River of Dreams' House Rules

Combat

Do not ever allow instant kills. Instant kills are one challenge character killing. Any character death will get at least one challenge, if not a set of them to keep himself alive (that doesn't mean they will be EASY challenges, but challenges all the same).  The rules are designed to be theatrical, not realistic. Combat is set-up to promote story, not testosterone. Keep this flavor when running combat. Emphasize STORY over combat and Roleplay over Rollplay (R-P-S).

Protection

Shields
Instead of the damage absorption presented, shields are now changed to the following rules: Shields do not absorb wounds.

Glamour Systems

Calling Upon the Wyrd

While the character is Calling Upon the Wyrd, Cantrips subsequently cast do not cost an additional Glamour to be Wyrd.

Chimera

Chimera

There are 4 basic types of Chimera.

Creating Chimera

Incidental Chimera may be changed into Crafted Chimera as per the rules on page 177 with the following changes. After all the Glamour has been spent, a point of Willpower must be spent as well. A Simple Test is then performed. If it is lost, the creation fails. If won, the Chimera will last until it comes in contact with high levels of Banality (7+). These Chimera may still erode over time, and may need to be infused with additional Glamour each session at the ST's discretion. This applies to created Companions as well.

Dreamed Chimera may be changed into Crafted Chimera as per the rules on page 177. These Chimera are much sturdier than Incidental Chimera, but still may fade if they come into contact with high levels of Banality (9+). This is up to the Storyteller who may call for a Challenge or Simple Test.

Chimera Creation Time

The following are suggestion Chimerical Creation Times. The Storyteller has the final call. Nockers, Goblins, Boggans, and Sidhe of House Dougal act at 1 level lower on the time chart (with Level 1 still being Level 1.) Storytellers are encouraged to pay special attention to where the Changeling is gathering the materials needed. Is it Incidental, Dreamed, or Crafted? Gathering the proper materials can be an adventure unto itself. The Storyteller has final call, and any Chimera or Companion made that needs Storyteller approval must get it before it can be used in play. Remember that a Changeling can only work on one creation at a time. In addition, the creation of sentient Companions is somewhat more difficult than making Chimera. Companions should be considered to be one level higher on the time chart than their rating (to a maximum of 5.)
Level 1:
1 Minute - 6 hours
Level 2:
30 Minutes - 1 Week
Level 3:
3 Day - 2 Weeks
Level 4:
2 Weeks - 3 Months
Level 5:
3 Months - 1 Year

Treasure Creation

Treasures are not Chimera. They are not created like standard Chimera or Companions. The creation of a Treasure is an epic undertaking, one that should require an appropriate quest of some sort. There are no raw mechanics for making Treasures. Their creation should be a story in itself, with the Storyteller determining when the proper moment of completion has come. Treasures created are granted powers by the supervising Storyteller with all approval restrictions on Treasure rating still in full effect. Characters that quest for a treasure must pay an amount in experience equivalent to the rating of the Treasure before being able to harness its magic.

The Enchanted Stroke

The Melee challenge for the Enchanted Stroke is always considered to be a surprise challenge.

Enchantment

In the text it mentions that Kinain, Faerie Kinfolk, may learn Arts and Realms. Kinain may learn Basic Arts, given a willing PC teacher. Anything beyond that requires Storyteller Approval.

Enchantment Time: Generally, most enchantments last 1 day per point of Glamour spent. Some creatures will stay enchanted longer.

Oaths

You may not take multiples of the same Oath and gain permanent benefit from it.
Oath of Clasped Hands:
May only gain benefit of this Oath once (gaining one permanent Willpower)
Oath of Fealty:
You can only be under one Oath of Fealty at a time. To swear another is to break the first Oath.
Oath of Escheat:
The benefit then of this Oath is that the vassel regains 2 Willpower a week.
Oath of the Long Road
You may only take this Oath once until completed. You may only gain the benefit of the Permanent Willpower and Glamour once. Use of this oath on a trivial quest is considered as dire as breaking this Oath.
Oath of the Undoing
This Oath is a sure way of making your character an NPC.

Epiphany

Keep in mind that the four methods have different qualities.

Reverie is the safest but is by far the most time-consuming and slowest in harvesting. It is the conservative method.

Rapture is the once in a lifetime experience. It is the attainment of Nirvana for a brief moment.

Ravaging is quick and dirty. Its disadvantage is that it is dangerous. There is the possibility of gaining Banality.

Clarification: When failing a Ravaging Challenge, the Kithain gains a Temporary Banality and not a Permanent Banality.

Rhapsody is powerful, takes a little time and is the ultimate thrill. However, it kills or cripples.

Another way of explaining the system is that each week the artist is creating the single masterpiece, the Rhapsody user is supercharging them with Glamour. At the end of each week, the artist tests to see if the Glamour supercharged is added to the pool or lost. The Challenge is Static and pertains to the Art. So a painter would perform a Mental Challenge against a difficulty of how hard the painting will be. They would get their Performance: Painting as a retest.

At the end of the masterpiece, the art will have a number of Glamour invested into it. Then the final test, a Static Challenge with the difficulty determined by the complexity of the art, is conducted. That difficulty (if the artist wins her Challenge) added to how many were invested previously (supercharged) is how many temporary Glamour the Changeling performing Rhapsody gets. If the Changeling is Unseelie, they double that amount. However, realize that you have just destroyed, burned out and trampled on the artist, most likely driving them to Banality 10.

Optional Rules

Ownership of Freeholds

Taken from Changeling: the Dreaming (2nd Edition, pg. 226)
  1. If a character discovers or inherits a pre-existing freehold or glade, she must swear an oath to protect it and then invest an amount of Glamour into it equal to the rating of the freehold. If the freehold is destroyed, the owner gains as many temporary points of Banality as the level of the freehold.
  2. A freehold may be taken at the previous owner's death, or the owner can give it away.
  3. A noble with a pennon (Count or Higher) can take a freehold from someone with a lesser title by demanding a fior. If the person refuses the fior, the freehold mystically transfers to the noble. This was how the Sidhe reclaimed so many freeholds upon returning to Earth.
  4. If the owner becomes Undone, the freehold drops a level per year and the balefire gains a bluish light. It will dry up until the owner awakes or someone else claims the freehold. Seelie typically believe that if the previous owner returns, the freehold should go back to them whereas Unseelie believe that the previous owner was weak and has lost any claim to the freehold.

Gaining Glamour from a Freehold

If no one is healing with the balefire, one person per evening may gain an amount of temporary Glamour from the balefire equal to the level of the Freehold. They may not surpass their permanent Glamour. The individual benefitting is generally the owner, but she can let someone else enjoy it in her stead.

Reaving

This is sucking extra Glamour from a freehold. Anyone may do this. It is a terrible crime. A Simple Test is done in the presence of the balefire. If it is won, then the fae gains a point of temporary Glamour for every 3 points of permanent Banality they have. If they tie, they gain a point of temporary Glamour for every 2 points of permanent Banality they have, and the freehold automatically drops a level permanently. If they lose, nothing happens. The owner should be allowed a Simple test to see if they can tell that Reaving is being attempted on their Freehold.

Freehold Affinites

In Dreams and Nightmares (Chapter 5) it discusses Freehold Affinites. This is like Kith Affinities, except all those in the Freehold gain the bonus for that particular Realm while in that Freehold. It also flavors the Freehold in one direction. The Chimera present will reflect that Affinity, as will their surroundings. There are no Time Affinity Freeholds.

Additional Rules

Cold Iron

The metal touch of Cold Iron affects fae strongly.  Being manacled in Cold Iron prevents a Kithain from casting any Cantrips or employing Birthrights. In addition, the manacles will burn the wrists of the Kithain over time. The burning of the manacles is at your Storyteller's discretion

Weapons forged of Cold Iron inflict aggravated damage and a point of Temporary Banality. Wielding a weapon of Cold Iron also inflicts the 1 trait penalty and 1 Glamour trait penalty.

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