Covered in Weasels 587 Posted September 4, 2014 (edited) Hello all, My players are all experienced gamers and wanted more flexibility in character creation. I made the following tweak to Home World Aptitudes to address this. Every Home World now offers a choice between two different Aptitudes during character creation. You now have the choice between either of your + attribute Aptitudes; for example, a Void-born could start with either Intelligence or Willpower. I've house ruled Leadership in my game by expanding its area of influence. The Social aptitude now only applies to skills and talents involving subtle persuasion, deception, and reading others' emotions; only Charm, Deceive, Inquiry, and Fellowship advances use the Social aptitude. A Social-focused character is charming and skilled at manipulating others. By contrast, Leadership represents a commanding presence and great strength of will; it is used to increase the Command, Intimidate and Interrogation skills as well as purchase Willpower advances. Leadership-focused characters may not be charming or subtle, but when they demand information or obedience few can refuse them. To those familiar with World of Darkness, Leadership is analogous to Presence and Social is equivalent to Manipulation. Using characters from the Ravenor books as an example, Kara Swole has the Social Aptitude -- she's charming, talkative, and good at bluffing her way out of dangerous situations. Lucius Worna has the Leadership Aptitude -- his mere presence makes people quake in their boots, and while he is not charming it's nearly impossible to refuse his commands. This new approach to Leadership works very well for our group as it allows two styles of social character, similar to how Finesse and Offence both offer distinct combat styles. For a character to truly excel in all social encounters, they must acquire both the Leadership and Social aptitudes. What are your thoughts on these changes? NOTE: Noble-born have Fellowship and Influence as + attributes, so I'm not sure what their second option should be -- if you have suggestions, please post them. Edited September 4, 2014 by Covered in Weasels 3 Moonshine Fox, Alox and alemander reacted to this Quote Share this post Link to post Share on other sites
Alox 107 Posted September 4, 2014 Interesting idea with home worlds choice. Seems natural that the other + is a choice. With "High Born" I would go with intelligence, so they can be shrewd if they are not charming. All backgrounds have two aptitudes to choose between, so when you write that the backgrounds gained a second choice, you mean you modified? For instance outcast IS social or fieldcraft, so that is an unchanged in your house rules. I like your leadership changes, makes more sense for intimidation and interrogation. Quote Share this post Link to post Share on other sites
Covered in Weasels 587 Posted September 4, 2014 Interesting idea with home worlds choice. Seems natural that the other + is a choice. With "High Born" I would go with intelligence, so they can be shrewd if they are not charming. All backgrounds have two aptitudes to choose between, so when you write that the backgrounds gained a second choice, you mean you modified? For instance outcast IS social or fieldcraft, so that is an unchanged in your house rules. I like your leadership changes, makes more sense for intimidation and interrogation. Intelligence is a good option. The other possibility I was considering was Willpower, as children are groomed from birth to inherit large fortunes and resist coercion. I did not change Arbites or AAT, both of which already had two Aptitude choices. I added a second option to the other five backgrounds -- for example, Administratum characters can only take Knowledge according to RAW, but now they can choose between Knowledge or Social. Quote Share this post Link to post Share on other sites
Alox 107 Posted September 4, 2014 (edited) I did not change Arbites or AAT, both of which already had two Aptitude choices. I added a second option to the other five backgrounds -- for example, Administratum characters can only take Knowledge according to RAW, but now they can choose between Knowledge or Social. You are using the latest beta document? Because in the released RAW administratum chooses between Knowledge or Social. Astra chooses between defence or psyker. Mechanicus between Tech or Knowledge. Ministorium between Leadership or Social. Imperial guard between Fieldcraft or Leadership. Outcase between Fieldcraft or Social. Almost your rules, except ministorium.... Edited September 4, 2014 by Alox 1 Covered in Weasels reacted to this Quote Share this post Link to post Share on other sites
Covered in Weasels 587 Posted September 4, 2014 (edited) I did not change Arbites or AAT, both of which already had two Aptitude choices. I added a second option to the other five backgrounds -- for example, Administratum characters can only take Knowledge according to RAW, but now they can choose between Knowledge or Social. You are using the latest beta document? Because in the released RAW administratum chooses between Knowledge or Social. Astra chooses between defence or psyker. Mechanicus between Tech or Knowledge. Ministorium between Leadership or Social. Imperial guard between Fieldcraft or Leadership. Outcase between Fieldcraft or Social. Almost your rules, except ministorium.... I just downloaded my copy of the new rules, and lo and behold they did change the starting Aptitude options for the various backgrounds! Well, this makes me feel a little silly for posting that list of potential changes, but at least it's good to know the designers were thinking along the same lines as me I edited my original post to remove the redundant stuff. My alternate Home Wold Aptitudes and Leadership tweaks are still valid though! Edited September 4, 2014 by Covered in Weasels Quote Share this post Link to post Share on other sites
Objulen 6 Posted September 8, 2014 I'd change Willpower's aptitudes to be Willpower and Leadership or Pysker, since Psyker characters will have a very hard time accessing Leadership and Willpower is a very important stat for them. Quote Share this post Link to post Share on other sites
Covered in Weasels 587 Posted September 8, 2014 I'd change Willpower's aptitudes to be Willpower and Leadership or Pysker, since Psyker characters will have a very hard time accessing Leadership and Willpower is a very important stat for them. I didn't explicitly state it, but that's what I'm doing as well. Quote Share this post Link to post Share on other sites
comradeda 8 Posted October 1, 2014 Brief musings on my part say that each character chooses a homeworld, background, and role which come with (among other things) an aptitude each. After that, they're relatively free to choose another three aptitudes. It does open the door to a bit of min-maxing, but is simple enough. idk Quote Share this post Link to post Share on other sites
LordTeague 7 Posted October 4, 2014 Brief comment on my part that Tech still doesn't provide any bonus to any characteristic aptitude. Quote Share this post Link to post Share on other sites
Secutor 00K 11 Posted February 15, 2016 I'd change Willpower's aptitudes to be Willpower and Leadership or Pysker, since Psyker characters will have a very hard time accessing Leadership and Willpower is a very important stat for them. I changed Willpower's aptitudes to be, Psyker and Defence, to make Willpower advances more accessible to my players. Leadership, I made into a "Bonus" aptitude so the Ministorum Background would provide Social AND Leadership aptitudes, it hasn't caused any problems yet. Quote Share this post Link to post Share on other sites
GauntZero 588 Posted February 16, 2016 I made leadership an additional aptitude to willpower advances. That balances it quite easily and with a good effect. Quote Share this post Link to post Share on other sites