The evocation section was utterly eviscerated. Each artifact has vastly fewer evocations, to a maximum of five. Not even the notorious 20+ evocation Volcano Cutter was spared. They also got rid of the different circles of evocations, though they still have to edit the Craft charms to match. This reduces Wake the Sleeper from one of the best charms to rather pointless if you aren't a collector of artifacts. On the other hand, the Craft charms that add evocations suddenly look very good.
thank god, Evocations was a good idea but it was way too bloated, 5 charms is plenty to give a weapon it's own distinct feel and uses.
 
So they've learned from 2e and martial arts, as shown by stopping evocations being a huge bloat-fest, but have basicaly the same issues with craft...
 
Won't have time to go through everything for, well, (100k charmset and gaming group that's entirely moved on to other systems during the wait) forever really probably, but has crafting gotten any major revisions since the leak?

I've spot-checked a few charms at random and they seem the same to what I remember, but I probably won't be able to go through in any detail until the weekend.
The biggest differences I've seen are Integrity and artifacts. Integrity has a whole bunch of new charms, and artifacts and evocations have been totally reworked. (Something you might miss since it's not in the evocations section: evocations cost 10 experience now, not 8.)

Edit:

The evocation section was utterly eviscerated. Each artifact has vastly fewer evocations, to a maximum of five. Not even the notorious 20+ evocation Volcano Cutter was spared. They also got rid of the different circles of evocations, though they still have to edit the Craft charms to match. This reduces Wake the Sleeper from one of the best charms to rather pointless if you aren't a collector of artifacts. On the other hand, the Craft charms that add evocations suddenly look very good.
Wake the Sleeper is still awesome. Instead of getting half your evocations for free, you use it once and get every evocation you meet the Essence minimum for, then never put experience in that artifact again.
 
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The biggest differences I've seen are Integrity and artifacts. Integrity has a whole bunch of new charms, and artifacts and evocations have been totally reworked. (Something you might miss since it's not in the evocations section: evocations cost 10 experience now, not 8.)

Edit:


Wake the Sleeper is still awesome. Instead of getting half your evocations for free, you use it once and get every evocation you meet the Essence minimum for, then never put experience in that artifact again.

Yeah, that meditation chain from Integrity I mentioned earlier? One charm lets you spend an hour meditating for some penalty negation and bonus dice to mental actions, another charm lets you reduce that to a simple action once per day, and a third charm lets that once per day meditation also count as a full night's rest that gives you your willpower for sleeping, restores 20 motes, AND resets your (other) dailies. There's a few other charms in that cascade too, but yeah, integrity has some teeth now.
 
The biggest differences I've seen are Integrity and artifacts. Integrity has a whole bunch of new charms
Divine Mantle is the one of these that caught my eye most. It's basically "anybody with Integrity 5 can get up to 10 free Spirit Charms (based on how many Charms you already have)", apparently without any of the restrictions of the Eclipse keyword.
 
Liminals look pretty cool from the fluff and I'm looking at the image on page 55 of undescribed types of exalted.
I think the chick in goggles is an Alchemical, several of the others are definitely Infernals and I'm wondering if there's a third type there...
 
Divine Mantle is the one of these that caught my eye most. It's basically "anybody with Integrity 5 can get up to 10 free Spirit Charms (based on how many Charms you already have)", apparently without any of the restrictions of the Eclipse keyword.


Basically, it has its own unique restrictions:

However, the Exalt may only take Charms from spirits whose nature match one of her Defining Principles, and may only take one spirit Charm for every six Solar Ability Charms she knows which match both the spirit's nature and the Defining Principle in question. Thus, the more strongly she embodies a certain Principle, the more Charms she can take from the god in question. The Storyteller can pick from published spirits or can make up appropriate Charms on the spot for the purposes of this Charm.

The Exalt may take up the Charms of multiple different spirits simultaneously, but she may have no more than ten spirit Charms through Divine Mantle. However, if the grounding Principle is lowered in intensity or destroyed, or if any being successfully impugns her embodiment of said Principle by usurping her authority, defeating her, or destroying or harming the subject of her Principle, then she loses her ability to perform the greater miracles of the spirit's office until she has taken actions to undo the harm or restore her damaged Principle.

Whether those restrictions are enough is the question, I guess.
 
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It's basically explicitly storyteller-adjudicated. It also requires the god to acknowledge you as their superior - well, or for you to beat them up.

I guess if you manage to beat the Unconquered Sun, any of his charms should count as in-theme for you? :p
 
Yeah, that's flat out retarded. In principle, the whitelist keyword is there to mark stuff that has been adequately tested for cross-splat usage, it is a marker that says "We the devs think that this effect, mechanically, will probably not break your game if you let someone combine it with the Solar Charmset.".

Therefore, it should not be bypassed by any means, unless for some insane reason "hurr, we don't care if you break your game with this other way of getting bullshit out of splat effect stacking, have fun with your broken game" is a desired side effect.

Explicit GM adjudication does absolutely nothing to defuse this, unless your GM is magically capable of telling whether any of the Charms you may or may not be trying to steal combine with the Solar Charmset to create broken builds like the Twilight Essence Reactor or something equally moronic.
 
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Were the mon and High Realm names of the Great Houses published in previous editions? Cause they are on page 68 and I don't remember seeing them before.
They were in the 2E DB book as watermarks, as I recall. Don't remember where they may or may not have shown up in 1E.
Probably Lissome Avid Engineer, if so.
Oh it is definitely Lissome Avid Engineer. And what looks to be Manosque Cyan, too. Edit: Not Cyan after all, apparently. And Toga Man isn't a Getimian like I suspected, because there aren't any pictured. Who can these people be?!?
 
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The effort is appreciated. Could the text in the non-shaded boxes be lightened in color? It's rather hard to read them as is.
That's because it's a transparent background, and if you're using a white-on-grey theme it's hard to see the black text. (Therefore, the transparent background probably isn't a good idea.)

Also, how about a different type of arrow or something to indicate Bridge prereqs?
 
For all those who don't like the Craft-System:
Use Sorcerous Workings instead. But just for artifacts.

Mundane stuff is done by rolling dice and building up to a target number. How much depends on what you're doing.
Hack together a few basic charms to accelerate stuff like that or need less tools. Five charms should cover everything really.

Artifacts? Use Sorcerous Workings. So much easier.
Determine means - in other words, you get bonuses for proper exotic ingredients, for advanced workshops, for assistants and for extra time spent.
Determine Ambition. Either eyeball it, or go with Rating 3 Artifact=Ambition 2 Terrestrial, Rating 4=Ambition 1 Celestial, Rating 5=Ambition 3 Celestial. Rating N/A=whatever you think is appropriate, Solar Circle obviously.
Use Craft instead of Occult for the roll. Don't require sorcerous initiation if you don't want to, though it actually works pretty well.
Finesse? Well obviously the crafter roughly says what the artifact will do. But avoiding complications, getting finicky functions just right? Yeah, use Finesse for that.

Presto, you have a good craft-system for Exalted 3E.
You can make the hack more extensive with more charms and maybe custom sorcerous initiations or whatever.
 
They were in the 2E DB book as watermarks, as I recall. Don't remember where they may or may not have shown up in 1E.
Oh it is definitely Lissome Avid Engineer. And what looks to be Manosque Cyan, too. Edit: Not Cyan after all, apparently. And Toga Man isn't a Getimian like I suspected, because there aren't any pictured. Who can these people be?!?
Who's the smoke guy is my main question now. And what do we even know about the Getimians?
 
I believe that's supposed to be Whatsername the Infernal.

... No not Bondage Nun, the other one.
 
I believe that's supposed to be Whatsername the Infernal.

... No not Bondage Nun, the other one.
That would be Manosque Cyan. Over at rpg.net Holden specifically said she ain't. My guess is that she's new, along with everyone else there who isn't a robot.

Who's the smoke guy is my main question now. And what do we even know about the Getimians?
Smoke Guy has successfully piqued my interest in his Exalt type, good job artist.

On Getimians:
Mørke said:
The Getimian Exalted run off a system of Getimian Alchemy, in which they use sutras, katas—intense martial training developed by Rakan Thulio—to control their internal forces and release them. In a very similar sense to Sidereals, the Getimians can conduct their will along the threads of destiny by working their will internally through carefully balancing, combining, or interrupting the flow of yin and yang Essence through their bodies and then forcing it outward.
Within each Getimian is a Loom of Fate. Pattern spiders race up and down their spines, their bones are the spun webs of destiny, their minds cycling through constant states of universal motion and the flow of the world. With a thought the pattern spiders within shift Essence between his chakras, giving him new power with which to enhance his actions, or disrupt the pattern of destiny.

We have built a fuckin' awesome new Charm paradigm for these guys, based largely on which mote pool you pay with. Paying from your yin pool or from your yang pool could change the entire effect of a Charm.
Holden said:
The Getimians are unlike the other Exalts you're familiar with in that their Personal and Peripheral Essence pools are the same size. Personal Essence is 'Yin' Essence-- dark, cold, passive, consumptive, negative energy. Peripheral Essence is 'Yang' Essence-- bright, hot, active, positive, creative energy. Some of their Charms can only be powered by one kind of Essence or the other; others don't care what you're spending; and still other Charms will behave in markedly different ways depending on what you're feeding them with. Their magic will also start to behave very differently as the two pools grow imbalanced with regards to one another. Some Getimians specialize in the use of one variety of Essence or the other, while others apply a more balanced approach-- this is down to their style as an individual.
Getimian Alchemy is a mechanically separate system from their Charmset, reminiscent of but also markedly different than Sidereal Astrology.
Mørke said:
They are human, but they are created. Not by Rakan, though he is the most influential figure in a Getimian's life--at the beginning, at least. Each has an internal Loom of Fate, complete with pattern spiders shuttling Essence between their chakras. They use Getimian Alchemy to control their personal fate, but also to unleash the fates they have fashioned into the weave of destiny, disrupting the pattern. Many of their Charms are disruptive to the order of the Maidens' manifest. Unlike other Exalted, their Essence is broken up into two pools of yin and yang. Charms often have two completely different functions depending on which pool they are paid from. Some interesting effects begin when the Getimian has an imbalance in his pools and there will be mechanics that make it possible for him to shift his motes from pool to pool.
Holden said:
Minuend used to be the feared and worshiped sorcerer-queen of a wealthy, upstart kingdom in the deep South, until she woke up one day and wasn't. She aims to reclaim what was taken from her, and to punish those responsible.

An-Ko-Shi has dedicated his fists to justice. He particularly focuses on delivering punishment to the wicked in absence of a derelict Heaven. He eagerly builds his strength for the day when he can cast down Fakharu, the corrupt censor of the West.

Apkallu was a gambler who lost and won his freedom, won and lost a fortune, then gained Exaltation. Despite his roguish background, he holds the preservation of Creation against the vices of the mighty as his most pressing concern, and so has forsaken Rakan Thulio's dream. He works as a special consultant for the Bureau of Destiny.
Stephenis said:
When more details on Getimians emerge it'll be pretty obvious why they want to throw their lot in with a dude who's like "You know what? Fuck destiny and fuck the gods who plan it."
Mørke said:
It is early to speculate heavily, but their Charms disrupt causality. You might create a bridge up to a rooftop by causing everything between you and it to slip free of gravity, then run up the lifting ladder with Graceful Crane Stance. They are also capable of teaching themselves Sidereal Martial Arts. Rakan Thulio considers the Getimians superior to Sidereals in the martial arts.
 
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So, for some reason page 248 is blank.

Seriously, some of these backer names are hilarious. There's a "Princess Invictum Celestia" in there.
Granite Silhouette, Doge of the Auspicious Ivory
FU
Supernumerary Charioteer
The Immortal Knight of the Woeful Countenance
Make something up please
Yes
Ahote Running Joke
I don't want a name listed

...

Oh, my god, this book was brought to us by "The Letter E"
 
Who's the smoke guy is my main question now. And what do we even know about the Getimians?
Not much. From the Core PDF:
the Charms of the Getimian Exalted rend apart the strands of fate, replacing what-is with what could have been.
Even more terrifying are Thulio's newer allies. Known as the Getimian Exalted, these mysterious agents are walking paradoxes, men and women whom Fate says should not exist. Their magic is every bit as arcane as that of the Maidens' Chosen, and their master claims that they outstrip the Sidereals in enlightenment and skill. The Getimians undermine the Maidens' Chosen at every turn, dogging their attempts to shepherd Creation's destiny. The Sidereals are uncertain where they end and where their foes begin; when they hunt for the Getimians in the patterns of the Loom, they see nothing but the ragged remains of destinies denied and fates rendered null.
 
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