordinates, that still makes it fairly rare, and gives it heavy consequences to obtaining it.
 
This may be a misunderstanding on my part, but I thought you could only convert ambrosia meant for Incarnae into their respective magical material. Even if each of the Maidens gets a thousand times the income of their subordinates, that still makes it fairly rare, and gives it heavy consequences to obtaining it.

I believe that you can convert ambrosia into Jade by default, any Ambrosia, and that ambrosia dedicated to a specific god can become Relevant magical material. You may be right that it is limited to the seven Incarnae, but the UCS doesn't actually sleep on a big pile of ambrosia- he pretty much subsidizes the entire economy of Heaven with his incidental 'thank god' prayers. You can derive how the budgets of the five bureaus of destiny work if you like, or any number of reasons.

The metatextual point though is that getting any magical material with any method is meant to generate plot. If it's not generating good plot, it needs to be rethought as a mechanic. If it's not generating any plot because people refuse to engage with it, you either need to redesign the game or tell people to man the fuck up and accept that you are not entitled to quick easy access to a rare material.

I'd definitely be interested.

Okay... so this sort of builds on the above and more of a general thing.

In some... spheres of game design, the core thought, mission statement of all decisions and mechanics is this: "Does this make my players do what I want?" If you are not asking that question and attempting to answer it, your design is going to be extremely scattershot and unfocused. A rule or mechanic exists to govern behavior, to establish accepted modes of play. TTRPGs use implicit rules or social constraints like roleplaying and the division of IC and OOC knowledge to help maintain its own internal consistency. Implied or not, a rule or mechanic exists and thus describes viable play.

To speak of Exotic Components, the purpose is manyfold- attempting to solve numerous systemic challenges like players camping out in fortressess churning out magical gear. These mechanics and descriptions exist to inspire the player, to make them buy into the aesthetic as opposed to the reduced objective formula of game resources being transformed from one state to another.

This hasn't really worked in context of Exalted due to poor tutorialization of campaign design and a host of other factors, but that's the basics.

The best definition if play I have encountered is just that- play; wiggle room, maneuverability. It's why you can't make work fun easily, because work has to be done a specific way with specific means and there's no room to jazz it up or more importantly optimize it. When working, you are discouraged from deviation because your role is carefully selected for you.

Play grabs us as humans because we like wiggle room. We want to explore it, see where it takes us. And wiggle-room is where an abstract structure like a game shines. Let's take a tangent to videogames and the competitive scene. You've probably heard the old smash brothers meme of 'No Items, Fox Only, Final Destination', right? The point of that is to reduce variables until the only meaningful distinction between each player is their relative skill, because the value of the playspace is in creating an environment in which a skill can be honed and demonstrated with objective clarity.

Why is paranoia combat unfun? Because once it becomes symmetrical and saturated, the amount of 'play' in the combat is reduced to an unsatisfying procedural slog. Opportunities to make decisions are pruned until only the most critical ones remain... and those are the most boring because they force the game into a very narrow set of viable actions. Why are exotic components un-fun? Because they are a wildly incoherent imposition on a player, a 'gotcha' that is revealed too late in the process of making an artifact that in turn forces an unreasonable tangent away from forward progress.

Hmm. Ran out of steam again. May continue this later. Sorry Rook!
 
A couple questions on some of the rules hacks mentioned in relation to Kerisgame etc.:


In the Enlightenment hack, is the level of Countermagic needed to dispel a (non-geomantic) Sorcerous Charm changed since Sorcery reqs are standardized by Enlightenment, or do they still require only Emerald Countermagic at Essence 3 and Sapphire at Essence 4-5?


Also, how are Infernal Excellencies in particular dealt with in the core capabilities hack? Keris has four according to her sheet (Malfeas, Adorjan, Kimbery, Metagaos), so it doesn't look like it's just Caste/Favored free and never anything else, but it also doesn't look like it's a "get all of them for free" situation. Should an Infernal be able to pick up a new and suitable Excellency with just the training time and no experience points, or should it still cost after the initial character-creation ones due to expanding the applicability of the part that was free? One more for every level of Enlightenment?

Being able to get all of them automagically is bleh insofar as it cuts out the whole "Infernal Charms shape you you act" from the Excellency, but they're apparently all free for the other splats so I dunno.
Countermagic on Sorcerous Charms works identically in practice to RAW - so the same levels of Countermagic needed as in 2e.

Yozi Excellencies come free after "significant investment" in the Yozi's tree. For Keris, the definition of "significant investment" we're using has sort of stabilised as "five or six Charms minimum, spread across more than one root-level tree"; indicating an expenditure of at least 50xp and interest in multiple aspects of a Yozi's nature. So while she may get more Ebon Dragon charms, she won't get his Excellency because she's only dipping into his "body" tree and hasn't taken anything from the Witness to Darkness half of his Charmset.
 
@Aleph, regarding the Enlightenment hack, I'm currently making an Infernal and am making my charm selection. I checked Keris' stats as the official "base" of the hack, to see how some of the charms are handled when I noticed something.

All Essence 2 charms are Enlightenment 7.

Solaroids apparently start ar Enlightenment 6.

Am I misreading this or is that a genuine mistake, It said that Enlight6 is Solaroid E1 and that thats where all Solars start at (which is equivalent to a Second Circle) but having my character start too weak to use the vast majority of his abilities seem like bad game design.

Unless you mean that as in it's the Enlightenment they get at the moment of Exaltation and they actually get Enlight7 after practicing a bit (as per the lore). Then feel free to ignore this.

On a side note, how to I advance my character's Enlightenment in the Hack (just expend the Exp to raise the trait or does it automatically rise at certain thresholds) and can I do so at chargen. Most of the charms I actually want is Enlightenemtn 8.
 
@Aleph, regarding the Enlightenment hack, I'm currently making an Infernal and am making my charm selection. I checked Keris' stats as the official "base" of the hack, to see how some of the charms are handled when I noticed something.

All Essence 2 charms are Enlightenment 7.

Solaroids apparently start ar Enlightenment 6.

Am I misreading this or is that a genuine mistake, It said that Enlight6 is Solaroid E1 and that thats where all Solars start at (which is equivalent to a Second Circle) but having my character start too weak to use the vast majority of his abilities seem like bad game design.

Unless you mean that as in it's the Enlightenment they get at the moment of Exaltation and they actually get Enlight7 after practicing a bit (as per the lore). Then feel free to ignore this.

On a side note, how to I advance my character's Enlightenment in the Hack (just expend the Exp to raise the trait or does it automatically rise at certain thresholds) and can I do so at chargen. Most of the charms I actually want is Enlightenemtn 8.
Enlightenment 6 is equivalent to Essence 1; your character technically starts there but has moved up to E7 by the end of the "few months to a few years" period chargen represents. There honestly aren't any concrete rules for raising Enlightenment; so you can either do it the old way and spend xp for it or decide on "automatically goes up after a certain amount of xp has been earned" brackets.
 
Back
Top