Anchor in the Weave: Essence is the vital life-force of all living sentient things. The measure of its strength is its connectedness to other strands of knowledge, power, beings, places, and items. The greater its strength, the greater its measure of control in its passage through The Pattern. The depth of it is part of an awareness that allows Bonds to form, and allows projection of its strength over and through time and space. The order of being is set by the character’s species and provides the base measurement (most are the same); The attributes of Sanity and Charisma impact this along with in-game activities over time.
Aptitude will absolutely determine the limits of many Incarna powers; A low measure indicates less potential in working with associated capability. It may exclude the acquisition or effective use as such require special understanding or insight which only a higher level of aptitude grants. Aptitudes allow characters to sacrifice versatility (ex: Vocation/class requirements become more difficult) for flavor (increasing the uniqueness of each) and early survivability (individualized powers and traits requiring aptitude). It requires a great deal of attention to ensure the player knows all the powers available to them. Aptitude adds a lot of minute dimensions and adjustments that can be hard to track. The experience of using aptitudes may have some impact on the perception of advancement. Overall, it will emphasize story and flavor over strict level based challenge ratings. Characters will begin more powerful and the arc of advancement is shallower as foes and challenges stay within a more narrow band until much higher levels. Chasing Aptitude power focuses a character on their core capabilities. It leaves significantly less Essence for bonds with groups, entities (ex: deity or Patron), and items of power. Ultimately it is the responsibility of the player to monitor and maintain these various complex aspects.
+ Strengths: Open to characters with zero aptitude; follower group oriented (those of the same faith can enhance each other), focus on empowering followers, promotion of the wellness of followers (healing, bolstering), and sharing of essence. Groups which have multiple followers of the same faith will do much better than a group who all follow different faiths and creeds. Powers can be made stronger with collaborating followers. There are more starting character options, ability development options and ancillary powers as they have fewer direct powers. It is deeply connected to Principal Sparks (+1 all checks).
– Weaknesses: Fewer singular boosts (mostly group based), most followers tend to be weak at lower ranks, lower rank followers very similar between faiths, less of a range of direct powers (limited by faith; powers are based on outlook/type of faith) that execute slower (usually).
elemental Sparks are only distantly connected (-1 on all checks).
+ Strengths: The focused mostly on the self and relationships to the self; metabolic control, movement, and power (warmth, light) in organic life; most easily accessed by the common individual, use of many take 0 AM. Many physical traits (esp. useful for combat) and use of items rely kinetic aptitude. It has the most impact in a day-to-day sense.
– Weaknesses: Almost no effects on others – powers are least ‘spectacular’ of all aptitudes; mostly survival and combat based, least understood – advanced kinetic ability (Qigong) is mostly unknown or latent in lower technology cultures.
+ Strengths: Transforming – it is the greatest utility, manipulation, creation and destruction; power of the cosmos; the sheer diversity of effects.
– Weaknesses: Powers are mostly knowledge based and must be sought out and learned; within a given setting such knowledge is codified in one or more understood ‘approaches’ (discovered knowledge may not be in an understood approach). Advancement requires a lot of skill improvements. Real usefulness requires an aptitude of 2. Characters must get a Mana Pool to use most occult items.
+ Strengths: Changing the limitations of the self, imposing will and dominating others, knowing, changing probabilities, one of the fastest of all powers to evince – most powers take little time. At higher ranks can extend effects of powers for a dramatically long time.
– Weaknesses: There are few psychic powers which effect anyone but the mentalist themselves. They tend to burn through power fast. They are often feared and hunted. Psychic aptitude makes the possessor assailable to psychic attacks.