Actually, this came up a while ago in a discussion about TAW Exaltation criteria. Technically, if you look at the Bull, Dace, Arianna, Swan, Panther - even Harmonious Jade - Solar Exaltations don't come after you've something amazing, they come at your time of greatest need and let you do something amazing. Exalting as a Solar allows you to overcome impossible challenges; called in the moment of a hero's greatest need of them. They choose people with the potential and drive to use their power to change the world, and grant them that power so that they can, at the point where they are most desperate for it.

Which is a bit more interesting and distinct than just "do something cool", tbh, and is a lot more meaningfully distinct from other types of Exaltation.
This pattern holds true in the Eclipse Castebook.

Rune had been seduced by a raksha, whom he invited into Whitewall. For this crime, he was exiled, forced to leave the city's walls in the stormy heart of winter. The Fair Folk was outside waiting for him, and tried to lure him from the safety of The Road. Rune resisted, but he knew he would inevitably die from the cold. So he threw himself at the fairy lord to die fighting. After the fairy's guards dragged him off and held him still for their master to murder him, Rune became an Eclipse and gained the protection of a Quill of Heaven's Diplomatic Immunity, which allowed him to barter for safe passage to the next, faraway settlement.

Rhianna was trying to save a god-blooded horse from being put down by an owner who had lost too many trainers trying to break him. Answering the challenge to gentle the creature where no one else could, she told the proud stallion that this was as much for his good as hers. Even so and despite whatever respect he might have felt for her, he wouldn't submit to anyone who couldn't resist him, and he gave her the ride of her mortal life. She became an Eclipse Caste in order to survive, and learned that his name was Storm.

Mirror Flag was part of a troupe of actors who visited Great Forks, where they were arrested on charges of thievery. Flag took her Second Breath as she began to understand that the charges were true (her companions really were thieves) but also that there was a third party turning the enforcers of the city against them. The Sun himself spoke to Mirror Flag, telling her to tell her story and thus win her freedom.

Admiral Sand was an aging dandyman, a respected former business man and pillar of the community. He had removed himself from business and governance, but one day too many pieces fell into place. Snatches of conversation, rumors, market prices... he walked out into his city and marveled at how impoverished it had become. He barged into the city hall and demanded to know what his successors were doing, and their boasts and transparent lies sickened him. The Sun spoke to him as he took his Second Breath, charging Sand to become the bridge that brings people together. Presumably, the "danger" to which Sand was subjected was how close he had come to having his city and retirement and people come to utter ruin at the hands of mismanagement, leaving them all vulnerable to the depredations of rivals, bandits, and monsters.

In the Twilight book, Sayn was Exalted at his forge, as he hammered metal into a ploughshare and prayed to the Sun for deliverance from the drought that was killing his people.

Fehim was a redhanded criminal trying to escape the burning and sacking of his crime family's stronghold. Hanging off a third-story window over a sheer drop with nothing soft to land on, he let go to fall just as a guard struck him in the face with a club. If he had not Exalted, landing on his shoulder and head would have killed him instantly.

Horakinis had left her family behind to seek out knowledge which would let her restore order to humanity and the world, banishing sickness and keeping Chaos at bay. After many false trails, she was at the end of her resources and hope, knowing she would soon be forced to return to her home and become an accountant. She Exalted just outside of a hidden treasure-trove of books, following a trail that responded to her anima banner.

Iay Selak-Amu was a thaumaturge who came to an island to complete its shrine with a blessing to protect the village and its people from the Wyld Sea. He was too late; the Sea had already erased all creatures on the island, and all of the raw elemental substance left was slowly transforming into water. Still, he tried to enact the ritual, to name the island and keep the Wyld Sea from encroaching closer to his own home, but the island vanished into the Sea before he could finish. He managed to make it back into his boat, but any remaining land was too far away. Had he not taken his Second Breath, he would have died of thirst, hunger and exposure. Oddly, it was not the Sun who appeared before him, but a vision of himself.
 
Six more examples that prove Aleph's point:

ZENITH
Ocean Pearl was a captive turned personal whore to a pirate captain, whom was made immortal by a Deathlord. She tricked the secret of his immortality out of him, and started a mutiny that she had long been planning. The Sun Exalted her when she was past the point of no return and needed to win the hearts of the prisoners she was setting free, as well as any other pirates she could convince to turn against their blackhearted master.

Armattan was a desert caravan guard and only survivor of a bandit attack. Fatally wounded, stranded in wastes, without food or water and more than a week away from any settlement, Armattan raised his fist to the heavens and swore vengeance, demanding justice to fall upon the bandits. The Sun answered him with Exaltation.

Karal Fire-Orchid was far past her prime, beaten and trapped within her burning home by a raksha noble and his troupe. Only then did she Exalt.

Wind took his Second Breath when, rushing to save his fellow monk, he beheld her in the grasp of some monster so horrible to witness that a Dragon-Blooded monk arriving on the scene immediately sided with a Solar and Lunar Anathema to kill it. Oddly, Wind and the Lunar seemed to recognize each other as Mates well before Wind was Exalted, and Wind felt that the First Age city was strangely familiar even before that.

DAWN
Lyta and her whole class of Immaculate martial arts students were participating in a free-for-all competition for rank. She found herself double-teamed by a fellow mortal whom she had publically humiliated for making advances on her, and by that guy's Dragon-Blooded buddy (also a student in the same class). Lyta laid out the mortal with a potentially lethal blow, and the Dragon-Blood errupted into flames to kill her. She Exalted and then tore out the Terrestrial's heart.

Jalith was fleeing from a Linowan tribe after killing their chief; their shaman had called up a spirit to hound her out of the trees, and she dare not descend to the ground where the Fair Folk would find her. She risked it all on a suicidal jump, reasoning that if she fell short at least she would die a clean death from hitting the ground, but a Second Breath assured that she made it, and went on to escape.

Demetheus breaks the pattern something fierce. He puts on a pair of orichalcum bracers, faints dead away, and when he wakes up he finds he can hit like a whole convoy of trucks. He was in a fight before and after his Exaltation, but not in any sort of danger between those moments. Not unless the bracers would kill a mere mortal who dared to wear them, and Exalting as a Solar is the only thing that saved his life.


I could go on and look through the Night Castebook, but I'm bored with this and the tally is up to around twenty Solars who really did Exalt in a moment of great need, when they needed the power of the Sun to succeed... and one example that doesn't seem to fit in any sort of fashion unless you suppose something about the artifacts that Demetheus didn't realize.
 
Apparently, the ink monkeys don't read the errata.

or just ignore that sun-sword concentration and it's follow up were eratta'ed to make your weapon a beamklaive rather than stacking the mm bonus. Which was a lame eratta, but hey, weren't they telling me that the devs were going to start actually communicating?

also, the commentary from Holden shear pretty much confirm my impression that the devs are busy lovin' solars long time and give no fraks about DB's or Sids. Since every DB who could possibly help it was sporting jade hearthstone bracers and already using the alternate jade weapon bonuses from oanedol's, making that charm non-stacking makes it darn near useless.

oh, yeah this is making me so optimistic about onyx path devs.
 
It looks like those charms were basically charms that didn't make it into the errata or someone was fooling around?
 
It looks like those charms were basically charms that didn't make it into the errata or someone was fooling around?
They're the unpublished leftover material from back when they were doing the Ink Monkeys.

Demetheus breaks the pattern something fierce. He puts on a pair of orichalcum bracers, faints dead away, and when he wakes up he finds he can hit like a whole convoy of trucks. He was in a fight before and after his Exaltation, but not in any sort of danger between those moments. Not unless the bracers would kill a mere mortal who dared to wear them, and Exalting as a Solar is the only thing that saved his life.
Given the paranoia of the First Age Solars, this actually seems entirely possible.
 
Apparently, the ink monkeys don't read the errata.

or just ignore that sun-sword concentration and it's follow up were eratta'ed to make your weapon a beamklaive rather than stacking the mm bonus. Which was a lame eratta, but hey, weren't they telling me that the devs were going to start actually communicating?
Judging by Holden's comment, this was written before the errata was finalized, and their just pushing it out as is. I support this, because it means they a not wasting time on 2e when they could be finishing Ex3.

also, the commentary from Holden shear pretty much confirm my impression that the devs are busy lovin' solars long time and give no fraks about DB's or Sids. Since every DB who could possibly help it was sporting jade hearthstone bracers and already using the alternate jade weapon bonuses from oanedol's, making that charm non-stacking makes it darn near useless.
Yes, dice inflation is what the game needs. Oh wait, no that was part of what was killing it. DBs have issues with persistent dice bonuses, but the solution is to give them better persistent dice boosters, not to use charm tech that inflates die pools. And how the fuck does this help Solars? Holden was referring to the fact they axed stat stacking across the board in 2.5, which was one of the better moves for the errata.

And honestly, even if it was in non-stacking mode, it would still be useful for flipping between different versions of the alternate jade bonuses. Flexibility is nice in a fight.
 
Yes, dice inflation is what the game needs. Oh wait, no that was part of what was killing it. DBs have issues with persistent dice bonuses, but the solution is to give them better persistent dice boosters, not to use charm tech that inflates die pools. And how the fuck does this help Solars? Holden was referring to the fact they axed stat stacking across the board in 2.5, which was one of the better moves for the errata.

And honestly, even if it was in non-stacking mode, it would still be useful for flipping between different versions of the alternate jade bonuses. Flexibility is nice in a fight.
The way I'm reading it, the individual bonuses don't stack on top of each other, you just get two of them and pick the better one. So, if you have a Jade daiklave with a Water hearthstone in it, you'll get a daiklave with -1 Speed, +1 Damage and +2 Defense, but if you had a Black Jade daiklave with a Water hearthsone in it, the charm basically wouldn't do anything, since you'd still just get +1 Damage and +2 Defense.
 
The way I'm reading it, the individual bonuses don't stack on top of each other, you just get two of them and pick the better one. So, if you have a Jade daiklave with a Water hearthstone in it, you'll get a daiklave with -1 Speed, +1 Damage and +2 Defense, but if you had a Black Jade daiklave with a Water hearthsone in it, the charm basically wouldn't do anything, since you'd still just get +1 Damage and +2 Defense.
That's a good way to do it. There's also some fun synergy with the red jade version (maximum damage), though its better in absolute terms to use the standard Jade bonus. Its when you start trying to layer Black Jade twice on a wavecleaver people start looking at you like your a munchkin.

Also, on the why not just use hearthstone bracers argument, the charm is cheaper in motes then attunment, and you don't have your motes locked in attunement.
 
Judging by Holden's comment, this was written before the errata was finalized, and their just pushing it out as is. I support this, because it means they a not wasting time on 2e when they could be finishing Ex3.
If they can't be arsed to make it work with the errata, why release it at all?

And how the fuck does this help Solars? Holden was referring to the fact they axed stat stacking across the board in 2.5, which was one of the better moves for the errata.

it sure sounded like "lol too busy with solars, can't be arsed to think about how to balance DB charms" to me.

Going by how ink monkeys featured dozens of pages of solar charms and a half dozen new solar exclusive key words ( they put up a rule for non solars stocking reflexive attacks, but I haven't seen any charms for that) while, Sids and DB's together don't get a full page.... I don't think my comment was unjustified.

And honestly, even if it was in non-stacking mode, it would still be useful for flipping between different versions of the alternate jade bonuses. Flexibility is nice in a fight.

Black jade is good if you want to dual wield with a defensive weapon, but otherwise; -1 speed tends to outweigh +2 whatever if you are not using The bracers. I'm skeptical that bonus switching is worth a charm purchase, finding appropriate hearthstones *and* committing 3 motes (and then popping more motes for the switch). Solars get to have a very flexible fighting style, but DB's are usually going to have to play to specific strengths, which tends to decrease the value of style switching. And let's not forget that not many weapons give you multiple hearthstone slots, which also cuts the supposed flexibility down.

All of which is another factor in my "devs don't really care about DB issues; too busy with solars" impression.
 
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If they can't be arsed to make it work with the errata, why release it at all?
Because its that or let it collect dust on a hard drive somewhere? And its not like this is Ink Monkeys tier official releases, this is 'stuff we were going to put out, but then we actually had work again'. So some new shiney's come out that may not be completely balanced, but uh, see all of 2e and the utter clusterfuck that is balance there. And being blunt, I'm not sure how connected the devs are to 2e mechanical woes at this point, as they've been off of those for a while now.

it sure sounded like "lol too busy with solars, can't be arsed to think about how to balance DB charms" to me.

Going by how ink monkeys featured dozens of pages of solar charms and a half dozen new solar exclusive key words ( they put up a rule for non solars stocking reflexive attacks, but I haven't seen any charms for that) while, Sids and DB's together don't get a full page.... I don't think my comment was unjustified.
Sids have a shrike charm, actually (Perfection of the Visionary Warrior). Sidereals however were always an odd case, given their closed charmset, and the utter and complete mess their charmset was in prior to 2.5, which made adding new charms and exercise in futility. Thus, Martial Arts basically became the way to write Sid charms post Glories. DBs were kinda in a similar boat: until a good chunk into the time when Ink Monkeys was running, DBs were effectively unusably because of bad charm writing. That only really changed with the release of Thousand Correct Actions, which only kinda sorta fixed the problem.

So, for most of the run of Ink Monkeys, you had borked Sidereals, borked Dragon Bloods, less-borked-but-bland-as-fuck-and-what-are-these-guys Lunars, and Alchemicals, who probably got the least love but no one ever bitches and whines about that :(. The Solars, Abyssals and Infernals thus got the lions share of charms, because they were the easiest to work on.

It's also important to remember what the Ink Monkeys was: it was one part stuff they didn't have room for in the books, one part whatever they thought was cool at the time, and one part trying to fix the games issues. And it was more or less completely unplanned. So while it likely did help save the game, it wasn't really great for the game from a playbility standpoint. Infernals got tons of charms, Solar Hero and Infernal Monster got lots of charms (someone writing there really liked hero styles) and Solars got tons of charms, most notably with the Dawn Solution, which... gets a bit more bad press then it honestly deserves. It was mainly meant to let Dawn abilities actually synergize and work together, get the title of best combatant out of the Twilight castes hands, and it was the first real experiment to get combat out of the paranoia rut. Shrikes, while bad from a 2.5 perspective, make sense assuming a paranoia combat environment: force more defenses so mote pools actually run down. Overdrives were there to actually give people a means to attack with that didn't cause your character to die. Then 2.5 came a long and broke the system that a lot of the Dawn solution relied on, so things stopped working. Presumably fixes were in line to bring Dawn solution char tech to the other splats, but given the mountain of fixes that needed doing...

TL;DR: Ink Monkey's unplanned and unstructured nature meant that while it was cool, it was a bad vehicle to add more content to the game. You'll note most printed products tend to be a lot more even handed handing shiney's out.

Oh, and for all the Ink Monkey's didn't do much with Sid's they still beat out DotFA :p.
 
Those Charms are probably somewhere around four years old. Holden's comment in that blog post is from a few days ago.

And sometimes it is fun to share things that you wrote, even if they're not perfect.

One of the biggest problems with Ink Monkeys was that it couldn't be publicly treated as an experimental testing ground, because there were quite a few people vehemently denying its "legitimacy" or "canonicity", whatever that even really means. This was the bulk of Exalted content being released for a whole year, and it was a key part of the struggle to maintain the interest necessary to keep the line going. (Or maybe it was the only content for a year? I can't remember exactly.)

This probably means it should've been treated less cavalierly behind the scenes; frankly, "behind the scenes" was a complete mess. At first, things released at a pretty glacial pace as the freelancers had to wait on the pointless approval of Chambers. Once it turned out they could just post whatever and he probably wouldn't notice or care, they started shoveling out as-good-as-finished projects that likely never would've seen the inside of a book. It was the only venue left, and it was a crappy blog on crappy software trying to keep the line alive. Despite how, uh, carefree oversight was, they still probably would've gotten into a lot of trouble if they started pushing out real, substantial overhauls to the whole game.

A lot of that content was Infernal stuff because: 1) They were the least in shambles and one of the most fun to write for; 2) Michael Goodwin had already plotted out or finished tons of that material already. The reasons there was so much Solar stuff are similar. It's especially eyeroll-worthy when people complain about some sort of bias leading to lack of Sidereal content. Consider how in love with them many or all of the freelancers are despite how utterly useless their mechanics were until right at the end of the line. Which I should probably remind anyone reading was cobbled together about a year after the last Ink Monkey article.

And this was all free content. While that is and always will be a lame excuse for squatting out bad writing just to fill space, it is an important contributing factor in why it all might look like a mad scramble. Because it was one. As much time and effort as someone might put into Exalted for love, a crappy paycheck and real grown-up publication naturally calls for a stricter standard. "Worth putting in a book you charge money for" is not something you can realistically do 100% of the time, and sometimes "making sure you get to release more books" can be more important than "fix all the play-problems as soon as possible."
 
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Hey, need some help. anyone know how best to mix Jojo's ripple to whatever we're calling the unarmed combat charms of Solar Exalted. I'm looking for something akinto whats implied by the first OP or making drawing from a solar detrimental to their enemies.
 
Hey, need some help. anyone know how best to mix Jojo's ripple to whatever we're calling the unarmed combat charms of Solar Exalted. I'm looking for something akinto whats implied by the first OP or making drawing from a solar detrimental to their enemies.
My off-the-cuff response would be to make vampires count as Creatures of Darkness and create a TMA or CMA that does Holy damage.
 
Not a tma a way solars can do some of the fighting joseph and Jonathan do with maybe a corona affect
 
okay I supposed I should put my cards on the table.


I've tried making these before but got no bites or response. I don't think I can do it.

To sum up its not just the magical effects but also the sheer range and ingenuity of the fighting style. Its brutal and graceful but also clever. Alot of this is taken from Joseph more than Jonathan.

The big idea Iw as inspired by was making it so you could proprogate/control your damage some more or even some of Lisa Lisa's tricks. Also blends into my wish Solars could wrestle/fight rivers and other exotic targets.
BTW trying to write Brawl/Solar Hero Style charms inspired by Jojo's Bizarre Adventure's Hamon/Ripple. I know the pinnacle its a Corona of Radiance-alike that has passive benefits for having Solar flames of enlightenment about you (not sure what but they are dreadful to nonPCs and irritating to PCs) But against Creatures of Darkness they multiply the number of attacks a single attack counts as by the target's own essence. the hard part are the charms leading up to it. Another charm I'm thinking involves the propogating tricks of ripple such as being able to punch and form water, suppress flames, shatter stone, and bloom or propogate trees. the real trick is that if anything has something of your form or essence in it you count the points stolen it possesses as a automatically succeeding for the attack (ate my blood too bad its dosed with my solar essence so I make it attack you within even as you block my attack) Finally there is an effect I want to put in that might be its own charm but compliments the above. Basically your anima shines with such excellence rakhasa (or possibly anyone) can't feed off you or anyone in the scene. Any attempt by means or charm works BUUUUT they aren't drained. The fairy instead consumes the excellence the Solar radiates with and do so without diminishing the Solar or its target. However this makes it vulnerable to the "got me in you you're a bomb" trick. VERY Rough draft ideas. Harmonious Vigor Respiration Roll Stamina + Martial Arts Each success is a new pool Vigor Notes. They can be used to enhance attacks and defense Rippling Wave Release Allows you to do special tricks Wreath of Rays and Plumes Activates only when certain charms in the Hamon/Ripple line active. Basically the Brawl equivalent of Corona of Radiance, Lesser enemies of creation (not PCs) dare not approach as you bu, those in range for an attack treat you as a hazard if undead or filled with necro or yozi essence. Fairies can't feed on anyone in your presence all attempts don't drain the target but fill them from the excellence and glory of your anima-fused martial artistry.

Good News I've got better names! Respired Vigorous Harmony Roll Stamina+Ability, successes stored and kept in new/seperate pool that can enhance properties of perfect parry or attack to make it applicable to a target or incoming attack. IF an attack is already applicable (spirit cutting for instance) the doubling up of the property lowers the TN of your dice by your Stamina as your attack is naturally or predisposed to eliminate the target, akin to fire versus cobwebs. Against regular targets each spending doesn't lower the TN but does treat a source of defense equal to the Solar's stamina ignored for each Vigor point spent on an attack on that target for a scene. Rippling Release of Waves Scenelength You may treat any hazard as a solid target for holding or punching but the effects are not necessarily mere . It doesn't soak so much as take the Hazard rating as a difficulty for the attack with the damage equaling the number of turns the effect (punching the flow of water up, creating a whirlpool, water just flowing back, waves or flames being suppressed, or similar tricks. (Dry a waterlogged piece of paper) Holy Effect, if put to a creature using death or hell essence they count the damage as a one time surchage/debt to their motes spending This will NOT cancel any charms already in effect or artifacts attuned. Spells of such essence will merely be suppressed for the duration as if a hazard starting the next attack suffered. Mitraic Riposte uses are putting an invigoration into someone to add the properties and dice of your attack to someone else, just imparting the strength into them for release on their next action (if they defend a counterattack erupts, if attack joined, this explicitly bypasses normal combination of effect and dice limits from charms). to enemies who has taken something of the Solar's form or essense this allows them their attack to bypass 1:1 their defense (health levels, blood, essence). This doesn't work through previous artifacts or demenses or hearthstones not currently attuned to but will work on those who benefit from prior incarnations. Those who somehow take fully the Solar's form can't escape the blows of the Solar (Lunar blood library shapeshifting, Face Drinking bite, clones) all the dice in the pull are assumed to succeed and any soak based in their life or essence fails to defend, a single post soak point of damage may render the doppleganger dead or any other fate. ((needs work but the idea is a part of the Solar is always under their command or becomes a liability)) Roaring Spirit Knuckles Attacks meant more the afflict the heart than the body. Target can add any or all virtues to the soak value, if still exceeded the Solar still does no harm to health levels but instead damages the willpower of the target. Only base damage afflicts the willpower track, the additional damage just affects getting past soak. If it exceeds the current willpower score then it suppresses the power of virtue used to defend, if multiple ones used by the target the charm user chooses one for the iteration. If Flaws of Imperfection used it blows the hole wide open as if repressed virtue for the scene if group agrees. Conviction: Loses the immunity to ignore social attacks in combat needing to respond to each now and unable to spend willpower for ignoring successful ones in the scene Compassion: Loses concern for others and self but not fearless so much as careless Valor: Frightened beyond reason usually will flee and dissasemble into a pile of quaking meat Temperance: No moderation capable so scenelength or committed effects are dropped Aureola of Blessing Scenelength charm that banishes shadows the Solar produces and makes any harmful or damaging effects of anima invert to invigorating and potent ones shining with solar light and glowing. The idea was this can't be activated by itself but requires a number of scenelength charms added on. solar can now attack anything they want without suffering counterattack or harm. The anima takes on flames like this that makes wood bloom purifies water, etc. Lesser undead dare not approach as if you're on fire, greater onese just suffer minor harm or give a benefit. The major benefit is that it allows for multi-tasking adding Number of Vigors stored in actions. Against creatures of darkness count any actions taken against it as multiplied by Creature's own Esence score. This is to allow things like Jonathan Joestar's multiple moves from many abilities in an instant and Kenshiro's Hundred Crack Fist. Additional Holy Effect I'm not sure where to put; Creatures of Darkness struck by this can't respire essence from any source, even stunts (use the alternate exp rewards for the difficulty if a PC). Fae can't feed from anyone else in the scene, they still gain motes BUuuuut it drains not even the Solar their own
 
So Alchemical Exalted become so when a crystalized soul get jammed into a robot body right?

Does this mean that some Alchemicals might still be able to Exalt?
 
So Alchemical Exalted become so when a crystalized soul get jammed into a robot body right?

Does this mean that some Alchemicals might still be able to Exalt?
Short answer: No.

Long answer: Nooooooooo!

Longer answer: "A Terrestrial Exaltation is just a genetic powerup, so Dragonblooded should be able to Exalt." No.

Longest answer: Alchemical Exalted (as should be obvious by the "Exalted") have already Exalted, and you can't Exalt twice.
 
Short answer: No.

Long answer: Nooooooooo!

Longer answer: "A Terrestrial Exaltation is just a genetic powerup, so Dragonblooded should be able to Exalt." No.

Longest answer: Alchemical Exalted (as should be obvious by the "Exalted") have already Exalted, and you can't Exalt twice.
Sorry, I may have miswritten that. I know Exaltations don't mesh well.

What I mean is, could you start as an Alchemical and then turn into , say, a Sidereal?
 
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