Some of you have written me asking how John's condition is, and as of last week he was having to go in for more tests as the swelling in his neck seems not to have diminished. I know your words and gestures of support have meant a lot to him through this extremely nerve-wracking period. Thanks, and let's keep beaming that good energy his way.
Here's a look at how the EX3 text is progressing:
From Holden via a Skype call we had earlier in the week: "MA's totally done. War Charms, Ride, Resistance Charms done. Survival done tonight. Playtesters really excited that the Charms they are testing have new diversity and can be used to create characters that aren't all the same"
I asked what he meant by that and the goal is that the Charms enable players to design characters that aren't the same even if they take the same Charms- Holden used two Brawl characters as an example, saying that a grappling brawler and an improvised weapon brawler were both easy to build out of the Brawl Charms.
Also during that Skype call, Holden sent me his notes on the first Chapter- the Exalted are "this" chapter that we intend to be an inspirational explosion of gorgeous art that works as both an intro to the types of Exalted in Creation for new players, and also to demonstrate to experienced Exalted players just what's there so everyone can immediately grasp how EX3 has evolved from previous editions.
Notes have been sent to our cartographer on the locations to be shown on the map, and as soon as I have a new version of the map I'll post it in an Update.
The EX3 Novels are in the pitch/outline phases, and Jim Zub is working on incorporating the backer characters' likenesses into the EX3 Comic. And composer James Semple (he created the music we used in the KS video) is composing for the EX3 Music Suites. He has spoken about creating video blogs of their progress and I'll share those links with you as soon as I get them.
Here are two Sailing Charms that are still in progress and that John inadvertently teased last week:
Salty Dog Method
Mins: Sail 3, Essence 1;
Prerequisite Charms: None
The Solar is the consummate mariner, seasoned by hardships, tried by adversity and proven true. This Charm gives the Exalt the following advantages:
• The Solar’s expertise often saves the ship. Reroll any 6s in the result of a Sail roll until 6s no longer appear.
• She is inured to supernatural horror. Fear effects caused by monsters, behemoths, demons, Yozis, and other existentially terrifying beings have less of an effect. Add half the Exalt’s Sail (rounded up) to her Resolve against such influence.
• If she fails a balance check on land or sea, she still falls down, but then she immediately falls up, landing on her feet. In addition, she can never fall from a ship. Even the most stumble-footed bastard will find a way to keep from going overboard.
• By land or by sea, the Exalt knows the exact distance and route to somewhere she has been before.
Black Fathoms Blessed
Cost: 10m, 1wp;
Mins: Sail 5, Essence 3;
Duration: One scene
Prerequisite Charms: ???
The Exalt taps deeply of her Essence, merging ship, sea and self into one form. For the rest of the scene, as long as she is on her ship, add the vessel’s Speed as automatic successes to her movement actions, and the ship’s Maneuverability to her defenses. Any magic which increases these values cannot increase the bonus to these traits by more than +1 each. In addition, regardless of whether she is aboard her ship, she may speak in an ancient maritime tongue that is instinctually understood by oceanic spirits, aquatic raksha, and members of the Niobraran League. She may drink salt water as if it were fresh, and though she can be incapacitated by drowning, she can never die by being submerged, neither from running out of oxygen or by the crushing weight of the depths.