Еще спойлеры
Here's a look at how the EX3 text is progressing: From Holden:
"Playtest-based overhauls to defensive Charms are finished. Evocation cascades are finished, basic use-rules and setting material at front of section being finished. Antagonists being reviewed. Sorcery has received final review and is off to editing. We are currently neck-deep in art notes."
Also, down below Holden reveals an excerpt from EX3 with a couple of Hearthstones and Merits.
The EX3 Novels remain in the pitch/outline phases. Composer James Semple (he created the music we used in the KS video) is composing for the EX3 Music Suites. He has been bogged down on a couple of other projects but promises to get back to his EX3 work very soon. Writing is being done on the EX3 Quickstart.
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.