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.
PointsEffect
1If you roll a 19 or 20 on a saving throw vs magical effects, you ignore all damage.
2Advantage on saving throws against magical effects.
3A 19 or 20 on tech checks or attacks with Tech weapons results in a critical success.
4Overcharge (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).
5Reduce magical damage by an amount equal to your Tech Aptitude.
6Overcharge (2/Long Rest). Die upgrades to 1d6.
7Enforce the Laws of Nature: Gain 4 rerolls on saves vs Magic per long rest (take the higher result).
8Overcharge (3/Long Rest). Die upgrades to 1d8.
9Overcharge 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).
10Immunity to all magical conditions unless a magic user spends a Power Die and rolls 6+.
Overcharge Mechanics
  • 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.
PointsEffect
1Gain Power Die uses = Magical Aptitude (reset on long rest). Use as a free action to:
  • Add 1d6 to spell DC, magical checks, spell attack bonus, or magical weapon damage.
  • Force an enemy to reroll a save or spell disruption check.
Limit: 1 Power Die per action, bonus action, or reaction.
2Use 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).
3Advantage on saving throws against technological effects.
4Stack 2 Power Dice per action, bonus action, or reaction.
5Power Die upgrades to 1d8.
6Use Power Dice instead of Sorcery Points for Metamagic (choose 1 Metamagic feat).
7Use a Power Die to cast True Sight on yourself.
8Power Die upgrades to 1d10.
9Use a Power Die to cancel technological conditions on yourself.
10Power 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)
Low Magic Classes (Gain 1 Magical Aptitude every 4 levels)
  • Paladin
  • Warlock
  • Mistwalker
  • Ranger
  • Bard
  • Barbarian (Path of Wild Magic)
  • Rogue (Arcane Trickster)
  • Fighter (Arcane Archer/Eldritch Knight)
High Science Classes (Gain 1 Technological Aptitude every 2 levels)
  • Inventor
  • Medic
Low Science Classes (Gain 1 Technological Aptitude every 4 levels)
  • Fighter (Gunslinger/Rifleman/Grenadier/Driver/Pilot)
  • Rogue (Infiltrator/Sniper/Operator)
  • Barbarian (Armoured Hulk)
  • Artificer (Archeotech)
  • Witchhunter
Neutral Classes
  • 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.
RarityAptitude 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).
Hybrid Items (Arcanotech) Arcanotech items (e.g., a steam-powered staff or cybernetic spell focus) could:
  • 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.
AttributeDetails
Race:Kobold
Class:Inventor (High Science)
Background:Red Fist Alchemist (+1 Tech Aptitude)
Items:
  • Alchemical Belt [Rare] [Tech] → +2 Technological Aptitude
  • Goggles of True Sight [Very Rare] [Magic] → +3 Magical Aptitude
Tech Aptitude:5 (Level 4 Inventor + Background + Belt)
Magic Aptitude:3 (Goggles)
Net Aptitude:2 Technological Aptitude (5 - 3)
Abilities:
  • Overcharge (2/Long Rest, 1d6, 2 rounds duration)
  • Reduce magical damage by 2
  • Advantage on saves vs Magic
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