Aptitude rules
The Eternal Conflict: Magic vs Technology
In this world, the forces of nature and the supernatural are locked in a timeless struggle. Magic – rooted in the supernatural order – bends reality to the will of its wielders, while Technology, a natural force, enforces rigid, unyielding laws upon the universe. Those who embrace one path find the other increasingly alien, their very perception of the world warped by their chosen allegiance.Aptitude System
Core Principles- Magic represents supernatural forces – the belief that reality can be shaped by will, mysticism, and the supernatural.
- Technology represents natural forces – the enforcement of rigid, logical laws that reject the unexplained.
- Polar Opposition: Investing in one erodes your connection to the other. A character's net aptitude is the difference between their Magical Aptitude and Technological Aptitude (e.g., 5 Magic / 2 Tech = 3 net Magic ).
- Maximum Aptitude: You can have up to 10 points in either Magic or Technology.
- Balancing Aptitude: If your aptitudes are unequal, subtract the lower from the higher to determine your effective aptitude (e.g., 7 Magic / 3 Tech = 4 net Magic ).
- Fame Mechanics (Ki, Mist Points, Psionics): These are neither magical nor technological and exist outside this conflict.
Gaining Aptitude Gain Aptitude through:
- Class Progression (see Classes below).
- Feats (e.g., Reckless Engineering, Gadget Expert).
- Items (see Item Modifiers below).
- Backgrounds (e.g., Mad Scientist, Arcane Scholar).
Technological Aptitude
Technology is the domain of logic, precision, and the unyielding laws of the universe. Those who embrace it find Magic increasingly incomprehensible, their minds rejecting the supernatural as little more than trickery or delusion.| Points | Effect |
|---|---|
| 1 | If you roll a 19 or 20 on a saving throw vs magical effects, you ignore all damage. |
| 2 | Advantage on saving throws against magical effects. |
| 3 | A 19 or 20 on tech checks or attacks with Tech weapons results in a critical success. |
| 4 | Overcharge (1/Long Rest): As a Free Action, choose your or an ally's in-touch-range Tech weapon (+1d4 to attack/damage) or armor (+1d4 to AC/saves) for half your Tech Aptitude rounds (min 1). |
| 5 | Reduce magical damage by an amount equal to your Tech Aptitude. |
| 6 | Overcharge (2/Long Rest). Die upgrades to 1d6. |
| 7 | Enforce the Laws of Nature: Gain 4 rerolls on saves vs Magic per long rest (take the higher result). |
| 8 | Overcharge (3/Long Rest). Die upgrades to 1d8. |
| 9 | Overcharge Burst: Spend all 3 uses to apply Overcharge (1d8) to all Tech weapons or armor of your choice in a 30ft radius for half your Tech Aptitude rounds (min 1). |
| 10 | Immunity to all magical conditions unless a magic user spends a Power Die and rolls 6+. |
- Activation: As a Free Action, choose to apply Overcharge to a tech weapon or armor.
- Weapon Overcharge: Add 1d4/1d6/1d8 (based on Tech Aptitude) to attack and damage rolls for the duration.
- Armor Overcharge: Add 1d4/1d6/1d8 to AC and saving throws. If hit, roll the die and add it to your AC after the attack roll.
- Duration: Lasts for half your Tech Aptitude rounds.
- Uses: Scales from 1 to 3 uses per Long Rest as your Tech Aptitude increases.
- Overcharge Burst (Tech 9): A tactical team buff, allowing you to supercharge all allies' tech gear within 30ft.
Magical Aptitude
Magic is the art of bending reality to one's will, a practice that erodes the understanding of science and logic. As a character's Magical Aptitude grows, they find Technology increasingly baffling, their minds rejecting the mechanical in favour of the mystical.| Points | Effect |
|---|---|
| 1 | Gain Power Die uses = Magical Aptitude (reset on long rest). Use as a free action to:
|
| 2 | Use a Power Die to malfunction a tech item (1d20 + Magical Aptitude vs. DC 10 + Tech Aptitude of user/device). On success, the item malfunctions (requires an action to repair). |
| 3 | Advantage on saving throws against technological effects. |
| 4 | Stack 2 Power Dice per action, bonus action, or reaction. |
| 5 | Power Die upgrades to 1d8. |
| 6 | Use Power Dice instead of Sorcery Points for Metamagic (choose 1 Metamagic feat). |
| 7 | Use a Power Die to cast True Sight on yourself. |
| 8 | Power Die upgrades to 1d10. |
| 9 | Use a Power Die to cancel technological conditions on yourself. |
| 10 | Power Die upgrades to 1d12. |
Classes & Aptitude Progression
High Magic Classes (Gain 1 Magical Aptitude every 2 levels)- Wizard
- Sorcerer
- Cleric
- Druid
- Bard (College of Magic)
- Paladin
- Warlock
- Mistwalker
- Ranger
- Bard
- Barbarian (Path of Wild Magic)
- Rogue (Arcane Trickster)
- Fighter (Arcane Archer/Eldritch Knight)
- Inventor
- Medic
- Fighter (Gunslinger/Rifleman/Grenadier/Driver/Pilot)
- Rogue (Infiltrator/Sniper/Operator)
- Barbarian (Armoured Hulk)
- Artificer (Archeotech)
- Witchhunter
- 4th Level: Gain a bonus Origin Feat or +2 to ability scores.
- 12th Level: Gain a bonus Origin Feat or +2 to ability scores.
- 20th Level: Gain a bonus Origin Feat or +2 to ability scores.
Item Modifiers
Items can boost Aptitude based on their rarity. You may add the highest modifier for Magic and Technology – points do not stack.| Rarity | Aptitude Bonus |
|---|---|
| Uncommon | +1 |
| Rare | +2 |
| Very Rare | +3 |
| Legendary | +4 |
| Epic | +5 |
| Mythic | +6 |
Optional Rules
Aptitude Dissonance If a character's net Aptitude is 5+ in one direction, they suffer penalties in the opposite domain:- Net +5 Magic: Disadvantage on Tech checks (e.g., repairing a device, piloting a vehicle).
- Net +5 Tech: Disadvantage on Arcana/Religion checks (e.g., identifying a spell, communing with a deity).
- Require both Magic and Tech aptitude to use effectively.
- Malfunction if the user’s aptitudes are too unbalanced (e.g., |Magic - Tech| > 3).
Aptitude Feats Introduce feats that bridge the gap between Magic and Tech, such as:
- Magitech Synergy: Reduce the penalty for unbalanced aptitudes by 1.
- Reality Anchor: Once per long rest, ignore Magical Effects for 1 minute.
Example Character: Victor Harmonious
A kobold Inventor from the Iron Quarter of Elastar: Mori, allied with the Red Fist.| Attribute | Details |
|---|---|
| Race: | Kobold |
| Class: | Inventor (High Science) |
| Background: | Red Fist Alchemist (+1 Tech Aptitude) |
| Items: |
|
| Tech Aptitude: | 5 (Level 4 Inventor + Background + Belt) |
| Magic Aptitude: | 3 (Goggles) |
| Net Aptitude: | 2 Technological Aptitude (5 - 3) |
- Overcharge (2/Long Rest, 1d6, 2 rounds duration)
- Reduce magical damage by 2
- Advantage on saves vs Magic
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