What is Aptitude
Aptitude is a sliding scale of aptitudes in Asyur defined as:
Neutral Aptitude: 0
This means that the character can be neither a mage or technologist.
This can be due to having no training or background in either field, or having both but being in perfect balance with eachother.
Magickal Aptitude (MA): 5 to 100 (or more)
This means the character is magickally inclined.
They get progressively greater value from magickal items or spells that they sell.
There is also a progressively greater chance of equipped technological items causing a critical failure.
This works defensively as well by providing resistance from technologically based attacks.
Dragonborns (+10), Elves (+15), Half-elves (+5), Tieflings (+25) are born with natural MA.
Technical Aptitude (TA): 5 to 100 (or more)
This means that the character is technologically inclined.
They get progressively greater value from technological items that they sell.
They also get progressively less value from magickal effects on objects -- both bonuses on normal items and penalties on hexed items.
It also provides resistance to magickal spells, both harmful and beneficial.
Dwarves (+15), Humans (+5) are born with natural TA.
Adjusting Technical and Magickal Aptitude
Putting character levels into classes with the ability to cast spells raises your magickal aptitude/lowers your technological aptitude by 5 per level.
Artificer levels increases magickal aptitude or technological aptitude by 5 in either direction.
Learning a magick spells raises your magickal aptitude/lowers your technological aptitude by 5 per spell known.
Spells known includes cantrips.
Learning a technological skill or tool raises your technological aptitude/lowers your magickal aptitude by 5 per skill or tool known.
Gaining expertise in a technological skill or tool raises your technological aptitude/lowers your magickal aptitude by 5 per skill or tool with expert knowledge of use.
Some technological skills and tools include Alchemy/Chemistry, Brewer's Tools, Calligrapher's Supplies, Disarm Trap (Perception), Firearms, Glassblower’s tools, Medicine, Pick Locks (Slieght of Hand), Smithing tools, and Tinker's tools.
Some character backgrounds, some locations, and some items can affect MA/TA.
Some backgrounds include Acolyte, Feylost, and Sage.
Some locations can include steam rail and train stations, tech and magick shops, factories, The Ring of Kwalish, etc.
Some combinations of background and location include Haunted One and cursed/hallowed ground like Old Barovia.
The Fiends Embrace can increase MA up to +20 (+40 if equipped by an evil aligned character) if ever equipped. This effect is permanent, even if the cloak is taken off, and it is cumulative with other items.
Magickal Aptitude >65
Technical shops won't sell to the character.
The character can't use trains.
Technical aptitude > 65
Magickal shops will not sell to the character.
Some scrolls will begin to fail progressively with complexity.
Neutral aptitude
The character is moderately affected by both magick and technology.
"Techomage" builds are possible that involve various combinations of magick spells and items, and tech skills, degrees, and items.
Some spells are unaffected by MA/TA, particularly evocation cantrips.
Some tech items are unaffected by MA/TA, particularly consumables crafted through the Herbology skills alchemy and herbalism.
Comments
Author's Notes
This system is taken from Arcanum: Of Steamworks and Magick who should be given full credit for this idea and system.