Aptitude

Aptitude is an Essential Aspect that represents the types of capabilities a character has a natural affinity for, to wield powers, choose Features, and accomplish Actions. These measures filter the character’s experiences and foster a natural pathway of development, providing a natural inclination for choices that shape their capabilities.

[There are 4 Pillar Aptitudes of The Pattern – Divine, Kinetic, Occult, and Psychic. su_permalink id=”36″]Aptitude[/su_permalink] is measured by a Talent Level of 0 to 4. A “Natural Talent” is a maximum talent level with a Talent Mastery feature that expands the limits of related aptitude powers.

Divine: Bonds of greater purpose though spirit and insight into mystic connectedness.
Kinetic: Mind-over-body through the rigors of health, concentration, and discipline.
Occult: Command of arcane powers & entities through understanding of The Pattern.
Psychic: Reality as a representation/reflection of Will Power and inner vision.

Other aptitudes exist, but the pillars are universally available to Lower Order Beings reflected in PC options. Such beings can only possess one Natural Talent at the time of Character Inception. Aptitude effects can be enhanced or suppressed through Saturation in a Locale or Setting.


Starting: PC’s start play with 4 measures of aptitude divided between material and the three mystical aptitudes of the pillars, divided however they want. Some races and/or pathways may adjust this or have minimums which must be met. This may even vary by Locale or Setting.

Aptitude Perspectives > Design Guide/Ref | GM's Guide/Ref | Player's Guide/Ref

Subscribe to the Aptitude News Feed (for Aptitude pages)

i20™ Aptitude Details

you can pl;ay just by meeting the minimums vy race and class and feature, no other effects – this is up to the GM and play group

Aptitude is the gateway to traits and aspects outside the core D20 experience and acquiring powers across classes without sacrificing levels. Many features have one of the pillars of The Pattern associated with it.
= link pattern/pillar/apt
Divine (Wisdom); Kinetic (Strength, Dexterity, Constitution); Occult (Intelligence), and Psychic (Charisma). Sanity does not have a specific pillar and is generally not something that characters have affinity with.

  1. Primary Class: This is their first character class and it must always be a level higher than any other class (or the aptitude is considered half for determining what powers are gained).
  2. The cost is 5 essence for the 1st measure; 4 for the 2nd, 3 for the 3rd, and 2 for the 4th. Add 1 Essence to the cost at each measure if Aptitude is taken after Character Creation.
  3. Level Trace: Unless noted, the benefits of aptitude do not kick in until the character level is equal to the aptitude. Natural Talents (those who begin play with the maximum of 4 rating in an aptitude) gain an automatic success on any Ability check they are proficient with, having a DC 15 or less; If the DC is higher, they gain Advantage on the check.
  4. Reality Pillar: Natural Talents provide a deep anchor point in The Pattern.
    1. If a character takes their first Feat (at 4th level) and it is directly related to their Natural Talent aptitude (for the Primary Class only), they may take it at 3rd level instead.
    2. The character’s level is increased by 1 for determining which Aptitude powers they have access to.
    3. Each additional class after the primary takes 1 Essence, and the multiclassing requirements go up by 2. All other multiclassing mechanics stay the same.

iCore iCore™ Aptitude Details

Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.