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
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
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
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
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.