Exalted 3rd Edition
Moderator: Andreas
Exalted 3rd Edition
Exalted 3rd Edition
Geplante Veröffentlichung 2013:
Exalted – Exalted Third Edition (February 2013): The new edition of Exalted developed by the current team who have united and energized the fans, and featuring the return of original developer Geoff Grabowski; this edition will rekindle the original excitement of the setting, while the systems will be fine-tuned, balanced, and playtested more rigorously than any White Wolf product ever before. 400 pages. PDF/PoD/Deluxe Kickstarter.
Exalted – Arms of the Chosen (February 2013): The definitive tome of artifact weapons and armor for the Exalted. Arms expands and develops the Evocation system introduced in the corebook, by which the Chosen may derive unique Charms from artifacts, giving them a whole new layer of power and themes to explore. The book will feature not only a much wider selection of weapons and armor than the corebook, but it will also have a section dedicated to Warstriders. 64 pages. PDF/PoD.
Exalted – The Realm (April 2013): Covers the Scarlet Empire in the current era. Unlike its predecessors, this book does not end at the shores of the Blessed Isle, but covers Realm satrapies in the Threshold and beyond. It will provide a deep exploration of Dragon-Blooded society and what it means to be a Dynast, including the Immaculate Philosophy, the beliefs and histories that guide the morality of the Realm and unite the Dragon-Blooded host against the avarice of the gods and the power of the Anathema. A large part of this book will be devoted to detailing the houses of the Dynasty, updating and enlivening with intention of making the houses as tantalizing as Kindred Clans in terms of iconicism and player association and appeal. 160 pages. PDF/PoD
Exalted – Dragon-Blooded (June 2013): What Fire Has Wrought: This book introduces the Dragon-Blooded for the first time in Third Edition, including character creation rules and the Dragon-Blooded Charm set. What Fire Has Wrought is the first indicator of the dynamic new “novel” feel of Exalted, of amped-up Storytelling, with each book as a chapter in the legend of the game. This book will give an iconic view of the Dragon-Blooded, showing their creation as the armies of the Celestial Host and detailing their place in the current era. It will feature some further details of the Realm as well as Lookshy and other locales where Dragon-Blooded are prominent. Overall, it will focus on the legend of the Dragon-Blooded and the fires they have had to walk through to get to where they are, as Creation’s premiere, dominant Exalted. 220 pages. PDF/PoD Hardcover/Deluxe Kickstarter.
Diese und andere White Wolf-Veröffentlichungen findet man in dieser Liste.
Hier haben ein paar Verrückte alle bisher vorhandenen Infos zusammengetragen.
LG
Stefan
Geplante Veröffentlichung 2013:
Exalted – Exalted Third Edition (February 2013): The new edition of Exalted developed by the current team who have united and energized the fans, and featuring the return of original developer Geoff Grabowski; this edition will rekindle the original excitement of the setting, while the systems will be fine-tuned, balanced, and playtested more rigorously than any White Wolf product ever before. 400 pages. PDF/PoD/Deluxe Kickstarter.
Exalted – Arms of the Chosen (February 2013): The definitive tome of artifact weapons and armor for the Exalted. Arms expands and develops the Evocation system introduced in the corebook, by which the Chosen may derive unique Charms from artifacts, giving them a whole new layer of power and themes to explore. The book will feature not only a much wider selection of weapons and armor than the corebook, but it will also have a section dedicated to Warstriders. 64 pages. PDF/PoD.
Exalted – The Realm (April 2013): Covers the Scarlet Empire in the current era. Unlike its predecessors, this book does not end at the shores of the Blessed Isle, but covers Realm satrapies in the Threshold and beyond. It will provide a deep exploration of Dragon-Blooded society and what it means to be a Dynast, including the Immaculate Philosophy, the beliefs and histories that guide the morality of the Realm and unite the Dragon-Blooded host against the avarice of the gods and the power of the Anathema. A large part of this book will be devoted to detailing the houses of the Dynasty, updating and enlivening with intention of making the houses as tantalizing as Kindred Clans in terms of iconicism and player association and appeal. 160 pages. PDF/PoD
Exalted – Dragon-Blooded (June 2013): What Fire Has Wrought: This book introduces the Dragon-Blooded for the first time in Third Edition, including character creation rules and the Dragon-Blooded Charm set. What Fire Has Wrought is the first indicator of the dynamic new “novel” feel of Exalted, of amped-up Storytelling, with each book as a chapter in the legend of the game. This book will give an iconic view of the Dragon-Blooded, showing their creation as the armies of the Celestial Host and detailing their place in the current era. It will feature some further details of the Realm as well as Lookshy and other locales where Dragon-Blooded are prominent. Overall, it will focus on the legend of the Dragon-Blooded and the fires they have had to walk through to get to where they are, as Creation’s premiere, dominant Exalted. 220 pages. PDF/PoD Hardcover/Deluxe Kickstarter.
Diese und andere White Wolf-Veröffentlichungen findet man in dieser Liste.
Hier haben ein paar Verrückte alle bisher vorhandenen Infos zusammengetragen.
LG
Stefan
Re: Exalted 3rd Edition
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.
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.
Re: Exalted 3rd Edition
The following Solar Charm previews reflect a work in progress (specifically, they’re being playtested right now) and may change before the book’s final release.
All-Seeing Master Procurer
Cost: 5m; Mins: Bureaucracy 4, Essence 1; Type: Reflexive Keywords: None
Duration: One scene
Prerequisite Charms: Consumer-Evaluating Glance
Through use of this Charm the Solar broadcasts her ability to evaluate and fence any good, and to estimate the viability of any good or service in any market. This Charm makes characters naturally assume the Solar is a master merchant, someone who should be approached in order to receive the best deal or gain information about any certain product. This Charm does not confer knowledge of any good the Solar is unfamiliar with, but it does allow her to reflexively employ Insightful Buyer Technique for one mote, in order to speculate on the value of goods in local or foreign markets, even those that may not even be physically present.
Subject-Hailing Ideology
Cost: 5m; Mins: Bureaucracy 5, Essence 4; Type: Supplemental
Keywords: None Duration: Instant
Prerequisite Charms: Eclectic Verbiage of Law
The Lawgiver gains power through knowledge of the roles and identities of others. This Charm supplements any social influence that appeals to an Intimacy the Solar is aware of, at a former intensity, so long as the social influence is intended to make the subject act in some official capacity. For example, the Lawgiver could attempt to persuade her bodyguard-turned-assassin to put down his weapon, invoking an Intimacy of loyalty he once held but holds no longer. She could convince an ex-spouse to act in some capacity as if they were still married. She could even make a once-loyal member of her organization remember his role and even make him wish to return to his former position. However, she could not use this Charm to convince two enemies who have become lovers to remember their hate for one another. The Charm only functions if there is some relevant official capacity being invoked. Thus the subject is hailed into a former role.
Clever Bandit’s Rook
Cost: 2m; Mins: Larceny 3, Essence 1; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Seasoned Criminal Method
A master of the sublime, the Lawgiver hooks a mark with her charisma and genuine seeming. When used, this Charm supplements an instill action to make a person believe an object or structure belongs to the Exalt. This Charm cannot force an assertion on someone that directly contradicts what they know. However, a character who does not know the truth cannot benefit from any Intimacies that would bolster their Resolve against the attempt. A character may not spend Willpower to contradict this belief unless they see direct evidence to the contrary.
Penumbra Self Meditation
Cost: 3m per Intimacy; Mins: Socialize 5, Essence 2; Type: Simple
Keywords: Stackable
Duration: Indefinite
Prerequisite Charms: Guarded Thoughts Meditation
Through concentration and practice, the Solar sheds a piece of her soul into the lightless blaze of her anima, dimming it. From that point onward, no read intentions action can uncover it. The Solar must meditate for an hour in order to bury a single Intimacy in this fashion. The Solar may eclipse as many Intimacies as she can afford to hide. Note that this Charm does not make it impossible to notice a Solar’s overt tendencies—her Intimacies can still be revealed through her own actions.
Angle-Tracing Edge
Cost: 3m; Mins: Thrown 5, Essence 2; Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Observer-Deceiving Attack
The Solar perceives the angle of her enemy’s attacks as broken arcs of faintly glowing Essence, and uses them to guide her own. Through the use of this Charm, the Exalt completely removes all cover benefits from a target, banking her weapon off of walls and other solid surfaces to make near-impossible attacks. If Angle-Tracing Edge is used against a target in full cover, unless deemed completely impossible by the Storyteller, her attack finds its mark, but is made as if she had attacked from long distance.
All-Seeing Master Procurer
Cost: 5m; Mins: Bureaucracy 4, Essence 1; Type: Reflexive Keywords: None
Duration: One scene
Prerequisite Charms: Consumer-Evaluating Glance
Through use of this Charm the Solar broadcasts her ability to evaluate and fence any good, and to estimate the viability of any good or service in any market. This Charm makes characters naturally assume the Solar is a master merchant, someone who should be approached in order to receive the best deal or gain information about any certain product. This Charm does not confer knowledge of any good the Solar is unfamiliar with, but it does allow her to reflexively employ Insightful Buyer Technique for one mote, in order to speculate on the value of goods in local or foreign markets, even those that may not even be physically present.
Subject-Hailing Ideology
Cost: 5m; Mins: Bureaucracy 5, Essence 4; Type: Supplemental
Keywords: None Duration: Instant
Prerequisite Charms: Eclectic Verbiage of Law
The Lawgiver gains power through knowledge of the roles and identities of others. This Charm supplements any social influence that appeals to an Intimacy the Solar is aware of, at a former intensity, so long as the social influence is intended to make the subject act in some official capacity. For example, the Lawgiver could attempt to persuade her bodyguard-turned-assassin to put down his weapon, invoking an Intimacy of loyalty he once held but holds no longer. She could convince an ex-spouse to act in some capacity as if they were still married. She could even make a once-loyal member of her organization remember his role and even make him wish to return to his former position. However, she could not use this Charm to convince two enemies who have become lovers to remember their hate for one another. The Charm only functions if there is some relevant official capacity being invoked. Thus the subject is hailed into a former role.
Clever Bandit’s Rook
Cost: 2m; Mins: Larceny 3, Essence 1; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Seasoned Criminal Method
A master of the sublime, the Lawgiver hooks a mark with her charisma and genuine seeming. When used, this Charm supplements an instill action to make a person believe an object or structure belongs to the Exalt. This Charm cannot force an assertion on someone that directly contradicts what they know. However, a character who does not know the truth cannot benefit from any Intimacies that would bolster their Resolve against the attempt. A character may not spend Willpower to contradict this belief unless they see direct evidence to the contrary.
Penumbra Self Meditation
Cost: 3m per Intimacy; Mins: Socialize 5, Essence 2; Type: Simple
Keywords: Stackable
Duration: Indefinite
Prerequisite Charms: Guarded Thoughts Meditation
Through concentration and practice, the Solar sheds a piece of her soul into the lightless blaze of her anima, dimming it. From that point onward, no read intentions action can uncover it. The Solar must meditate for an hour in order to bury a single Intimacy in this fashion. The Solar may eclipse as many Intimacies as she can afford to hide. Note that this Charm does not make it impossible to notice a Solar’s overt tendencies—her Intimacies can still be revealed through her own actions.
Angle-Tracing Edge
Cost: 3m; Mins: Thrown 5, Essence 2; Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Observer-Deceiving Attack
The Solar perceives the angle of her enemy’s attacks as broken arcs of faintly glowing Essence, and uses them to guide her own. Through the use of this Charm, the Exalt completely removes all cover benefits from a target, banking her weapon off of walls and other solid surfaces to make near-impossible attacks. If Angle-Tracing Edge is used against a target in full cover, unless deemed completely impossible by the Storyteller, her attack finds its mark, but is made as if she had attacked from long distance.
Re: Exalted 3rd Edition
Here's a look at how the EX3 text is progressing:
Here's an excerpt from Chapter Two, introducing a class of often-overlooked spirits that didn't get a lot of glamour or attention during the last couple of editions, but which we're planning to make more distinct and interesting in the new edition. As always, this is production text and might not be identical to what shows up in the final product.
Elementals
From storm fronts, forest fires, earthquakes, mudslides, from deep ocean currents, from lightning strikes and blizzards, from the heat-haze of the desert and the crushing force of the avalanche do elementals birth themselves into the world.
The elemental races are old beyond measure. Before men, before beasts, and some say before even the gods, elementals have stalked Creation. They coalesce from the interplay of the world’s natural energies and begin as countless types and species; each elemental race carries a unique form. They are naturally material and live in the world—wind bears herd clouds while wood spiders lurk in ancient forests, and during the dry season of the South, vast stampedes of llama-yu fire orbs traverse the desert. They perpetuate the energies that birth them, and young elementals live as embodiments of the dynamism of nature.
If they survive the ages—unlike gods, they’re ageless but not immortal—ancient elementals are almost completely unique, powers named and feared whose original forms are lost to time. At the apex of both power and enlightenment, elementals undergo a slow metamorphosis, assuming the serpentine forms of the lesser elemental dragons; no other shape could express their might. Respected by Heaven, the dragons often serve as censors in the courts of Yu-Shan, charged with overseeing celestial law in both Heaven and Creation.
In the fallen Age of Sorrows, under a fractured celestial bureaucracy, lesser elementals follow their instincts without guidance, sometimes pushing natural processes into imbalance. Greater elementals rule courts of their lessers or pretend at godhood over men. And the lesser elemental dragons are as prone to corruption as the gods, demanding bribes and turning a blind eye to their duties. Yet elementals’ terrestrial origins give them a unique perspective among the spirits of the world—elementals are mortal in a sense, native to the material, and have more reason than gods to sympathize with the plights of women and men.
Here's an excerpt from Chapter Two, introducing a class of often-overlooked spirits that didn't get a lot of glamour or attention during the last couple of editions, but which we're planning to make more distinct and interesting in the new edition. As always, this is production text and might not be identical to what shows up in the final product.
Elementals
From storm fronts, forest fires, earthquakes, mudslides, from deep ocean currents, from lightning strikes and blizzards, from the heat-haze of the desert and the crushing force of the avalanche do elementals birth themselves into the world.
The elemental races are old beyond measure. Before men, before beasts, and some say before even the gods, elementals have stalked Creation. They coalesce from the interplay of the world’s natural energies and begin as countless types and species; each elemental race carries a unique form. They are naturally material and live in the world—wind bears herd clouds while wood spiders lurk in ancient forests, and during the dry season of the South, vast stampedes of llama-yu fire orbs traverse the desert. They perpetuate the energies that birth them, and young elementals live as embodiments of the dynamism of nature.
If they survive the ages—unlike gods, they’re ageless but not immortal—ancient elementals are almost completely unique, powers named and feared whose original forms are lost to time. At the apex of both power and enlightenment, elementals undergo a slow metamorphosis, assuming the serpentine forms of the lesser elemental dragons; no other shape could express their might. Respected by Heaven, the dragons often serve as censors in the courts of Yu-Shan, charged with overseeing celestial law in both Heaven and Creation.
In the fallen Age of Sorrows, under a fractured celestial bureaucracy, lesser elementals follow their instincts without guidance, sometimes pushing natural processes into imbalance. Greater elementals rule courts of their lessers or pretend at godhood over men. And the lesser elemental dragons are as prone to corruption as the gods, demanding bribes and turning a blind eye to their duties. Yet elementals’ terrestrial origins give them a unique perspective among the spirits of the world—elementals are mortal in a sense, native to the material, and have more reason than gods to sympathize with the plights of women and men.
Re: Exalted 3rd Edition
Here are a few excerpts from the current draft of Exalted: Third Edition, including the first glance at a couple of new Hearthstones, and a fresh look at a pair of very classic Merits.
The Orb of Calm (Greater Hearthstone of Water)
For four miles around the stone, seas remain relatively calm, rain is never heavy, and winds remain light. Waves never become higher than three yards high and winds are never stronger than 25 miles per hour. This stone only functions if it is within two miles of an ocean or of a lake at least 50 miles across in its smallest dimension. If placed on a ship, seas around the ship remain as a moving zone of calm. The stone does not affect light winds, waves or rains. Instead, it prevents all weather from becoming dangerously powerful.
Stone of the Nightly Reunion (Standard Abyssal Hearthstone)
Every night, people can visit any graveyard within three miles of the stone and speak with the dead buried there. The dead can hear and respond and can also create slightly transparent images of the way their bodies appeared in life. However, without using any special abilities neither the dead nor the living can touch or affect each other in any way.
Allies (•, •••, or •••••)—Story
This Merit may be re-purchased as many times as desired.
Each purchase grants the character a single noteworthy Storyteller-controlled ally—a close friend or trusted companion with some useful capabilities. The nature of this ally must be defined at the time the Merit is purchased. One dot grants a mortal or very minor supernatural ally, who may possess useful contacts, political clout, refined expertise, or other resources he is willing to put at the character’s disposal, within reason. Three dots grants a supernatural ally at least as powerful as a young Terrestrial Exalt. Five dots grants a supernatural ally as powerful as one of the Celestial Exalted. The Storyteller has final say over what constitutes a valid ally.
Drawback: Allies aren’t automatons or flunkies. They have their own lives and concerns, and expect the character to provide the same assistance to them that they provide to her. A mistreated ally is likely to abandon the character or even become her enemy.
Contacts (•, •••, or •••••)—Story
This Merit may be re-purchased as many times as desired.
Each purchase grants the character a network of contacts willing to feed him information. The player must specify what sort of contacts he’s purchasing at the time the Merit is gained. Examples might include contacts within the Immaculate Order, the Delzahn nomads, the court of the Tri-Khan of Chiaroscuro, the Guild, the craftsmen of Nexus, House Mnemon, Western ship captains, the Lintha family, a specific noble family of Port Calin, all noble families of Port Calin, or the smugglers of the Haslanti League.
One-dot contacts are generally confined to a single city-state or similar region. Three-dot contacts may span a broad area or indicate an organization with vast but specific reach and influence, while five-dot Contacts mean that almost anywhere the character goes within a Direction, he’ll be able to find applicable contacts within the purchased field.
The Orb of Calm (Greater Hearthstone of Water)
For four miles around the stone, seas remain relatively calm, rain is never heavy, and winds remain light. Waves never become higher than three yards high and winds are never stronger than 25 miles per hour. This stone only functions if it is within two miles of an ocean or of a lake at least 50 miles across in its smallest dimension. If placed on a ship, seas around the ship remain as a moving zone of calm. The stone does not affect light winds, waves or rains. Instead, it prevents all weather from becoming dangerously powerful.
Stone of the Nightly Reunion (Standard Abyssal Hearthstone)
Every night, people can visit any graveyard within three miles of the stone and speak with the dead buried there. The dead can hear and respond and can also create slightly transparent images of the way their bodies appeared in life. However, without using any special abilities neither the dead nor the living can touch or affect each other in any way.
Allies (•, •••, or •••••)—Story
This Merit may be re-purchased as many times as desired.
Each purchase grants the character a single noteworthy Storyteller-controlled ally—a close friend or trusted companion with some useful capabilities. The nature of this ally must be defined at the time the Merit is purchased. One dot grants a mortal or very minor supernatural ally, who may possess useful contacts, political clout, refined expertise, or other resources he is willing to put at the character’s disposal, within reason. Three dots grants a supernatural ally at least as powerful as a young Terrestrial Exalt. Five dots grants a supernatural ally as powerful as one of the Celestial Exalted. The Storyteller has final say over what constitutes a valid ally.
Drawback: Allies aren’t automatons or flunkies. They have their own lives and concerns, and expect the character to provide the same assistance to them that they provide to her. A mistreated ally is likely to abandon the character or even become her enemy.
Contacts (•, •••, or •••••)—Story
This Merit may be re-purchased as many times as desired.
Each purchase grants the character a network of contacts willing to feed him information. The player must specify what sort of contacts he’s purchasing at the time the Merit is gained. Examples might include contacts within the Immaculate Order, the Delzahn nomads, the court of the Tri-Khan of Chiaroscuro, the Guild, the craftsmen of Nexus, House Mnemon, Western ship captains, the Lintha family, a specific noble family of Port Calin, all noble families of Port Calin, or the smugglers of the Haslanti League.
One-dot contacts are generally confined to a single city-state or similar region. Three-dot contacts may span a broad area or indicate an organization with vast but specific reach and influence, while five-dot Contacts mean that almost anywhere the character goes within a Direction, he’ll be able to find applicable contacts within the purchased field.
Re: Exalted 3rd Edition
Here are some excepts from the main EX3 text, all about Evocations:
As usual, all material below reflects a work in progress and is potentially subject to change before publication.
Evocations, one of the new features of Exalted Third Edition, are powerful Charms that the Exalted can draw out of their magical arms and armor (and to a limited degree, certain other artifacts). Different Chosen have varying facility with Evocations, based on their nature, training, and their resonance with different magical materials. The Solar Exalted are the undisputed masters of Evocations, possessing the potential to fully master virtually any artifact.
Unlike the "set" progression of martial arts trees or the unchanging nature of spells, Evocation arrays are flexible, born of a synthesis of the construction and history of a daiklave, and the expertise and spirit of the one who wields it. A daiklave passed down through four generations of Dragon-Blooded, for example, might express differing Evocation arrays in the hands of each of its successive wielders. As such, all published Evocation arrays are intended to act as base-line suggestions which players should feel free to add to, elaborate on, or customize as their game progresses and they become a part of their weapon's storied history, and vice-versa. Even without doing any customization or homebrew, all Evocation arrays can be advanced through in various different ways, producing different gameplay 'builds' with the published Evocations.
Presented below is the Evocation array chart for Volcano Cutter. Forged primarily of red jade quarried from the base of the Imperial Mountain in the closing days of the First Age, Volcano Cutter is a reaver daiklave tempered in the battles of the Usurpation, where it was wielded by Exalts fighting on both sides of that bloody conflict. Its hilt features a core of polished white jade, while the blade itself is single-edged, tapering to a curved point, with a second grip mounted at the back of the blade for better control when stabbing or slashing in close-quarters, or to more easily plunge the daiklave into the earth and draw it back out.
Volcano Cutter’s Evocations exemplify the iconic elemental daiklave, with its eruptions of flame slanted toward cataclysmic destruction by the weapon’s awakening during the Usurpation.
As usual, all material below reflects a work in progress and is potentially subject to change before publication.
Evocations, one of the new features of Exalted Third Edition, are powerful Charms that the Exalted can draw out of their magical arms and armor (and to a limited degree, certain other artifacts). Different Chosen have varying facility with Evocations, based on their nature, training, and their resonance with different magical materials. The Solar Exalted are the undisputed masters of Evocations, possessing the potential to fully master virtually any artifact.
Unlike the "set" progression of martial arts trees or the unchanging nature of spells, Evocation arrays are flexible, born of a synthesis of the construction and history of a daiklave, and the expertise and spirit of the one who wields it. A daiklave passed down through four generations of Dragon-Blooded, for example, might express differing Evocation arrays in the hands of each of its successive wielders. As such, all published Evocation arrays are intended to act as base-line suggestions which players should feel free to add to, elaborate on, or customize as their game progresses and they become a part of their weapon's storied history, and vice-versa. Even without doing any customization or homebrew, all Evocation arrays can be advanced through in various different ways, producing different gameplay 'builds' with the published Evocations.
Presented below is the Evocation array chart for Volcano Cutter. Forged primarily of red jade quarried from the base of the Imperial Mountain in the closing days of the First Age, Volcano Cutter is a reaver daiklave tempered in the battles of the Usurpation, where it was wielded by Exalts fighting on both sides of that bloody conflict. Its hilt features a core of polished white jade, while the blade itself is single-edged, tapering to a curved point, with a second grip mounted at the back of the blade for better control when stabbing or slashing in close-quarters, or to more easily plunge the daiklave into the earth and draw it back out.
Volcano Cutter’s Evocations exemplify the iconic elemental daiklave, with its eruptions of flame slanted toward cataclysmic destruction by the weapon’s awakening during the Usurpation.
Re: Exalted 3rd Edition
The Penultimate Map
Here's a preview of the new Map of Creation in an almost finished state; there are just a few notes from the Devs that need to be sent to our brilliant cartographer and it'll be done.
Unapproved, almost-final, Map of Creation by Jared Blando.
Here's a preview of the new Map of Creation in an almost finished state; there are just a few notes from the Devs that need to be sent to our brilliant cartographer and it'll be done.
Unapproved, almost-final, Map of Creation by Jared Blando.
Re: Exalted 3rd Edition
The Fair Folk Excerpt:
The Fair Folk
The Fair Folk are born of the chaos beyond the world—ravenous, beautiful, and immortal. They stride boldly into Creation, taking whatever they please by force or seduction. Also known as the raksha, they seem similar to men and women, but aren’t human and could never be mistaken as such. Mortals don’t wrap themselves in proud robes of woven poetry, nor move with the grace of a waking dream, nor wear all the blowing colors of autumn and fire in their hair and eyes.
The Fair Folk hate Creation, for it offends the children of the Wyld. When the world was raised up from chaos, it shattered the purity of the Wyld, inflicting upon it an immutable center; the certainties of time; and other, subtler transformations. What had been free was now fixed. The oppressive weight of Creation’s certainties presses hard against those Fair Folk who enter the world; in its every aspect, reality announces itself as their enemy. The raksha have warred against Creation since its first dawn. Once, they came within a hair’s breadth of victory; perhaps in the Time of Tumult they will succeed.
The Fair Folk love Creation, for it beguiles them and fills their essential emptiness—an emptiness of which they were never aware, until Creation existed to contrast them. The raksha are soulless, donning ethics and passions like masks and fashion; they’re not real the way a mortal is real, and must endlessly invent themselves. To immerse in the life of Creation—and dine upon Creation-born souls—provides another, intoxicating existence, which many fae throw themselves into wholeheartedly. The souls and sagas of heroes satisfy them best of all, drawing Fair Folk to the Exalted in endless cycles of savage war and equally savage love.
So it is that Creation has learned that the love and hate of the Fair Folk are to be feared in equal measure.
The Hosts of Faerie
The raksha have long dominated the Wyld, but they are not its only children. The hosts of faerie are vast and diverse, describing horrors and beauties in countless variety. The raksha commonly enslave such lesser fae, or create them wholesale as servants, putting each to the use its nature (or maker’s whims) dictates. Lesser fae generally excel singular tasks—they are swift couriers, doughty wonder-smiths, lascivious paramours, savage warriors, feral hunting-beasts. The lesser faeries most familiar to the people of Creation are those the Fair Folk put to work as warriors and hunters, such as squat hobgoblins with flesh like twisted roots, shark-toothed oceanic reavers, and the wolf-faced howlers of the Winter Folk.
The churning vicissitudes of the Wyld and the dream-forges of the Fair Folk also sometimes birth colossal, monstrous terrors. These behemoths are distinguished by their uniqueness and overwhelming power. Most have no more intelligence than an animal, and often not even that much self-awareness—the Fair Folk tame them with little difficulty, despite their enormous strength. To bring one of the more intelligent or willful behemoths to heel is a great accomplishment among the courts of madness, bringing forth accolades, envy, and rivals.
The raksha hold themselves above all other children of the Wyld. They see lesser fae as potential slaves and amusements—not kin or peers. But the raksha are no longer the undisputed lords of the Wyld. In the centuries since the failure of their last great crusade to end Creation, a new and terrible sort of faerie has emerged from the depths of the Wyld. These twisted and hungry beings—the hannya—count raksha as their preferred prey.
Fair Folk in Creation
The Fair Folk take on a host of forms as they enter Creation and rob substance from its Elemental Poles to sustain themselves. What follows are the most widely-known (and feared) generalities of the Fair Folk; individual raksha may bend or break the trends of their court. The Wyld is ever-inventive, and ever-treacherous.
The East: The raksha of the East and Northeast are much consumed with pageantry, garbing themselves in emblems of the forest and the seasons: cloaks of leaves and torcs of laurel, juniper-berry tassels, crowns of woven dead branches. They favor armor of magically hardened wood.
Fae of the Southeastern jungles become indolent in the heat, wearing rainbow feathers and red, black, and yellow skin colors. They prefer to lay ambushes, using blowguns and spears steeped in hallucinogens to capture mortal playthings. They regard the fevered visions provoked by their darts as a refined delicacy. Deeper Southeast, scattered tribes of bronze-skinned and devil-fanged nomads range up and down the shores of the Dreaming Sea, and roam across the great interior plains, kidnapping travelers and drawing out their souls in forced contests of chance and daring. They spare only the domains of Ysyr, where it is rumored the reigning thaumatocrats have learned to enslave their kind.
The South: Raksha of the Southern coast creep into towns and cities by night wearing the form of black lions. They infiltrate the houses of sleeping mortals to steal their breath, or whisper from the darkness to draw watchmen away from the fires, never to be seen again.
In the far South, the raksha are desert raiders on horses of flame and shadow, dressed in flowing robes of stitched dream and burnooses of woven poetry, wielding sabers edged with deadly omens. Only their love of riddles, bets, and challenges can offer hope of delivery from their hunger—alas, precious few count themselves sharper than the Fair Folk.
The West: The raksha of the West are divided between the aquatic fae of the ocean depths and wild cannibal raksha who dwell upon miraculous isles. The latter paint their bodies, carve terrifying and impressive masks to frighten away the hannya, and prefer to extract dreams and souls from boiled flesh. Their whale-bone outriggers cut the waves like swift arrows when they go a-raiding.
The fae of the open oceans wear whatever sea-life features take their fancy. Some are swift and terrible hunters, driving schools of sharks and barracuda before them as hunting-hounds; others use their beauty as a lure, drawing sailors and dock-girls into the sea with cruel, sweet songs, crimson-rouged lips and nipples, and the artful concealment and exposure of surging waves.
Most prideful and lovely of all the Western fae are those raksha who have named themselves the Pearl Court and made their home upon the coasts of the Caul. They adorn their flesh in shifting nacreous hues, seduce the winds and waves into compliant alliance, and draw ships onto the jagged shores of the Caul with storm-song and false omens.
The North: In much of the North, the Winter Folk are feared even above the hungry dead. Villages shudder and reach for weapons or tribute at the tinkling of their sleigh bells and the creak of their ice chains in the night. The Winter Folk adorn themselves in ermine or mammoth fur, bedecking their bodies with great antlers, horns, wolf fangs, or bear claws; many sport cow or wolf tails, which they take some pains to hide. The loveliest of the Winter Folk often walk nude through the midst of howling blizzards, offering the warmth of their bodies to lost travelers in exchange for sips and bites of the unfortunate’s soul. Such liaisons are addictive, drawing doomed “snow dolls” out into the killing cold again and again in desperate search for their lovers.
The Fair Folk
The Fair Folk are born of the chaos beyond the world—ravenous, beautiful, and immortal. They stride boldly into Creation, taking whatever they please by force or seduction. Also known as the raksha, they seem similar to men and women, but aren’t human and could never be mistaken as such. Mortals don’t wrap themselves in proud robes of woven poetry, nor move with the grace of a waking dream, nor wear all the blowing colors of autumn and fire in their hair and eyes.
The Fair Folk hate Creation, for it offends the children of the Wyld. When the world was raised up from chaos, it shattered the purity of the Wyld, inflicting upon it an immutable center; the certainties of time; and other, subtler transformations. What had been free was now fixed. The oppressive weight of Creation’s certainties presses hard against those Fair Folk who enter the world; in its every aspect, reality announces itself as their enemy. The raksha have warred against Creation since its first dawn. Once, they came within a hair’s breadth of victory; perhaps in the Time of Tumult they will succeed.
The Fair Folk love Creation, for it beguiles them and fills their essential emptiness—an emptiness of which they were never aware, until Creation existed to contrast them. The raksha are soulless, donning ethics and passions like masks and fashion; they’re not real the way a mortal is real, and must endlessly invent themselves. To immerse in the life of Creation—and dine upon Creation-born souls—provides another, intoxicating existence, which many fae throw themselves into wholeheartedly. The souls and sagas of heroes satisfy them best of all, drawing Fair Folk to the Exalted in endless cycles of savage war and equally savage love.
So it is that Creation has learned that the love and hate of the Fair Folk are to be feared in equal measure.
The Hosts of Faerie
The raksha have long dominated the Wyld, but they are not its only children. The hosts of faerie are vast and diverse, describing horrors and beauties in countless variety. The raksha commonly enslave such lesser fae, or create them wholesale as servants, putting each to the use its nature (or maker’s whims) dictates. Lesser fae generally excel singular tasks—they are swift couriers, doughty wonder-smiths, lascivious paramours, savage warriors, feral hunting-beasts. The lesser faeries most familiar to the people of Creation are those the Fair Folk put to work as warriors and hunters, such as squat hobgoblins with flesh like twisted roots, shark-toothed oceanic reavers, and the wolf-faced howlers of the Winter Folk.
The churning vicissitudes of the Wyld and the dream-forges of the Fair Folk also sometimes birth colossal, monstrous terrors. These behemoths are distinguished by their uniqueness and overwhelming power. Most have no more intelligence than an animal, and often not even that much self-awareness—the Fair Folk tame them with little difficulty, despite their enormous strength. To bring one of the more intelligent or willful behemoths to heel is a great accomplishment among the courts of madness, bringing forth accolades, envy, and rivals.
The raksha hold themselves above all other children of the Wyld. They see lesser fae as potential slaves and amusements—not kin or peers. But the raksha are no longer the undisputed lords of the Wyld. In the centuries since the failure of their last great crusade to end Creation, a new and terrible sort of faerie has emerged from the depths of the Wyld. These twisted and hungry beings—the hannya—count raksha as their preferred prey.
Fair Folk in Creation
The Fair Folk take on a host of forms as they enter Creation and rob substance from its Elemental Poles to sustain themselves. What follows are the most widely-known (and feared) generalities of the Fair Folk; individual raksha may bend or break the trends of their court. The Wyld is ever-inventive, and ever-treacherous.
The East: The raksha of the East and Northeast are much consumed with pageantry, garbing themselves in emblems of the forest and the seasons: cloaks of leaves and torcs of laurel, juniper-berry tassels, crowns of woven dead branches. They favor armor of magically hardened wood.
Fae of the Southeastern jungles become indolent in the heat, wearing rainbow feathers and red, black, and yellow skin colors. They prefer to lay ambushes, using blowguns and spears steeped in hallucinogens to capture mortal playthings. They regard the fevered visions provoked by their darts as a refined delicacy. Deeper Southeast, scattered tribes of bronze-skinned and devil-fanged nomads range up and down the shores of the Dreaming Sea, and roam across the great interior plains, kidnapping travelers and drawing out their souls in forced contests of chance and daring. They spare only the domains of Ysyr, where it is rumored the reigning thaumatocrats have learned to enslave their kind.
The South: Raksha of the Southern coast creep into towns and cities by night wearing the form of black lions. They infiltrate the houses of sleeping mortals to steal their breath, or whisper from the darkness to draw watchmen away from the fires, never to be seen again.
In the far South, the raksha are desert raiders on horses of flame and shadow, dressed in flowing robes of stitched dream and burnooses of woven poetry, wielding sabers edged with deadly omens. Only their love of riddles, bets, and challenges can offer hope of delivery from their hunger—alas, precious few count themselves sharper than the Fair Folk.
The West: The raksha of the West are divided between the aquatic fae of the ocean depths and wild cannibal raksha who dwell upon miraculous isles. The latter paint their bodies, carve terrifying and impressive masks to frighten away the hannya, and prefer to extract dreams and souls from boiled flesh. Their whale-bone outriggers cut the waves like swift arrows when they go a-raiding.
The fae of the open oceans wear whatever sea-life features take their fancy. Some are swift and terrible hunters, driving schools of sharks and barracuda before them as hunting-hounds; others use their beauty as a lure, drawing sailors and dock-girls into the sea with cruel, sweet songs, crimson-rouged lips and nipples, and the artful concealment and exposure of surging waves.
Most prideful and lovely of all the Western fae are those raksha who have named themselves the Pearl Court and made their home upon the coasts of the Caul. They adorn their flesh in shifting nacreous hues, seduce the winds and waves into compliant alliance, and draw ships onto the jagged shores of the Caul with storm-song and false omens.
The North: In much of the North, the Winter Folk are feared even above the hungry dead. Villages shudder and reach for weapons or tribute at the tinkling of their sleigh bells and the creak of their ice chains in the night. The Winter Folk adorn themselves in ermine or mammoth fur, bedecking their bodies with great antlers, horns, wolf fangs, or bear claws; many sport cow or wolf tails, which they take some pains to hide. The loveliest of the Winter Folk often walk nude through the midst of howling blizzards, offering the warmth of their bodies to lost travelers in exchange for sips and bites of the unfortunate’s soul. Such liaisons are addictive, drawing doomed “snow dolls” out into the killing cold again and again in desperate search for their lovers.
Re: Exalted 3rd Edition
Hier mal ein paar gesammelte Weisheiten zur dritten Edition. So sie denn kommt...
- The Lunars have been doing stuff since the Usurpation. Lunars are awesome and have their own dominions. They have dominions under their control. Usually small and temporary, with The Caul being a notable exception.
- The Lunars have a city in creation which is outside 'normal' Fate but has it's own Loom. It's called Caul. The Realm has in turn established a city there, which they consider to be holy and of massive importance.
- Sidereals are fighting against Rakan Thulio, a rogue Sidereal who's declared war on Heaven.
- Thulio has his own army of Getimian Exalted.
- Getimians are a new type of Exalted centered around Taoism; their Charm system is themed around yin and yang.
- Another new Exalt type is the Liminals. They are something like reanimated zombies; their Castes are named after aspects of the body. We don't know what they want, but they are commanded by a "Dark Mother."
- Then there are the Exigents, for when you want to build your own Exalted. Sometimes, when a god is in dire need, they may pray to the Unconquered Sun, who grants them the flame of Exigence, that they may lift up an Exalted champion.
- The Deathlords have been tweaked to be interesting and active players in the setting.
- The Reclamation no longer exists; apparently the Yozi just want Creation to remember they exist and that's why 3rd's Infernals have been given the mission 'Go forth and be awesome'
- Intimacies and Virtues are taking over the role of Motivations.
- The Sun hasn't turned his back on Creation: the Sun turned his back on Creation prior to the Usurpation, ashamed at the excesses of his champions, but in this Time of Tumult, he has refused to be blind to the world anymore.
- Immaculate faith only declares Solars and Lunars as Anathema -- no more "anything with a caste mark!" Wyld Hunts going after Sidereals (or Exigents, or whatnot).
- Perfect Charms aren't the same anymore; Heavenly Guardian Defense is still a thing you can presumably use to parry a doom laser, but it's no longer a cheap spammable defense that you want to (or even can) deploy against every potentially-injurious attack.
- Autobot didn't personally make Exaltations.
- The Realm Civil War is threatening the West; the Sliver Prince (& Skullstone) may be the Directions best chance for independence.
- Creation is bigger. No really, they made it larger...
- 'Godblooded' can vary in power from 'a few mutations' to 'young Solar' level.
- Power 'tiers' are supposed to be less of a thing now.
- Important stuff during the Shogunate (like the creation of Liminals).
- The Wyld has non-Rakasha creatures in it, doing things.
- Abyssals will have fewer mirror charms and more unique charms.
- The Dynastic Houses will have more details and be more different from each other.
- There might be non-human Exalts and primordial races living on the West's ocean floor.
- Artifacts have their own special magic called Evocations that rely on the bond between them and their wielder.
- Solars specialize in Evocations.
- 'Godblooded' can Exalt and keep their inherited Charms.
- Sorcery has been altered. Like the Broken-Winged Crane, sorcery has finally shed off its imperfect reflections to reveal itself for what it always was.
- Backgrounds have been replaced by the Merit system.
- Martial Art Styles have been dramatically changed mechanically.
- The combat system has been completely re-done and playtested more carefully than any Exalted edition before.
- The Lunars have been doing stuff since the Usurpation. Lunars are awesome and have their own dominions. They have dominions under their control. Usually small and temporary, with The Caul being a notable exception.
- The Lunars have a city in creation which is outside 'normal' Fate but has it's own Loom. It's called Caul. The Realm has in turn established a city there, which they consider to be holy and of massive importance.
- Sidereals are fighting against Rakan Thulio, a rogue Sidereal who's declared war on Heaven.
- Thulio has his own army of Getimian Exalted.
- Getimians are a new type of Exalted centered around Taoism; their Charm system is themed around yin and yang.
- Another new Exalt type is the Liminals. They are something like reanimated zombies; their Castes are named after aspects of the body. We don't know what they want, but they are commanded by a "Dark Mother."
- Then there are the Exigents, for when you want to build your own Exalted. Sometimes, when a god is in dire need, they may pray to the Unconquered Sun, who grants them the flame of Exigence, that they may lift up an Exalted champion.
- The Deathlords have been tweaked to be interesting and active players in the setting.
- The Reclamation no longer exists; apparently the Yozi just want Creation to remember they exist and that's why 3rd's Infernals have been given the mission 'Go forth and be awesome'
- Intimacies and Virtues are taking over the role of Motivations.
- The Sun hasn't turned his back on Creation: the Sun turned his back on Creation prior to the Usurpation, ashamed at the excesses of his champions, but in this Time of Tumult, he has refused to be blind to the world anymore.
- Immaculate faith only declares Solars and Lunars as Anathema -- no more "anything with a caste mark!" Wyld Hunts going after Sidereals (or Exigents, or whatnot).
- Perfect Charms aren't the same anymore; Heavenly Guardian Defense is still a thing you can presumably use to parry a doom laser, but it's no longer a cheap spammable defense that you want to (or even can) deploy against every potentially-injurious attack.
- Autobot didn't personally make Exaltations.
- The Realm Civil War is threatening the West; the Sliver Prince (& Skullstone) may be the Directions best chance for independence.
- Creation is bigger. No really, they made it larger...
- 'Godblooded' can vary in power from 'a few mutations' to 'young Solar' level.
- Power 'tiers' are supposed to be less of a thing now.
- Important stuff during the Shogunate (like the creation of Liminals).
- The Wyld has non-Rakasha creatures in it, doing things.
- Abyssals will have fewer mirror charms and more unique charms.
- The Dynastic Houses will have more details and be more different from each other.
- There might be non-human Exalts and primordial races living on the West's ocean floor.
- Artifacts have their own special magic called Evocations that rely on the bond between them and their wielder.
- Solars specialize in Evocations.
- 'Godblooded' can Exalt and keep their inherited Charms.
- Sorcery has been altered. Like the Broken-Winged Crane, sorcery has finally shed off its imperfect reflections to reveal itself for what it always was.
- Backgrounds have been replaced by the Merit system.
- Martial Art Styles have been dramatically changed mechanically.
- The combat system has been completely re-done and playtested more carefully than any Exalted edition before.
Re: Exalted 3rd Edition
Yeah!!!
Habe soeben das erste Buch zur 3. Edition geordert!!
http://www.drivethrufiction.com/product ... of-Sorrows
Zwar "nur" ein Band Kurzgeschichten, aber immerhin!
Habe soeben das erste Buch zur 3. Edition geordert!!
http://www.drivethrufiction.com/product ... of-Sorrows
Zwar "nur" ein Band Kurzgeschichten, aber immerhin!