I figure at this point it's just easier to put links to all my homebrew here, so I can actually keep track of what I post on these boards.
All of my work is intended to be isolated from other works whenever possible. What this means is that you can pick up and use anything in this document without having to reference another homebrew document I or someone else made. This means you don't need homebrews X, Y, and Z to get a full working experience. You can pick X, Y, or Z by themselves and it should work just fine.
So long as you do not intend to use any of my work for profit (That is anything that generates money for whatever purpose) and give credit to me you may use my material in whatever way you please without having to ask. If you wish to post any of the material I have made in the Storyteller's Vault, then you will need my express written permission to do so.
3e
Artifact Evocations
Armours
Melee
Ranged
Armours (Modern)
Firearms (Modern)
Ships
Warstriders
Fiction
Game Resources
Solar Charms
Athletics
Awareness
Brawl
Bureaucracy
Close Combat
Craft
Dodge
Integrity
Investigation
Larceny
Lore
Linguistics
Melee
Occult
Performance
Presence
Ranged Combat
Resistance
Socialize
Stealth
Survival
War
Dragonblooded Charms
Modern
Ero
Martial Arts
Monsters
New Crunch
2.5e
Martial Arts
Alchemical Homebrew
Abyssal Homebrew
Artifact Homebrew
I thought I posted a bit more. If anyone has something I made that I missed, PM it to me.
All of my work is intended to be isolated from other works whenever possible. What this means is that you can pick up and use anything in this document without having to reference another homebrew document I or someone else made. This means you don't need homebrews X, Y, and Z to get a full working experience. You can pick X, Y, or Z by themselves and it should work just fine.
So long as you do not intend to use any of my work for profit (That is anything that generates money for whatever purpose) and give credit to me you may use my material in whatever way you please without having to ask. If you wish to post any of the material I have made in the Storyteller's Vault, then you will need my express written permission to do so.
3e
Artifact Evocations
Armours
- Harmonious Symphonic Regalia: An artifact that works in tandem with Silver Nightingale, allowing you to use other weapons with it and gives some decent offense/defense that is based off the users own intimacies.
Melee
- Heartflame: A small conversion of the daiklave presented in the 3e leak. A stereotypical golden paladin sword that calls out your inner power.
- The Sanzu River Scythe: Komachi's Scythe from Touhou, features themes of distance manipulation and eventually an infinite range attack.
- Spring Razor: An upgrade of the Spring Razor in the 3e Exalted Corebook to match current evocation design principles done in Arms.
- Ten No Kyougo: An artifact sword designed to work in conjunction with Single Shining Point in the Void style. Incredibly long evocation tree that should give you nearly everything you want.
- Volcano Cutter: Remake of the one in the Corebook, encourages one to quickly build up for powerful effects to unleash in a fight before unleashing a super attack. You can erupt a volcano without spending 200 turns now!
Ranged
- The Distortion Dial: Sayuka's stopwatch from Touhou, complete with endless knives, time manipulation, and even a full blown time stop.
- Hunting Hawk: Rewrite of the Hunting Hawk from the core. Calls out a hawk as an attunement effect, assuming a multitude of roles that makes it a solid pick for anyone.
- The Patient Horizon: An artifact Powerbow channeling the power of the Earth and your inner sniper. Snipe people through buildings for massive damage on the horizon!
Armours (Modern)
- The Proto Rider: A transformable armour suit that turns you into a Warrior of Justice that fights for justice with the power of justice. More offensively oriented than other armours.
- Zero Requiem (Artifact 5 Orichalcum Heavy Plate): A heavy power armour for Twilights that focuses on using the greatest weapons of all: Your brain and narrative control. Make things go just as planned.
Firearms (Modern)
- 1337 Sniper: A sniper rifle that focuses around the themes of MLG gaming. From corporate sponsorship, no scoping, to headshotting.
- BFG-9000 and Inferno Cannon: The guns from Doom made into a Crossbow/Essence Pulse Cannon, also a rejiggering of the Essence Pulse Cannon from 1e/2e.
- Excavator Bazooka - A white jade Bazooka focused around themes of terrain modification piercing through the hides of diamond-hard enemies.
- Frost Witch: A heavy beam cannon that saps your foes vitality with the chill of winter, fire out freezing blasts of ice that immobilize, and even shatter your opponent into pieces.
- Patriot's Unity: An Assault rifle specialized in giving buffs and supporting allies and battle groups in combat. Give out plans in combat to remain one step ahead of the opponent.
- Torrential Lead Downpour: A heavy machine gun those sole purpose is to drown it's opponents in lead.
Ships
- Various Artifact Spaceships: A small collection of spaceships for Heaven's Reach. Ranging from generic blaster ships, ships that turn into swords, a ship powered by flaming skeletons, and a trading based ship. This requires the Heaven's Reach Guidebook (Link below).
Warstriders
- Gundam Wing Zero: EW Version: A mech that needs no introduction if you grew up in the 90's. A warstrider armed with a beam cannon powerful enough to blow up a colony and a computer capable of showing you the future.
Fiction
- Alchemical Blade Prequel Quest - An archive of a quest (Interactive story) involving the Exalted Modern setting and how Alchemicals came to be in it.
- Shards of a Compass: Heaven's Reach - An expanded look into the alternate Exalted Setting "Heaven's Reach" which is Exalted in space. Nearly 300 pages! The PDF version of the document can be found in this thread.
- Magical Material Appendix - As I forgot to put information about the magical materials in the main document.
Game Resources
- Battle Group Revamp - A small revamp to battle groups in order to make them play more nicely with the rules. Grants them the capability to use things like charms, fix some of their more glaring issues, but with minimal impact on current game rules (As 99% of war charms still work with them).
- 3e Bestiary Guide - A collection of fully statted enemies for your games, along with new houserules allowing for "Strong" enemies, elite badasses designed to put up a fight while still being less powerful than an Exalt.
- Creation's Overlords System - An alternative to the Leadership system presented in the book, allowing a more concrete picture of their country or company that gives a decent bit of mechanical weight with narrative levers.
- 3e Manses - A system that provides guidelines on the benefits mundane buildings and magical manses can provide. Allows you to make magical flying fortresses or hidden crafting workshops. All the things you love about 2e manses but rebalanced so Jeeves doesn't terrify Storytellers. The old outdated version of thread can be found here.
- Ranged Combat Overhaul - A small overhaul of the combat system to give ranged combat some teeth while still playing friendly with the default system. No more looking at tables for accuracy, attack at medium/long range without wasting a turn doing nothing, brand new ranged weapons and charms, all while still working with current Archery/Thrown sets for any exalt.
- 3e Storytelling Guide - Where I go over in detail what Exalted is and how to run a game for complete beginners of the system.
- 3e Spaceship Rules - Details of how to run spaceship combat involving the entire crew rather than just the captains. Contains lots of material to customize your own ship from Cruise Linears to CARRIER HAS ARRIVED.
- Wards - A small document that goes over Wards in Exalted. Useful for blocking pesky spirits, sorcerers seeing in your room with a magic mirror, or even if someone breached your personal treasure room. A small subsystem complete with a small collection of charms for Solars, Dragonblooded, and Lunars.
Solar Charms
Athletics
- Solar Athletics Remake - Streamlining and rebalancing of the charms in Athletics. It tears out many of the bloats in Athletics involving speed, remakes low essence Feats of Strength to be more potent, and grants some brand new capabilities. Also contains an expansion/clarification on various actions one can take with Athletics.
Awareness
- Solar Awareness Remake - A rewrite that seeks to clarify how the ability of Awareness works, expands on the capabilities, and streamlines the Solar Awareness charmset to rely less on dice tricks and more on unique effects.
Brawl
- X-Mas Punch present - Old Ink Monkey charms that involve things like blowing up mountains so you can be your own Psycho hero. Contains Hellraiser's Instinct, Break Through the World, Mountain Obliteration Tempest, Meteor Impact Smash, Horizon Hurling Tactic, Sky Breaker Punch, and Dome Shattering Smite.
- For additional material, see Close Combat.
Bureaucracy
- Solar Bureaucracy Revamp- A rewrite that seeks to replace the Ex3 core's Leadership "system" with that of Ventures. Complete overhaul of charms to introduce more functionality that discover information, enhance one's powerless for business, and country-scale leadership.
Close Combat
- Solar Close Combat - Charms and an ability that merges both Brawl and Melee together. Done both on a conceptual level of that the two abilities could be merged without too much cognitive dissonance while practicality being much easier to write a single charm tree rather than two.
Craft
- Ex3 Craft Revamp - A venture-based remake of the crafting charmset. Drastically cut down on filler charms such as dice tricks/crafting XP/Slots and more about doing cool things with craft. Currently only working with Solars, will work with other splats when I get the chance.
Dodge
- Solar Dodge Revamp - A streamlining of the Solar Dodge set. Expands Dodge into more defensive options, cuts out clutter, and removes some overpowered charms.
Integrity
- Solar Integrity Rewrite - A rewrite of the Solar Integrity tree along with an (optional) subsystem to go with it.
Investigation
- Misc Investigation charms - A small batch of charms to do with letting Investigation use Read Motivation actions and various effects one can do themed around that.
- Solar Investigation Revamp - An Investigation revamp that streamlines Investigation mechanics, removes filler and adds exotic new ways to use investigation to find what you need.
Larceny
- Solar Larceny Revamp - A streamlining/expansion of the base Larceny ability combined with the Larceny rewrite. Seeks to improve Solar Larceny charms by tighter mechanics and new options in how to use the ability.
Lore
- Solar Lore Revamp - A rewrite that cuts the Lore tree to nearly half of its original size while enabling brand new fun and creative ways one to use their incredible intellect. I've also include computer charms for Exalted Modern/Sci-fi games.
Linguistics
- Solar Linguistics Revamp - A rewrite of Linguistics that expands upon the ability and introducing charms that allow one to use languages and written material, along with a drastic revamp of the Linguistics charmset.
Melee
- Weapon Tag Charms - Charms that constructed to be used with various weapon types and tags in order to help promote a differentiation between weapon types
- For additional material, see Close Combat.
Occult
- Solar Occult Revamp - An expansion and clarification to the ability of Occult to expand the scope of its actions in addition to a set of Occult charms made from the ground up to support such new features.
Performance
- Solar Performance Rewrite - Ground-up rewrite of Solar Performance in order to give it a much-needed tune-up. Lots of effects dealing with emotions, but some useful for things for all social characters.
Presence
- Solar Presence Rewrite - Ground-up rewrite of Solar Presence in order to give it a much-needed tune-up. Includes additional charms that also work even if you don't use the rewrite.
Ranged Combat
- Solar Ranged Combat - Charms and an ability that merges both Archery and Thrown together. Done both on a conceptual level of that the two abilities could be merged without too much cognitive dissonance while practicality being much easier to write a single charm tree rather than two.
Resistance
- Ex3 Soak and Resistance Overhaul - A Solar Resistance rewrite to go along with a rewrite of how soak works in 3e to allow one to become a tank without slowing the game down to an absolute crawl. The charms in the rewrite can work without the soak revamp, but will work best with it.
Socialize
- Solar Socialize Rewrite - Ground-up rewrite of Solar Socialize to rip out niche or useless charms and replace them with useful effects. Gives socialize the ability to use social influence directly rather than rely on other abilities.
Stealth
- Solar Stealth Rewrite - A rewrite that seeks to clarify how the ability of Stealth works, expands on the capabilities, and streamlines the Solar Stealth charmset while giving Solars some much needed tricks.
Survival
- Solar Survival Rewrite - A rewrite of Survival to include more base utility for the ability as a whole. This rewrite includes many new charms that make use of these mechanics as well as overhauling charms to make a more balanced and seamless experience. Includes the charms made from the link below.
- Various Survival Charms - A large assortment of non-familiar-based survival charms to add some much-needed life into Survival.
War
- Solar War Revamp - A rewrite that seeks to both streamline Solar War, provide functionality for war outside of battle groups, and provide some higher essence war charms for Supernal users.
Dragonblooded Charms
Modern
- 3e Modern Dragonblooded charms - This document contains the Modern charms from Shards of the Exalted Dream translated into 3e for Dragonblooded. Charms for vehicles, firearms, and hacking exist in this document. Hacking is largely modern specific, but since the Drive and Firearms charms are just expansions of Ride and Archery respectively even Vanilla setting Dragonblooded could make use of some of these charms.
Ero
- 3e Ero Dragonblooded charms - Because clearly we needed such things.
Martial Arts
- Air Dragon Style - My own attempt on Air Dragon style before the main Dragonblooded book comes out.
- Blazing Lotus Style - A "Hadoken-mage" style that specializes in using projectiles and high Intelligence to defeat opponents.
- The Expanded Lotus - Expansions off of the original eleven martial arts printed in the book that allows them to be infinitely expanded like native combat abilities. Contains nearly 300 charms!
- Fire Dragon Style - A rewrite of the Fire Dragon style to give it a little more cohesion mechanics and fluff-wise. Overwhelm your opponent with speed, a barrage of attacks and attacks that leave very painful impressions. Also no aura, so any exalt can use the style to its full potential.
- Gentle Fist Style - A style based off of Hinata in Naruto. Heavy focus on anti-stealth and minimal exterior damage to the opponent as you explode their lungs.
- Kaiser Champion Style - A style based off various fighting games moves. Relies a lot on strength, quick strikes, and battlefield repositioning.
- Reclining Squirrel Style - A style based around making you so weak in combat that even children can beat you.
- Steel Devil Style Remake - A remake of the 3e Steel Devil Style in order to make it less focused on RNG while still belting out as many attacks as possible.
- Thousand Wounds Gear Style - A 3e translation of the Thousand Wounds Gear style, following the themes of industrial accidents, suddeness, and homing frisbees.
Monsters
- Arete-Series Artificial Heroes: A conversion of the Arete series from 2e's Under the Rose, meant to challenge more experienced players.
- Bartoll: An Automaton shamelessly ripped off from Super Robot Wars: The Animation OVA, containing the same bullshit ODE system.
- Dire Goose: A Behemoth that combines the traits of a DnD Hydra with the furiousity of a Canadian Goose.
- Nightmare Mask of Winters - A high-level end game type opponent that is essentially a Viator on steroids.
- Protoss units - A small collection of Protoss units from Starcraft 1 and 2. Primarily the ground forces. These enemies are stronger than the one presented in the book, but should still be able to be overcome by players.
- Viator of Nullspace 3e - A 3e conversion of Viator of Nullspace, an opponent specifically tailored to be a last boss of 4-5 Essence 5 characters.
New Crunch
- 3e Firearms - Rules containing not only 3e firearm rules, but many modern equipment special forces in the modern or sci-fi eras are expected to have, automatic weapons and explosives.
- 3e Qualities - A collection of abilities for NPC's. Useful for both disposable minions to world ending terrors.
- 3e vehicles - A document containing stats for vehicles in 3e, from motorcycles to fighter jets. I wish I statted a moped but alas.
- 3e Ventures - A porting of the Exalted Essence Venture subsystem to Ex3 mechanics. Used in my Solar charm revamp project
- 3e Alchemical - A total conversion set for Alchemicals and Colossi for 3e, nearly 269 pages of content!
- The link to the old thread and version can be found here.
- Battle Group Revamp - A few rule changes to make battlegroups flow more seemlessly into the Exalted 3e rules. 99% of previous charms still work along with giving them a few extra benefits.
- Dance of Fates - A complete revamp of the Willpower System and how influence works in 3e, but still being largely compatible with most of the current written social magic in the game.
- Minimum Initiative Gains - A small hack from Exalted Essence that seeks to help those who suffer against soakbeasts gain initiative.
- Soak Rework - A revamp of how soak works in 3e, allowing people to preserve hard won initiative without significantly slowing down the game. Also contains a Solar Resistance revamp.
2.5e
Martial Arts
- Blazing Lotus Flower Style - A style all about using ranged projectiles for defense, offense, and melee attacks.
- Kaiser Champion Style - A very strength heavy style that is about building up hard hitting combos in rapid order.
- Ironheart Destroyer Style - A style based around using heavy weapons to hit multiple opponents and cause general carnage on the battlefield.
Alchemical Homebrew
- Assassin's Tool Reconfiguration - An Alchemical charm that alters Personality Override Spike into the wrist spike from some game character you probably heard about.
- Buster Overcharge Module - An Alchemical charm that let's you charge up an attack Megaman style for additional damage.
- Efficient Management Protocols - An Alchemical bureaucracy charm that lets you do things with bureaucracy in all scales, whenever CRM or normal.
- Electric Attraction Dynamos - Alchemical grappling charm.
- Forceful Resource Acquisition Module - An Alchemical charm that allows you to cut open machines and crush their reactors in your hand to regain motes and health.
- Impact Dispersion Module - An Alchemical charm that gives you active soak instead of passive. Also gives goodies such as post soak reduction and hardness boosting. (AKA: You pay motes for it)
- Maximum Activation Mode - An Alchemical cap breaker charm that is totally not a rip-off from an anime series.
- Maximum Armour Efficiency Buffers - An Alchemical charm that gives one scenelong soak for those who prefer to be unarmored.
- Personnel Database Scanner - A charm that gives you a database of people whom you profile for various benefits.
- Safe Mode Rebooting Procedure - A charm that allows the Alchemical to boot into safe mode and get rid of mental influence affecting her.
- Subluminous Onslaught Missile - An old 1e Alchemical charm given a facelift to work in 2.5e, while allowing to make your weapon a mile long.
- Technique Emulation Engine - A charm that let's Alchemical's temporarily learn charms or techniques from spirits and machines after she has vanquished them.
- Virtual Mapping Program - A charm that gives the Alchemical a minimap for various information on his surroundings.
- Submodules:
- Personality Override Spike
- Memory Implantation Surge
Abyssal Homebrew
- Love Clad in Remnant Tears - A charmset based on the charm details for Lover Clad in Remnant Tears in 3rd edition, ported over for 2.5e. A charmset dealing with the themes of seduction and temptation, while still having some combat utility.
Artifact Homebrew
- The Purifier - An artifact flamethrower with some bonuses of disease control and additional fuels to turn it into an Freezethrower or Lightningthrower instead
I thought I posted a bit more. If anyone has something I made that I missed, PM it to me.
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