Luddite v2 - The Old World
Sept 19, 2020 4:10:02 GMT -6
Post by Lestat on Sept 19, 2020 4:10:02 GMT -6
Homebrew Exaltation - Luddite
Little passes the test of time. Nations, religions, species - it is an ultimatum of adaptation or oblivion. Species evolve, religions are reinterpreted, and nations break themselves down and rebuild: each one an echo of their former design. On the winds of change the Wheel slowly turns in Nurgle's eye as life, death, and rebirth repeat endlessly. But the universe is not built on change, but perseverance. The stars will burn until the last soul is snuffed out or hidden away, some species will resist the temptation of evolution for millions of years past the lifespan of a so-called advanced civilization, and some concepts will hold true no matter the place no matter the time.
Luddites are empowered by the "Spirit of the Old World", an entity that can only exist in the deep past, even before the time of the Syrneth, perhaps before Sigil, and perhaps before time. Luddites are made into agents of The Spirit, and are bound by his antiquity. The Spirit has no knowledge of lasgun or powered armor, and as objects that represent the New World and the Machine Spirit it smothers its influence. A Luddite finds themselves as warriors in an unwinnable war against progress, and eternal enemies of the Omnissiah, lost in a world crafted against them. Only by tapping into the Spirit of the Old World can a Luddite stand firm in the river of time, adamant against change.
Tell: Luddites are primal beings antithetical to progress and new ideas. As a Luddite spends Stamina tech in the surrounding area begins to fail, and flicker. Alongside the failure of technology the Luddite might simply appear larger or more imposing usually only to those actively using technology against the primitive Exalted. It is all too common for a weapon to jam at the most inopportune time as if the Machine Spirit has fled in fear abandoning those who rely on tools while The Spirit of the Old World empowers the Luddite with supreme strength.
Powers:
Rage Against the Machine: You take one fewer wounds from machines, and weapons that would be barred to you by Deny the Machine Spirit. You deal an extra wound against machines and targets wearing non-primitive armor.
Archaic Design: Poor quality items function as Normal quality items for you. Ignore any technologically advanced benefit this would give you.
Tempered by Time: Track Critical Damage taken separately for each body part, and severed limbs regrow in a week. You can heal hit points, or remove fatigue by spending an equal amount of Stamina as a free action.
Deny the Machine Spirit: You cannot use Power Armor, non primitive ranged weapons, Syrneth and Chain melee weapons, or melee weapons featuring the Power Field or similarly advanced properties in a non improvised manner. In addition you are unable to activate any non analogue technologies, benefit from cybernetic enhancements, pilot advanced vehicles, or successfully manipulate any relatively complex to operate invention made after the Renaissance, and any attempt to do so results in spectacular failure.
Power Stat: Antiquity
When a Luddite grows in power they are tapping into the Spirit of the Old World. Not an animate apparition, The Spirit fills the Luddite, and brings them closer to the natural way. This deepening relation with the past is called Antiquity. A strengthening Luddite is connecting with a further and further spanning past, back to when The Spirit was at its most potent.
Resource Stat: Stamina. Luddites have an amount of Stamina equal to their Level + the greater of their Willpower or Constitution. You regain 1 Stamina for every hour of rest and relaxation you receive.
Antiquity | Power Gained |
★ | Old Ways - You have proficiency in all primitive weapons and armor. Weapon and armor proficiency feats are optional for you. |
★★ | Ascetic - Your attacks are considered magical, and you gain a raise to Focus Power tests. |
★★★ | Techno Immunity - You may substitute your Antiquity for any Characteristic when making tests to resist technological effects, and if an effect has no roll to resist you get a TN 20 saving throw using your Antiquity. You may spend Stamina to add +1k0 to tests to resist effects created by advanced technology. |
★★★★ | Built to Last - Your primitive equipment is as sturdy as an Artifact, and you add both Willpower and Constitution to your Stamina instead of just the greater of the two. |
★★★★★ | Raze Progress - Your attacks and parries have the Power Field property but only for breaking technological weapons. You may spend a Hero Point when making an attack to destroy an artifact struck, or blow away the armor on the struck location if it was non-primitive. Destroying artifacts earns you 100 XP per dot. |
Luddite Class Assets
Barbarian
You gain the Frenzy and Feed the Meat feats. While using Frenzy you gain +1 Resilience.
Grognard
Choose a category of armor other than Power. Choose a selection of primitive armor from that category that covers your entire body (Primitive Armors are listed on pg. 216 as Leathers, Heavy Leathers, Quilted Vest, Chain Coat, Chain Hood, Banded armor, Full Helm, Plate, and Plate Helm. You may also choose a Leather Cap.). Also choose either one weapon up to Uncommon quality, or two weapons up to Common quality that count as 'primitive' as per the Deny the Machine Spirit power. Begin play with these items, they are each an artifact material of your choice. The armor is all one material, and each potential weapon can be any material.
Marksman
The art of steady aim, and practiced skill was not invented with the dawn of modern warfare. Primitive ranged weapons have their range doubled in your hands, and receive one other boon. Primitive ranged weapons with a reload time of Free gain the Accurate property, and weapons with a longer reload time gain a new base reload time of a Half Action and their damage is increased by +2k1.
Paleolithist
Your non-martial maneuver, non-trick shot, and non-spell combo attacks and spells have +1k1 to attack rolls, damage rolls, and Focus Power tests.
Primal Sorcerer
You may purchase ranks in Aerokinesis, Biomancy, Botanopathy, Cryokinesis, Hydromancy, Pyromancy, Transmutation, and Geokinesis as if they appeared on any class track. Spell combos made exclusively from these schools use the highest Characteristic and Spell School Rank instead of the lowest for Focus Power tests.