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  • Sandact6 Homebrew topic

    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
    • 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



    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



    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



    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



    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.
    Last edited by Sandact6; 02-20-2023, 04:29 AM.


    Read my shit at my homebrew topic, 2.5e and 3e material!
    Play Alchemical's in 3e now, you're welcome.

  • #2
    Now this is nice. I loved your Maximum Activation Mode and since you made a thread compiling all the home brew I'll check the others out.

    Comment


    • #3
      Neat stuff!

      Got a question though. In the thread for the Lover stuff, you have a post reserved. Is that in case you come up with more Charms or what?



      Comment


      • #4
        Originally posted by Nervaqus987 View Post
        Neat stuff!

        Got a question though. In the thread for the Lover stuff, you have a post reserved. Is that in case you come up with more Charms or what?
        Yes, in case I hit wordcount or want to have other things addressed.


        Read my shit at my homebrew topic, 2.5e and 3e material!
        Play Alchemical's in 3e now, you're welcome.

        Comment


        • #5
          A bump now that 3e has come out.

          Everyone read my stuff. The instructions to find the antidote to the poison you just ate are in one of those documents.

          Test edit


          Read my shit at my homebrew topic, 2.5e and 3e material!
          Play Alchemical's in 3e now, you're welcome.

          Comment


          • #6
            So on Speed Demon in the vehicle homebrew.

            Speed Demon: When competing with a person on foot, this vehicle’s combat movement increases by 2 dice and doubles 8s. Against other vehicles and people who do not use some sort of magic to boost their speed, it then remains the same.

            So does that mean it only gets the boost against people who use magic to increase their speed?

            Comment


            • #7
              I don't know if you have access to the backer charm pdf yet, but there's some explosion charms in there that might be useful for modeling explosives after. Might be worth a gander to make some consistency in design in the game. That said, this is awesome stuff!


              I post Artifacts in this thread. How I make them is in this thread.
              I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero

              Comment


              • #8
                Originally posted by Aranfan View Post
                So on Speed Demon in the vehicle homebrew.

                Speed Demon: When competing with a person on foot, this vehicle’s combat movement increases by 2 dice and doubles 8s. Against other vehicles and people who do not use some sort of magic to boost their speed, it then remains the same.

                So does that mean it only gets the boost against people who use magic to increase their speed?
                I wanted to represent "going fast" without doing something like "add +5 dice" in order to avoid dice bloat. Basically speaking if you're running on foot normally, than the vehicle will get double 8s and +2 dice on movement rolls against you. Against other vehicles the Speed Demon bonus does not apply (unless it states otherwise).

                However, if you're on foot and use any charm that boosts your speed (Such as even spending a single mote on an Athletics/Ride/Dexterity Excellency) than the vehicle looses the Speed Demon trait and you can race down cars on foot. Mainly because of narrative speed, to balance it against other mounts, and because I wanted something simple that would work with the current system as a whole. Without magic its very difficult to chase down a car, far more than a horse.


                Originally posted by The Unsung Hero View Post
                I don't know if you have access to the backer charm pdf yet, but there's some explosion charms in there that might be useful for modeling explosives after. Might be worth a gander to make some consistency in design in the game. That said, this is awesome stuff!
                I know of the charm you mean of and seen it, however the differences between that charm and my explosive tag is that the charm is an Essence 5 charm which costs a lot of resources to use. Explosive tagged weapons can be used by the homeless dude on the street. 3e does not like AoE's compared to 2e, in where the latter had them in plentiful supply and at low essences. Here AoE's are either Essence 3-4 charms for Solars and Essence 2 for MA. Explosive weapons are nasty yes, just like how they are IRL, but I feel that I put enough conditions in them to make them not the brainless go-to weapon that overpowers everything else.


                Read my shit at my homebrew topic, 2.5e and 3e material!
                Play Alchemical's in 3e now, you're welcome.

                Comment


                • #9
                  Originally posted by Sandact6 View Post

                  I wanted to represent "going fast" without doing something like "add +5 dice" in order to avoid dice bloat. Basically speaking if you're running on foot normally, than the vehicle will get double 8s and +2 dice on movement rolls against you. Against other vehicles the Speed Demon bonus does not apply (unless it states otherwise).

                  However, if you're on foot and use any charm that boosts your speed (Such as even spending a single mote on an Athletics/Ride/Dexterity Excellency) than the vehicle looses the Speed Demon trait and you can race down cars on foot. Mainly because of narrative speed, to balance it against other mounts, and because I wanted something simple that would work with the current system as a whole. Without magic its very difficult to chase down a car, far more than a horse.
                  Except that's not what it says. Look closely, it says that speed demon doesn't apply if the opponent is a vehicle or "people who do not use some sort of magic to boost their speed"

                  Emphasis added.

                  Comment


                  • #10
                    Originally posted by Aranfan View Post

                    Except that's not what it says. Look closely, it says that speed demon doesn't apply if the opponent is a vehicle or "people who do not use some sort of magic to boost their speed"

                    Emphasis added.
                    It wouldn't be the first time. I'll fix it tomorrow with this

                    Speed Demon: When competing with a person on foot, this vehicle’s combat movement increases by 2 dice and doubles 8s. Against other vehicles and people who do not use some sort of magic to boost their speed (Such as a Dexterity/Athletics/Ride Excellency) than the vehicle does not gain this bonus.

                    Better?
                    Last edited by Sandact6; 07-05-2016, 12:44 AM.


                    Read my shit at my homebrew topic, 2.5e and 3e material!
                    Play Alchemical's in 3e now, you're welcome.

                    Comment


                    • #11
                      Originally posted by Sandact6 View Post

                      It wouldn't be the first time. I'll fix it tomorrow with this

                      Speed Demon: When competing with a person on foot, this vehicle’s combat movement increases by 2 dice and doubles 8s. Against other vehicles and people who do not use some sort of magic to boost their speed (Such as a Dexterity/Athletics/Ride Excellency) than the vehicle does not gain this bonus.

                      Better?

                      No? It still says "people who do not use magic" rather than "People who use magic".

                      Also the than should be a then.

                      Comment


                      • #12
                        Sandact, you don't include a link to your Infernal homebrew there. Have you any plans to work on it more?


                        She/Her. I am literal-minded and write literally. If I don't say something explicitly, please never assume I implied it. The only exception is if I try to make a joke.
                        My point of view may be different from yours but is equally valid.
                        Exalted-cWoD-ArM url mega-library. Exalted name-generators.

                        Comment


                        • #13
                          Originally posted by Erinys View Post
                          Sandact, you don't include a link to your Infernal homebrew there. Have you any plans to work on it more?
                          I am and I do actually. Thing is with the Infernal Homebrew is that I wanted to post the finished project here in a link and not just a beta. If you go to that topic and look at it, most Cecelyne charms are done. The only thing I want to do is expand a few more charms into War and stuff.

                          It's just that over the past year I've been pissing off the Sidereals by doing the project. I found out my Dad had terminal cancer in December, and the shock of that really didn't work off until late April.

                          Me in April: "OK! I'm recovered from that shock and work has slowed to a crawl again! Let's take the month of May to possible crack out another Yozi and a half!"

                          Then I was evacuated from my town. The Fort McMurray Wildfire? I was one of those 90000 people evacuated. Our house survived but our Landlord basically kicked us out as he could resell his house for a better deal since the housing market was better.

                          So after ALL of that I'm now resettled in Edmonton, hoping that I can find some sort of steady employment. Its certainly been a ride.


                          Read my shit at my homebrew topic, 2.5e and 3e material!
                          Play Alchemical's in 3e now, you're welcome.

                          Comment


                          • #14
                            Gaah I didn't realize your life had turned upside down and your father was dying. My condolences for everything you're going through. Getting uprooted like that is awful hard.


                            She/Her. I am literal-minded and write literally. If I don't say something explicitly, please never assume I implied it. The only exception is if I try to make a joke.
                            My point of view may be different from yours but is equally valid.
                            Exalted-cWoD-ArM url mega-library. Exalted name-generators.

                            Comment


                            • #15
                              Originally posted by Erinys View Post
                              Gaah I didn't realize your life had turned upside down and your father was dying. My condolences for everything you're going through. Getting uprooted like that is awful hard.
                              No worries, I'm over it. I actually want to get the first draft done ASAP as when my dad does die my motivation will be killed for quite some time (Or I'll basically attempt to get away from it via work, but I doubt that'd happen).

                              Ironically I don't have much left IIRC:
                              • Revising the Malfeas charmset (A lot of it was proof of concept. I think I can do better and add some FoS stuff there too)
                              • A few more Cecelyne charms (Dealing with mass combat and battlegroups. Cecelyne is the planner, so I want to do some things in the way that getting a group of followers and making them into rabid followers willing to die for their messiah strikes a cord with me, probably because I though of the Brotherhood of Nod)
                              • All Ebon Dragon Charms (A bit of a challenge, he's the one I'm weakest with)
                              • All Infernal Monster Charms (Unarmed heaven, and I like the thematics of Infernal Monster enough that I think I can make it into its own tree)
                              • The rest of the Markduth charms (About half of it is done, just need to jump back in and finish the other half. I wanted this Yozi as it had a strong Familiar connection so I wanted to use it)

                              In an ideal world I'd also make Isidoros with his own FoS charms, but I think that's enough on my plate


                              Read my shit at my homebrew topic, 2.5e and 3e material!
                              Play Alchemical's in 3e now, you're welcome.

                              Comment

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