Some of these are just clarification for the rules in the books. Others are actual house rules. Please talk to me if you have any issues. Also, if we decide on a house rule while playing, it will be added to this page.
If you want to make sure you don’t kill someone, you can turn a weapon or a brawl attack that does lethal damage into one that does bashing instead (you hit with the flat of your blade, hilt of your knife, etc.) at a -1 penalty. You cannot do this with guns, however, unless you have special bullets.
Spending Glamour and Willpower
In the rules as written, when you need to power something with more Glamour or Willpower than you can spend in one turn, you have to spend the entire two (or more) turns concentrating on this and doing nothing else. Instead, you can now do one other action – movement or an attack or something else – on the first turn(s) you’re spending the Glamour/Willpower.
Combat Hack – Sup on Agony
We’re using the Combat Hack Sup on Agony, a Changeling-specific hack, from Armory Reloaded.
If a changeling makes an attack that inflicts more damage than the target’s Stamina, or the attack marks enough boxes on the victim’s Health character to cause wound penalties, and the changeling is within speaking distance of the target, the changeling’s player can immediately roll Wits + Empathy to harvest Glamour as a reflexive action. Changelings cannot harvest Glamour from each other in this manner, though they can take Glamour from the emotions of other supernatural beings.
Virtue and Vice
The original seven and seven Virtues and Vices are still available, but you can take more specialized Virtues or Vices, and you can have a ‘sub-Virtue’ or ‘sub-Vice’ to help with roleplaying.
Also, despite the rules as written saying you can never change your Virtue or Vice, if it makes sense in character for either to change, talk to me about it and we’ll figure out what it’ll change to.
If you buy multiple Fighting Style Merits, we will discuss ahead of time, which, if any, of the dots can be used together.
The Dual Kith Merit in this game is the one from the Rites of Spring book (pg 88), not from Winter Masques.
Quick Draw does not have to bought separately for firearms and melee weapons. If you have it, you can use it for either type.
Languages are bought at one per separate Merit dot, and if you are trying to understand another language related to one you know, it will add bonus dice to your Intelligence roll. The first part is from the World of Darkness errata, the second part a house rule.
Any Fatebound Merits must be run by me first, and I’ll probably need some time to think about it. They have the possibility to change the game a lot.
For the Merit Fatebound: Cowherd and Weaver, the no 10-again rule on social activities lasts until the end of the story (i.e., adventure).
Any of the Merits from other game lines are off limits – Changeling and WoD Mortals Merits only. (Exceptions are made on a case-by-case basis for Hunter Merits, as they’re closely connected to Mortal Merits).
You can gain experience points in the following ways.
- 1 point for showing up
- 1 point for roleplaying
- 1 point for furthering the plot in some way (this replaces the ‘tell me something your character learned’ experience point)
- 1 point for bravery or self-sacrifice
- 1 point for leadership – getting everyone to move forward in the same direction (more than one person can do this per session)
- 1 point each for your flaw(s) coming into play in a big way. Each flaw can only give you xp once per session, no matter how many times it comes up (per the core rulebook)
- 1-3 points for a large success as a group
- 1-3 points for reaching one of your personal stated goals
- 1-5 points for outside of game roleplaying – writing an in-character diary/blog, writing up a history of your character, doing artwork, finding me good artwork for an NPC, writing up feedback, etc..
You’ll likely get 3-4 points every session, and 4-8 or so at the end of each big adventure, assuming you succeed. I expect the first three to happen every time you game (show up, advance plot/roleplay, and explain what your character learned). Please talk to me if you think you’re getting too much or too little, and please let me know if you think I missed something (a flaw coming into play, a good leadership moment, etc.).
I will probably give the experience at the beginning of the next session, after thinking over what happened.
For spending XP, you will usually do it in between modules/adventures. You can’t increase anything more than 1 dot at a time, and you need to come up with an in-character reason it increases (fairly easy – you practice in your spare time, find a teacher, etc.). There are also the rare occasions (usually involving Merits) where you can spend the XP during an adventure, but that takes more work – rolling dice to convince a person to teach you, or exploring the Hedge to find a good spot for a Hollow. I may give discounts to the XP cost for things like this. If there’s something specific you want that you think would make an interesting in-game adventure, let me know ahead of time!
Buying new Contracts
Contracts are a special case. You have access to all the Contracts in the Contracts.doc I sent out, and can learn any of those as you want, assuming you have the prerequisites. However, there are other Contracts in the world – ones your characters don’t know about or have access to – that the characters either have to learn from a teacher or make their own deal with the embodiment of the Contract. (You can also learn to create your own Contracts). These will be dealt with on a case-by-case basis.
Buying new Tokens
Tokens are also a special case. You may be given Tokens as rewards from other characters in the game, or find them on an adventure. These Tokens do not have to be paid for with experience. However, if you decide to craft a Token/Hedgespun item, or you steal the Token from another character (and it’s not part of the plot), you will have to spend experience points for the item. For crafting, if there’s roleplaying attached to it, I will likely give you a discount on the experience costs. We’ll talk about it on a case-by-case basis.
House Rules about Kiths
I sent out a Word document with a summary of all the Kiths and their blessing. Please refer to it when reading these house rules.
You may not be the Darkling Moonborn kith.
The Truefriend kith only needs to be able to see or speak to the ally to grant his or her bonus, not both.
The Razorhand kith gains the Specialty to knives to his Brawl attacks (i.e., when using his knife hands) as well for free.
The Manikin kith gains +2 to all Crafts rolls instead of reduced untrained Crafts penalty.
The Shadowsoul kith does not gain the Contracts of Darkness as affinity.
The Telluric kith gains a +1 bonus to actions requiring precise timing, not +3.
The Draconic kith may choose to apply his or her bonus to Weaponry instead of Brawl at character creation. This choice may not be changed.
The Corpsegrinder kith will have his or her extra die rolled by the Storyteller to avoid giving a sign when the enemy is undead or at half health.
The Soldier kith may choose to apply his or her bonus to Firearms instead of Weaponry at character creation. This choice may not be changed.
The Ask-wee-da-eed kith can use the Contracts of Hearth on a subject one additional time within the ban time limit at no penalty instead of getting a +1 to Hearth rolls (which don’t exist).
House Rules about Contracts
The Contracts of Reflections are affinity for all changelings. (This is because it was an example of making your own Contract in the Equinox Roads book, and as such, would be affinity for no one. It doesn’t make sense for no one to have affinity).
The Contracts for the Seasonal Courts in the Lords of Summer book will have prerequisites consistent with all the other Seasonal Court Contracts – I believe it was a misprinting to have them so different from each other and the previous Contracts.
You may buy up to two-dot level Goblin Contracts at character creation.