Okay, that's fair.

It's just worded incredibly weirdly, so I was unsure of its actual effectiveness.

How to break Exalted:

Purchase "Eye of the Cat"
Ask your ST "What is the difficulty of the roll for me to spot the cure for the Great Curse?"
Have the ST tell you that is an impossible roll.
Activate the Charm.

Profit!

By text as written, anytime the ST would tell you its invalid to roll for a perception check, you then make it valid an automatically succeed. It is, as was mentioned, a stupid Charm.
 
How to break Exalted:

Purchase "Eye of the Cat"
Ask your ST "What is the difficulty of the roll for me to spot the cure for the Great Curse?"
Have the ST tell you that is an impossible roll.
Activate the Charm.

Profit!

By text as written, anytime the ST would tell you its invalid to roll for a perception check, you then make it valid an automatically succeed. It is, as was mentioned, a stupid Charm.
How does having the Lunar catch a glimpse of the inchoate annihilistic madness that is the Tomb-Worlds of the Neverborn break Exalted?
 
Oh, good, they're replaced a lot of the especially horrible art with better versions. I see entirely new art on pages 119, 135, 153, 181, 198, 225, 425, 602, 620, 621, 624, 625, and 627. And we do, as promised, have some substantially browner exalts on 38-39. Page 238 still has an inexplicably silver Twilight caste mark, though.
There's an obvious layout fuckup on page 54 that snuck through somehow, despite being fine in the original backer copy. And the first backer at the Heroic Mortal level, who seems to have entered his name as ( ͡° ͜ʖ ͡°), remains the victim of unsupported unicode.

Edit: And tests of speed are still referenced all over the place and defined nowhere. And the page reference now references a page that has nothing even vaguely movement-related.
 
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Edit: And tests of speed are still referenced all over the place and defined nowhere. And the page reference now references a page that has nothing even vaguely movement-related.
The page in question (189) covers Extended Actions, with a foot race as an example, and all the charms which reference it are for racing, so I'm going to rule it as any kind of race in my games. Just flowery language, IMO.
 
A couple of the test of speed charms either give or cost initiative, though.
I missed that! Well, I can't help you clarify that for everyone, but for my game I'll just put a mote cost on Hurricane Spirit Speed, if it's being used outside of combat. Likewise I'll waive the initiative cost for Racing Sailfish Surge in such circumstances.
 
Were any of the rules clarified, other than the DSD thing? I see that they specify "Attacker declares all Charms first," which works fine as long as no one Clashes, I suppose, but... of all of the other known issues since October (i.e., "there are no actual rules for counterattacks, Perilous doesn't do what Charm seem to think it does, Clash-vs.-multiattack is undefined," etc.), were any of them patched?
 
... It lets you see dematerialized beings.
That's a use for it. A useful use.
In fact, just seeing dematerialized beings is an entire charm for Solars.
Well, Solars have a series of Awareness Charms that make [certain types of - see next post] inapplicable rolls applicable. I blame the extreme vagueness with which [in]applicability was designed/classified!

"How embarrassing! We couldn't create your download. Please try again later"
Okay, so now their server seems to be capable of performing its job (judging by the number of funny ratings, I'm not sure if the forum thought I was making some sort of joke (?)). And . . . by first impressions I don't get why the book was deemed gorgeous. Perhaps I don't have art-appreciated eyes methodology.

Either way, the new edition is unlikely to see direct use in our campaign, and I'm primarily planning to use the book for inspirations and insights into 'how such things can be done (and how they should or shouldn't be)'. On first skims, I'm not sure what to make of the fluff side of the charms. Some of them look like interesting ideas, but others fail to clearly convey just what they mean (e.g. the retroactive one near the end of Larceny).

BTW, on a quick check of the OPP fora, I found a post that lists some bad stuff about 3e, but mentions that what they did with the world/worldbuilding was good. That got me very curious. Can those who are more acquainted with the new setting variant point to ways in which Creation has been improved?
 
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I should've been more specific:
Makes rolls that are inapplicable for mortals due to faintness of the stimulus. E.g. no amount of successes can allow a mortal to detect a tasteless poison in a glass of wine, but a Solar with Keen Smell and Taste Technique explicitly can. It seems to me that Catseye's text implies that similarly inapplicable rolls become auto-successful too (no idea if that was the intent, but that's how it reads based on the comparison to Keen Senses).
 
It seems to me that Catseye's text implies that similarly inapplicable rolls become auto-successful too (no idea if that was the intent, but that's how it reads based on the comparison to Keen Senses).
Eye of the Cat's text implies nothing of the sort; the commentary about senses is explicitly in addition to the rest of its effects.
 
Eye of the Cat's text implies nothing of the sort; the commentary about senses is explicitly in addition to the rest of its effects.
Okay, now I'm a bit confused.
Tasting a tasteless poison is normally impossible. No roll, no amount of successes will suffice. N/A. Not a valid target of Perception rolls.
Solars get past that with specialized to defeat certain types of impossibility. E.g. the poison example with Keen Taste.
Lunars have a Charm that allows auto-succeeding in perceiving something that is impossible to perceive too, like invisibility or tastelessness or whatever.

It seems to me that both Charms explicitly can deal with the case of tasteless unavailability of rolls (one by granting a roll, the other by giving a perfect success).
 
It seems to me that both Charms explicitly can deal with the case of tasteless unavailability of rolls (one by granting a roll, the other by giving a perfect success).
Yes, but Eye of the Cat is not for that purpose. It has significantly broader effects. I assumed you were indicating that it was for that purpose, as otherwise your sentence, you know, indicates that you thought its explicit statements of effect were only implications.
 
What you're running into is the difference between a roll that is impossible and a roll that is inapplicable. Tasting a tasteless poison is impossible, but it is still the sort of thing where the sense of taste applies. Hearing a tasteless poison, on the other hand, is inapplicable.
 
Yes, but Eye of the Cat is not for that purpose. It has significantly broader effects. I assumed you were indicating that it was for that purpose, as otherwise your sentence, you know, indicates that you thought its explicit statements of effect were only implications.
It seems to be for that purpose too. It explicitly can see the unseeable and taste the tasteless. And Solars have a narrower Charm group for dealing with the latter.

What you're running into is the difference between a roll that is impossible and a roll that is inapplicable. Tasting a tasteless poison is impossible, but it is still the sort of thing where the sense of taste applies. Hearing a tasteless poison, on the other hand, is inapplicable.
It's not the first time I'm running into this. Where are these forms of 'not rollable' defined? Because the closest thing I recall of the top of a hat is the unblockable/undodgeable example group, and that sounds like too narrow a subset.
 
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Anyway, to distract once again from vicky moloch vs the World part 823729, have another short-write-up!

These orcamen can basically be shifted to wherever the fuck you like in Creation. Because killer whales live in whatever the fuck ocean they want. There's nothing particularly tying them to the south west.

Incidentally, these are the sort of orcamen who have got plenty of time for fetishisation. Of people who look like orcas. Not so much time for fetishising humans, who're a little... small. Also, edible.


The Orcamen of the South-West

Among the tropical waters of the far South West live one of the most divergent branches of humanity within Creation. Sailors know that some of the creatures that dwell in these waters are far too cunning and tricky for any gods-fearing sailor to deal with. The orcamen are some of the more feared. Unlike true orcas, orcamen will capsize or sink a ship to get their hands on its contents - including the crew - and they have human minds so know how to avoid whalers and hunters. They are feared as both as merciless monstrous killers and as cruel tricksters who'll steal a ship's anchor and let it drift away.

In truth, most of the ship-hunters are groups of young males, who attack ships to steal metal tools and rope as gifts when courting girls from another pod. Though they do eat people, there is better prey for them in the deeps than the danger of attacking a ship. However, young males leave the clan they were born in and travel to find a partner.

Most of the southwestern orcamen live in matriarchal clans split up into smaller family groups. A daughter stays with her mother all her life. If both she and a sister have children she may form a new family group when their mother passes away, but some women choose to stay with their sister's family. Men travel between clans to find a partner, but in some clans they marry and are adopted into their wife's family, while in others the males form a loose, secondary clan who exist in parallel to the main matrilineal group.

Orcamen are carnivores, much like their animal counterparts. They hunt fish, squid, whales and dolphins through the warm southwestern waters. Sometimes a clan will gather together to hunt one of the great krakens of the deeps, a fearsome struggle against a mighty predator that usually ends with the loss of lives.

The orcamen have ritual spiritual traditions, divided by sex. The females are expected to give reverence primarily to their ancestors, while the men give their first attentions to the sea spirits and the ocean gods. Women are much more solid, dependable and reliable - linked as they are to generations of women before them - while men are fey and whimsical, driven by the tides and by their heart and so better suited for the inhuman ways of spirits. Perhaps due to the problems of aquatic life they have put much effort into their song-magics and most clans have many accomplished thamauturgists. They use this to their advantage when facing foes who hunt them with harpoons, coaxing up bad weather, calling upon their ancestor ghosts and cursing them with ill luck.

The orcaman clans hold many long and enduring grudges against the Lintha. Their ancestor-spirits call out for Lintha blood. The monstrous sea-beasts of the pirate fleets steal their prey and leave strange demonic taints in their water. Someone seeking to destroy the princelings would find a willing ally among them - if they could find a way to communicate with them, since orcamen cannot speak human language and normal humans lack the means to speak their whale-tongue.

Strangely enough, the elders of the men shun the Sun and the Moon in their devotions. They instead worship as the highest of the gods Big Yellowfin, queen of the currents, and the Blue Serpent, lord of the waters. Barely recognisable elements of their rituals suggest that the former is a face of Mercury, while the latter has traces similar to the Immaculate Faith's worship of the Water Dragon.

Appearance

In its own way, it is a minor miracle that such beings exist. They must surely push the limits of the human form. Their minds and souls are those of men, but in form they much more closely resemble an orca. Though a little smaller than a natural orca, an adult still measures a good five to six metres from nose to tail. They have the distinctive fin and black and white pattern of their animal counterpart, and while they have residual legs, these bones seldom break the surface of the skin. Their skulls are rounder, their brains larger, and they have molars like human beings. Their eyes are totally human, though few ever get close enough to see this.

However, the seafarers of the South-West have learned to tell the difference. The most obvious distinction is that the orcamen have fully functional arms, though their hands are large and their fingers are webbed. These let them manipulate objects, and so they commonly wear harnesses made of sea-plants which let them carry things with them. They weave nets from bone and seaweed to catch fish and carry rocks to help them lever open shells. When they latch onto large prey - like whales, for whom they are a voracious predator - with their teeth, they will customarily stab away with hand-axes or weapons stolen from ships. Some of their clans practice ritual scarification and almost all of them engage in body piercings, using brightly coloured coral, salvaged metal and other things that contrast their black and white hides.

History

Unknown to the orcamen, they have two completely separate origins. Part of their heritage is as the progeny of the Leviathan, part of the beastman army he raised to wage endless war against the Shogunate. The elder Lunar took wild orcas and twisted them in body so much that they would sire creatures with human souls and minds.

However, more of their descent traces back to the Balorian Crusade. As the chaoswinds swept over the South, the madness dreams of the Wyld rose in the minds of sailors. Their terror of the Leviathan twisted them, their fears resculpting their flesh until they resembled his dreadful orca form. The first generation of these wyld-mutant beastmen were quite, quite mad - but still they had children and in the tattered world that arose, those children built their own pidgin culture.

The surviving spawn of the Leviathan found some of these packs, and assumed that they were simply lost children of their own kind, somewhat twisted but still sane unlike their parents. They were grateful enough that they did not question such fortune, as they had taken heavy losses in the Crusade as they threw themselves at the fairy hordes on their master's orders and too many of their woman were barren or only gave birth to mewling wyld-things. After all, they had to be kin as they found they could breed together.

However, this kiss of the Wyld upon their heritage has left a few markers that an expert of the occult might notice. Sometimes a child will be born with fish-like scales, a metallic sheen to their skin or - utterly confusingly to the orcamen - as a human baby with black and white skin. When exposed to the chaos wastes, too, they are prone to mutation and some of their pods in the Deep South have acquired additional deformities which breed true - such as the tentacled orcamen that dwell around Alahi. Most pods have strong cultural obsessions about dietary cleanliness and ritual purification, and will flee an area if they taste the wyld in the water.

Around 150 years ago, one clan found the ruins of a sunken First Age manse - and one which was scaled such that they could fit within its mighty halls. Its partially flooded condition was coincidentally perfect for them, as they could both breathe and move within it. The essence-projections within try endlessly to speak to them, but there is a mutual lack of comprehension. Still, the women of that tribe have declared it a sacred place of their ancestors and it has become a safe place to give birth and nurse. This clan has thrived since the discovery, and the preaching of their men has driven other clans to try to find secret places hidden on the seabed.

Stats

Orcaman mutation package

Note - Orcamen represent their Kick natural attack with a Bite.

Physical Mutations
Deadly (Bite) (2)
Natural Weapon (Bite) (4)
Large (6)
Swift (Swimming) (6)
Aquatic-Only (Benefits of Aquatic, but cannot survive on land) (0)
Tough (2)
Greedy (-4)
Picky (Carnivore) (-1)
Air Drowner (Can't Breathe Water Despite Living In Water) (-4)

Social Mutations
Howler (5)
Cosmetic (Look, they look like orcas) (0)

Mental Mutations
Sonar (2)

Total cost: 18 Mutation Points.
 
From my first look at the book: The whole "all Charms for both attacker and defender must be declared before the dice roll" thing seems to close off a lot of tactical possibilities for Charms, as well as just making action resolution more confusing because some Reflexives are explicitly only usable after dice have rolled.

A couple of the test of speed charms either give or cost initiative, though.
From th way the phrasing is used and the Charms are structures, I'm 99% sure that "test of speed" was an actual defined mechanic at some point, probably encompassing chase/pursuit rules too, and when they removed it they just didn't bother to fix any of the Charms that referenced it.

Yet another straw on the camel, I guess.
 
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@EarthScorpion , I noticed in your Kerisgame hacks document that Attributes cost 9xp to Abilities 3xp, but they both cost 1 point during character creation. As charms, which cost 8-10xp, cost 2 points during character creation, shouldn't the same be true of Attributes to avoid the bp/xp problem?
 
From my first look at the book: The whole "all Charms for both attacker and defender must be declared before the dice roll" thing seems to close off a lot of tactical possibilities for Charms, as well as just making action resolution more confusing because some Reflexives are explicitly only usable after dice have rolled.

I remember many complaints that there was no codified action order for charms, so I think that turning around and complaining that codifying an order of actions closes off tactical options is more than a little silly. Especially since those options only existed under the assumption that action resolution was just a wild free-for-all.

as well as just making action resolution more confusing because some Reflexives are explicitly only usable after dice have rolled.

Charms that affect dice rolls are also pretty comprehensively addressed in the pdf, under "order of operations."

From th way the phrasing is used and the Charms are structures, I'm 99% sure that "test of speed" was an actual defined mechanic at some point, probably encompassing chase/pursuit rules too, and when they removed it they just didn't bother to fix any of the Charms that referenced it.

Yet another straw on the camel, I guess.

It really isn't, given that the page referring to test of speed specifically refers to the page about extended rolls and the foot race example, all the charms referring to tests of speed specifically mentions concepts like "interval" and "terminus," and the fact that any concept like "test of speed" never existed in any prior iteration of the playtest rules.
 
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