Dark Heresy 2e House Rules
Character Creation- Aptitudes:
During Character Creation, characters do not gain the Aptitudes listed in the Home World, Background, and Role that they select. Instead, each character has all of the Characteristic-Based Aptitudes listed on page 79 and selects 2 other Aptitudes on this page (Offence, Finesse, Defence, Psyker, Tech, Knowledge, Leadership, Fieldcraft, or Social).
Reason: This makes character creation much more free-form and character advancement much simpler. In addition, it removes the exorbitant cost that a character would have to pay for purchasing an advance that they do not possess an Aptitude for. As a result, characters will have more of an incentive to purchase advances which would seem atypical for their character, creating more diversified characters while preserving an aspect of specialization.
Subtlety Test Modifiers:
Replace the mechanical description of this section with:
“Whenever a character attempts a test and the outcome depends on how well-known the group is, the player may choose to invoke the cell’s reputation amongst the populace, or namely, their Subtlety rating. First, the GM states whether overtness or subtlety would be beneficial to the character in this test. The character rolls an additional tens die on the test, but must wait for the GM to tell them which of the two results to apply as the result of the test.
The GM then rolls a test using the group’s Subtlety:
If the group wanted to benefit from subtlety, a successful Subtlety test allows the character to select the most favorable result on the tens die. Consequently, a failed test forces the character to accept the least favorable result on the tens die.
Vice versa, if the group wanted to benefit from overtness, a failed Subtlety test allows the character to select the most favorable result on the tens die, while a successful test forces the character to accept the least favorable result on the tens die.
Reason: Turning Subtlety into a tool which can also be used by players makes it much more involved in the game. When players understand that Subtlety is simply another resource they can attempt to benefit from, it will receive more of their attention and see more use during play. Rolling an additional tens die with the test makes this more of a player's action and removes fiddling with modifiers, especially because I would like this to be used frequently in my group without fear of incurring any additional complication at the table. I also feel like the current subtlety system appears to a player as too arbitrary, leaning on the GM's decisions. The idea of Subtlety, as presented, should in fact be the exact opposite.
Edited by Kainus