Aptitude in Asyur | World Anvil

Aptitude

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.


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