Aptitude rules

In this world, magic and science represent natural and supernatural forces, respectively. These forces are locked in an eternal conflict, giving characters special powers if they pursue magic or technology. Each has unique rules governing how they interact with the world, its creatures, and its opposing forces.

Once a creature starts to learn about magic, their understanding of natural laws begins to erode and they start to believe that anything can be done through magic. This begins with the loss of the ability to understand advanced physics, and progresses to an inability to comprehend the basic nature of a lever. This lack of understanding spills over into other areas, reinforcing their belief in the supernatural and even preventing machines from operating.

Those invested in science begin to doubt the magical nature of the world and struggle to perceive magical effects or creatures. They are unable to bend the laws of nature through magical power, and magic starts to disrupt around them.

Certain classes award an aptitude point, as well as feats, items, features and backgrounds, when you reach a new level. Magical and technological aptitude are polar opposites that balance each other out. For example, if you have three points of magical aptitude and one point of technological aptitude, this balances to two points of magical aptitude. You can have up to 10 points of aptitude.

Fame mechanics such as Ki, Mist Points and Psionics are not considered to be magical or technological.

Technological Aptitude

    • 1 point: If you roll a 19 or 20 on the die for saving throws against magical effects, you ignore all damage.
    • 2 points: You gain Advantage on saving throws against magical effects.
    • 3 points: A 19 or 20 roll counts as a critical success on any technological checks or attacks with tech weapons.
    • 4 points: Spell disruption: when any spell is cast within a 15ft cube centered on your character you roll a d6 and on a 6 you disrupt the spell. This counts for spells cast by allies too.
    • 5 points: Subtract damage equal to your Tech Aptitude from magical sources.
    • 6 points: Spell disruption: you disrupt a spell on a 5 or 6.
    • 7 points: Enforce the Laws of Nature: you gain 4 rerolls on saving throws against magical effects per long rest. You may roll after failing and take only the higher result.
    • 8 points: Spell disruption: You disrupt spells on a 4, 5 or 6.
    • 9 points: Spell disruption: The range increases to a 30ft cube
    • 10 points: You gain immunity to all magical conditions unless a magic users spends a Power Die and they roll a 6 or higher.


 

Magical Aptitude

    • For 1 point, you gain Power Die uses equal to your Magical Aptitude points. You can use this as a free action to add a d6 to your spell DC, any magical check, spell attack bonus or attack bonus for magical weapons, or to add to damage rolls for magical weapons. You can also use it to force an enemy to re-roll a saving throw or a spell disruption check. You can only use one Power Die per action, reaction or bonus action. Power die uses are reset upon completion of a long rest.
    • 2 points: You can use a Power Die to make a tech item malfunction as part of casting a spell, using a magical ability, or using a magic weapon that targets the device or user. Roll 1d20 + Magical Aptitude vs. DC 10 + the Technical Aptitude of the user or device. If you beat the save DC, the item malfunctions and an action must be used to repair it.
    • 3 points: You gain Advantage on saving throws against Technological effects.
    • 4 points: You can now stack 2 Power Dice per action, bonus action or reaction.
    • 5 points: Your Power Die becomes a d8.
    • 6 points: You use your Power Die instead of sorcery points to add Metamagic to your spells. Choose 1 from the Metamagic feats.
    • 7 points: You can use your Power Die to cast True Sight on yourself.
    • 8 points: Your Power Die becomes a d10.
    • 9 points: You can use your Power Die to cancel any Technological conditions on yourself.
    • 10 points: Your Power Die becomes a d12.

Classes

High Magic classes

    • Wizard: Adds 1 Magical Aptitude point every 2 levels
    • Sorcerer: Adds 1 Magical Aptitude point every 2 levels
    • Cleric: Adds 1 Magical Aptitude point every 2 levels
    • Druid: Adds 1 Magical Aptitude point every 2 levels
    • Bard - College of Magic: Adds 1 Magical Aptitude point every 2 levels (retroactive)

Low Magic classes

    • Paladin: Adds 1 Magical Aptitude point every 4 levels
    • Warlock: Adds 1 Magical Aptitude point every 4 levels
    • Mistwalker: Adds 1 Magical Aptitude point every 4 levels
    • Ranger: Adds 1 Magical Aptitude point every 4 levels
    • Bard: Adds 1 Magical Aptitude point every 4 levels
    • Rogue - Arcane Trickster: Adds 1 Magical Aptitude point every 4 levels (retroactive)
    • Figher - Arcane Archer/Eldritch Knight: Adds 1 Magical Aptitude point every 4 levels (retroactive)

High Science classes

    • Inventor: Adds 1 Technological Aptitude point every 2 levels
    • Medic: Adds 1 Technological Aptitude point every 2 levels

Low Science classes

    • Fighter - Gunslinger/Rifleman/Grenadier/Driver/Pilot: Adds 1 Technological Aptitude point every 4 levels
    • Rogue - Infiltrator/Sniper/Operator: Adds 1 Technological Aptitude point every 4 levels
    • Barbarian - Armored Hulk: Adds 1 Technological Aptitude point every 4 levels
    • Artificer - Arcanotech: Adds 1 Technological Aptitude point every 4 levels
    • Witchhunter: Adds 1 Technological Aptitude point every 4 levels

Neutral classes

Any class not listed above is considered a Neutral class.

At 4th level of a neutral class add a bonus origin feat or add two additional points to your ability scores

At 12th level of a neutral class add a bonus origin feat or add two additional points to your ability scores

At 20th level of a neutral class add a bonus origin feat or add two additional points to your ability scores

Item modifiers

You may add the highest modifier for Magic and Technology each and points don't stack. For example, if you wear a Ring of Protection +1 [Rare] [Magic], Flakjacket [Rare] [Tech] and a Rifle [Uncommon] [Tech] you may add +1 Technological Aptitude.

    • Uncommon: +1 Aptitude point
    • Rare: +2 Aptitude points
    • Very Rare: +3 Aptitude points
    • Legendary: +4 Aptitude points
    • Epic: +5 Aptitude points
    • Mythic: +6 Aptitude points
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