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Kickstarter Update #57, at long last.

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  • Kickstarter Update #57, at long last.

    Project Update #57: A Charming Update

    Posted by Richard Thomas ♥ Like
    We wanted to get you this Update with a taste of the Charms on Valentine's Day, but some personal illness days and communication hiccups pushed it back to today. Sorry that our shortest month only has this one Update in it- we hope you'll find it worth the wait.
    Here's a look at how the EX3 text is progressing:
    From Holden: "Charms: Medicine Charms are now complete, as are Investigation Charms. Some touch-ups are being done to Larceny (the first Charmset handled post-Gencon) to bring them in line with the more polished Investigation ones, before we move into Bureaucracy later in the week. The remaining Abilities, for those keeping score, are Bureaucracy, Lore, Occult, and Craft.
    Light at the end of the tunnel is starting to appear! Meanwhile, the Merits are still undergoing a final set of touch-ups-- they were the first wordcount laid down for this entire project and as such, some of their original projections don't quite line up with the rest of the book any more, since they touch on -every- part of the system, from combat to basic action resolution to backstory to Survival's familiars to finance to equipment. Now that everything else is in place, they needed a bit of work to bring them up to date so they can go to the editor."
    The EX3 Novels remain in the pitch/outline phases but we are talking to the authors this week, and the EX3 Comic is about half finished. Composer James Semple (he created the music we used in the KS video) is composing for the EX3 Music Suites. He and I have been exchanging music concepts for the Dragon Blooded for the past two weeks as our first theme to move past "sketch" phase and we have been establishing some guidelines for how this sort of music project (like nothing I've tried before) needs to run with DB as our test case.
    Here is an excerpt from the EX3 text... some Charms:
    Here are a selection of Solar Charms which will appear in the Exalted Third Edition corebook. The selection includes a (very) old classic, and three entirely new Charms. As always, these are works in progress and might be different in the final book.
    Subtle Speech Method
    Cost: 3m; Mins: Linguistics 3, Essence 1; Type: Simple
    Keywords: Mute
    Duration: One idea conveyed
    Prerequisite Charms: None
    The Solar speaks in a roundabout fashion, stressing particular words, inflections and allusions to convey ideas and concepts that may have nothing to do with what she is saying. Only the intended recipients can understand the true meaning of the Solar’s words; everyone else just hears what the Solar says on the surface. Thus an Exalt using this Charm could appear to discuss the weather while laying out the details of an assassination plot. This Charm does not confer the ability to communicate across language barriers.
    Legendary Captain’s Signature
    Cost: 3m; Mins: Sail 5, Essence 1; Type: Supplemental
    Keywords: Pilot
    Duration: Instant
    Prerequisite Charms: Immortal Mariner’s Advantage
    The Exalt fashions her skill into a perfect Essence-fueled maneuver. The Solar’s naval skill is such that she can overcome a ship’s design flaws. Even a trash barge moves like a sleek pirate cutter in her capable hands. This Charm supplements a naval maneuver, doubling the ship’s maneuverability rating and increasing its speed by one. If the ship’s rating is zero or less, its rating increases to one.
    Life of the Aurochs
    Cost: —; Mins: Survival 5, Essence 2; Type: Permanent
    Keywords: Stackable
    Duration: Permanent
    Prerequisite Charms: Bestial Traits Technique
    The Solar taps a wellspring of Essence to increase her familiar’s vitality and stature. Each purchase of this Charm increases a familiar’s health levels, adding one -1 health level and two -2 health levels to its health track. In addition, each repurchase increases her familiar’s size by 10%, to be manifested normally or only during Saga Beast Virtue and Deadly Predator Method. The Solar may enhance a single familiar with this Charm (Essence) times.
    Arete-Driven Marathon Stride
    Cost: —; Mins: Athletics 5, Essence 2; Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Winning Stride Discipline
    The Solar trains her body to feel the Essence of those she would outrun, matching their strength with her stride. When she falls behind in a test of speed, every 10 her fastest opponent rolls also counts as a single success to the Solar’s own roll. This Charm also functions in rushes, to aid in countering the target’s attempts to avoid the Solar.



    Exalted Behind a Screen of Jade, Savant of the Immaculate Texts, No Moon Scholar, Good Sitting Dog, Best Lurking Cat with Bones, Pioneer Pooch, Corsair, Director, Keeper of the Karstein Manor, Scion with Shield of Knowledge, Erymanthian Boar, Seeking Awakened, Cloaked Changeling, Family Head, Kindred, Agent, Poltergeist, Disciple of the Antler Crown, Wraith, Conspiracy Theorist, First Time Traveler

  • #2
    neat so four charm trees left? Anyone know whats up with the art?

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    • #3
      Nice. Life of the Aurochs is a Charm that everyone who cares about their familiar has always wished they could buy, and it looks like 'familiar Charms' will get more than a passing nod, which I approve of wholeheartedly.

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      • #4
        This is pretty much the perfect update. I really love the direction Solar charms are taking in this edition, Subtle Speech Method is a wonderful tool that can be used in a lot of smart and really interesting ways, without it being some kind of ultimate UMI mind smash. It has so many uses too, you can tell a noble in front of everyone that his king is planning on murdering him, let the rest of your circle know that you just realized the person you've been talking to is from the Wyld Hunt ect. I love it.

        The next two are just good and solid but I have a comment about the last one that I like. In previous editions it would have been so easy to make that charm a perfect effect and just have your character never lose a footrace again, but this just lets you compete with beings that normal humans could never hope to catch or outrun. Exactly what I was looking for from this edition.

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        • #5
          On the one hand, four abilities to go, hooray! On the other hand, one of them is Crafts. Ugh. I could easily imagine Crafts taking more time to complete than any two other abilities combined, including combat abilities. On the other other hand (HYBRID BODY ARRANGEMENT GO!), if they've already been poking at Artifacts and Evocations and so on, hopefully they've already got a pretty solid idea where Crafts is heading, and just need to break that path up into individual effects?


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          • #6
            Ah, Subtle Speech Method is back. Cool. Does basically the same thing. Like that it's duration is "one idea conveyed." The Mute keyword is interesting too. Probably something about being sneaky with Charm use.

            Legendary Mariner's Signature shows we've got naval maneuvers, probably similar to other movement actions but with boats. Looks fun, good for the captain that has an awesome boat, or the mariner that is grabbing one on the fly. Has the Pilot keyword, which is pretty straightforward.

            Life of the Aurochs (I like Aurochs, good word) hints that health levels, even a few, are pretty damn useful, which is good to see. I like the option of manifesting the size increase always or only when other Charms are active. Sometimes you want your animal to buff out when shit gets real.

            Arete-Driven Marathon Stride has more interesting little dice mechanics like that Sail one from before, giving a small permanent boost in certain situations. I'm curious what rushes are exactly, though from how it's described here it's fairly obvious.


            Book of the Emerald Circle
            Custom Sidereal Charms
            Expanded Sidereal Linguistics

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            • #7
              Originally posted by The Hanged Man View Post
              I could easily imagine Crafts taking more time to complete than any two other abilities combined, including combat abilities.
              I assumed that crafting would be a system outside of the charms under craft, they will influence that system for sure, but they probably also feature other effects as well.

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              • #8
                Nice charm previews, very nice indeed.

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                • #9
                  Originally posted by SamuraiMujuru View Post
                  Subtle Speech Method
                  Cost: 3m; Mins: Linguistics 3, Essence 1; Type: Simple
                  Keywords: Mute
                  Huh. Mute.

                  I wonder what that means. Maybe it's a sort of counterpart to Obvious, saying the Charm's use or effects are hard to detect? Or it could be something to do with the new social system. It's probably not exactly what it says on the tin, though, as the Charm indicates you need to be communicating something in order to use it.

                  Originally posted by The Hanged Man
                  On the one hand, four abilities to go, hooray! On the other hand, one of them is Crafts. Ugh. I could easily imagine Crafts taking more time to complete than any two other abilities combined, including combat abilities. On the other other hand (HYBRID BODY ARRANGEMENT GO!), if they've already been poking at Artifacts and Evocations and so on, hopefully they've already got a pretty solid idea where Crafts is heading, and just need to break that path up into individual effects?
                  I'm more worried about Lore, myself. Craft might be a headache, but I get the feeling they've already gotten the base system sorted out, more or less. Lore... maybe it's just me, but I don't envy them the task of writing that Charm tree.

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                  • #10
                    Life of the Aurochs makes me want to create a twin-scimitar-using half-Fae Solar with a panther familiar, just so I can make fun of it.



                    Dead But Not Gone: Ghosts
                    Ghosts: A Revision (2nd Edition)
                    Masters of the Industrial Elements
                    Upon the Rock of Tradition: The Memorial Exalted
                    ​From The Crucible: Crafting As A Struggle

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                    • #11
                      I'm curious about Arete-Driven Marathon Stride - how does it determine your "fastest opponent"? Is that the opponent who is currently moving the fastest, or the one who is capable of moving the fastest? Can I use this charm to realise that the old man with the walking stick is actually fit as a fiddle?

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                      • #12
                        Thoughts about specific charms:

                        Subtle Speech Method is a useful trick. I would have to remember to be pretty strict about IC and OOC communication for my players to make it valuable though.

                        Legendary Captain's Signature sounds like my first character will probably be taking it. I love that all the Sail charms I've seen so far look like they'd work fine for a Haslanti Airship or Lookshy Skywolf or whatever.

                        Life of the Aurochs sounds like it will be a lot juicier when combined with other Familiar-Enhancing stuff, but it also makes it clear that there's plenty of other Familiar-Enhancing stuff to combine it with. It's funny, the 10% Bigger buff has me all excited, despite little or no mechanical impact, just because it would look badass. I also like the idea of Zenith Castes as being especially disposed to having Familiars. It scratches the "Spirit Guide" itch that Last Airbender left me with.

                        Arete-Driven Marathon Stride is the only one I'm not sure of. I'll have to take a look at the rules for "rushes" to see if that seems worth a Charm purchase. Mooching successes from an opponent is a very interesting system in any case, though!


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                        • #13
                          Originally posted by Kyeudo View Post
                          Life of the Aurochs makes me want to create a twin-scimitar-using half-Fae Solar with a panther familiar, just so I can make fun of it.
                          You just need to gather up a whole bunch of allies who will never die or have any major character development in any way and your all set to fight the primordial queen of spiders.

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                          • #14
                            I like the look of the Permanent Charms here. Life of the Aurochs (great parallel name to Ox-Body Technique) makes having a familiar all the more desirable, while Arete-Driven Marathon Stride ensures the Solar can match pace with just about anyone without having to dump motes into it. Here's hoping there's a few of these in each Ability.

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                            • #15
                              Originally posted by Pyrosorc View Post
                              I'm curious about Arete-Driven Marathon Stride - how does it determine your "fastest opponent"? Is that the opponent who is currently moving the fastest, or the one who is capable of moving the fastest? Can I use this charm to realise that the old man with the walking stick is actually fit as a fiddle?
                              I'd assume whomever rolled the most successes in the roll. I'm a bit curious about how often tests of speed are expected to come up since even though chase mechanics are often present, I've never seen them actually come up in any game I've been part off.

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