The following are the House Rules for the current running campaign entitled “Wildwood”. These rules are subject to change based on gameplay, but will be documented as soon as they become relevant. These are by no means a full list of house rules, but they should suffice for the current campaign.
White Wolf’s World of Darkness gameline (and therefore Changeling: the Dreaming) is an adult world. Adult subject matter such as strong language, violence, sex, drugs, murder, abuse, torture, and pooka are all possible plot devices that can and most likely will be touched upon or outright molested. If such topics offend any readers, please move on to another campaign.
Wildwood strays away from many canon game mechanics to suit the storyteller and players. The Golden Rule applies here in full force. Most deviations will be spelled out in the following House Rules. Any changes to these will be presented as they become relevant.
True Born and Autumn Realm Fae
Not all Fae are born to the Autumn Realm. Some Fae are considered “True Born”. These are Fae that were born within the Dreaming and not in the Autumn Realm.
All new characters in the Wildwood Chronicle are Autumn Realm Changelings. These rules for True Born Fae are for reference only.
There are certain advantages for Fae that are True Born.
They are not subject to Bedlam as are Autumn Realm Changelings.
If they have never resided within an Autumn Realm, they do not have a banality rating.
Because they were raised by Fae and therefore more likely to be trained early, they are more adept at Changeling Arts.
They can in character creation choose a Art Affinity (Merit) at half cost.
There are also disadvantages for Fae that are True Born.
Because they do not have a banalty rating, when they do enter an Autumn Realm, they immediately gain a rating equal to their seeming.
Childling – 1
Wilder – 3
Grump – 5
All attempts at casting cantrips are at a higher difficulty than Autumn Born Fae while in the Autumn Realm.
All gains in banality are double than those for Autumn Born Fae (much like the Sidhe’s Curse Frailty. Note – this does not stack with the Sidhe’s Curse Frailty for Sidhe. They do not gain quadruple banality.).
Game Play – The following are any changes outside of normal game mechanics besides combat, healing, and arts.
Specialties for Attributes and Abilities – We are no longer going to reroll 10s to save on time. If a character has a specialty in a certain attribute or ability that would apply to the current roll, and she rolls a 10 (0) in that roll, that 10 is worth two successes instead of one. If the specialty does not apply or if they character does not have a specialty, the 10 counts as 1 success as normal. This is up to the player to keep the ST notified but is per the ST discretion on which specialties apply when.
Changeling Arts – The following changes are made to the Arts:
First – The number one rule in this chronicle is imagination. Unlike 2nd Ed rules, Arts can be combined (with approval) for specialized cantrips. Feel free to bend rules if needed as long as the spirit is still followed. This means that those especially gifted in particular Arts can conceivably develop new cantrips or uses for those Arts with ST approval. (Consider this much like rotes in Mage: the Awakening.)
Realms are not required to cast cantrips. If you have the Art, you can call your target. The difficulties will however reflect the target’s banality, so choose wisely.
There are additional Arts that exist within the Dreaming that are not listed in the rulebooks. These are however (at this time) limited to NPCs. They can be learned if the player finds a character within the chronicle that has an Art they wish to learn and the character is willing to teach them however.
All Arts, regardless of whether Chimerical or Wyrd, function the same within the Dreaming. There is no need for the distinction since there are no mortal presences.
Cantrips do not cost additional glamour to cast while within the dreaming. However, extra glamour points may be spent to lower difficulties.
The only restrictions on who can learn what Art is as followed:
Aphrodesia – The Merfolk restriction is removed. However, this Art is mostly known to sidhe of Houses Leanhaun and Fiona as well as some satyrs or exceptionally passionate eshu. All others require approval.
Contempt and Delusion – Though considered Unseelie Arts, they are not limited to the Shadow Court.
Discord – Available to melee characters with proper instruction.
Infusion – Limited to Nockers, Boggans, and Sidhe of House Dougal Only.
Chicanery and Legerdermain – no longer considered commoner only Arts.
Naming – Limited to Sidhe or ennobled commoners
The Autumn Way and Sky Craft – Not available in this Chronicle.
Oneiromancy – Available, no longer limited to Dauntain, and rewritten to fit Fae slightly.
Spirit Link cannot be taken at character creation and must be learned only from a willing Nunnehi.
Experience Points (XP)
The following is the current policy on experience points.
XP will be awarded at the end of each chapter (session). They are per ST discretion, however.
A forum has been created on the Wildwood Boards specifically for XP point expenditure requests. Each player may make a request during downtime on that board.
This request must include the following:
Trait being increased: (include current score)
Roleplay justification: (This includes either what has been done or what will be done to increase this score. If the character has had an extremely difficult adventure but has grown out of it, learning to have more faith in herself in the process, a willpower increase is justified. If there is no previous justification, how the character plans to increase should be given, such as training sessions or extended practice.
Once the request has been made, the ST will either approve, decline, or require more information.
If the request is approved, either the go ahead on point expenditure will be given, or a time period needed to properly learn the skill will be given.
If the request is declined completely, a new request will need to be made to increase the skill. Generally, a reason will be given with this.
If more information is required, generally this is either for clarification or to make suggestions on roleplay justifications. Please reply to the current thread request when answering those questions.
The following time table will be used to determine the XP expenditure that is required to increase or learn new traits:
Ability (2 dots)
Ability (3-5 dots)
Current Rating x 2
Arts (2-3 dots)
Current Level x 4
Arts (4 dots)
Current Level x 4
Arts (5 dots)
Current Level x 4
Current Rating x 4
Current Rating x 2
Current Rating x 2
There are Exceptions to these rules as followed:
Characters with the Mentor Background (who are in regular contact with that mentor) can roll dice equal to the number of dots in that background (difficulty 6). A single success allows the expenditure cost to be spent as the previous level. For example, fictional character “Toby” desires to raise his skill in Herbalism to a four. He has a Mentor rating of two. He rolls two dice getting a 5 and 8. This gives him one success. Instead of needing to spend 6 XP (current rating x 2), he is able to spend 4 XP (previous rating x 2). Mentor ratings have no affect on the learning of Arts. These must be taught by someone, mentor or not regardless. However, there is no reduction to the XP expenditure.
Merits, Flaws, and Backgrounds will be given by the ST according to gameplay and roleplay and are not purchased with XP.
Sometimes the Dreaming (or your Storyteller) will award other points as needed to fit the story.
The ST will award XP at the end of each gaming session and extra at the end of each story.
Generally speaking, XP is not awarded for vignettes or flashbacks (though this is up to ST discretion).
Points will be awarded as follows:
At the end of each Chapter (session):
One Point – Automatic: Awarded to all characters after every gaming session.
One Point – Learning Curve: The character learned something from his experiences during the chapter. The ST will discuss this with the player before awarding points.
One Point – Acting: The player roleplayed well, not just entertainingly, but appropriately. This requires the character be engaged in the story and aiding the continuation of it. Standing in the corner watching (even if that is what you feel your character would do, is not going to get this point awarded.
One Point – Character Development: This is an extension of the Acting point and might not be awarded at all during a session. This point is more than just for roleplaying, however. This is for learning more about what makes the character think and act as she does.
At the end of each Story:
One point – Success: The characters succeeded in their immediate mission or goal (at least a forward progression).
One Point – Danger: The character experienced great danger and/or adversity during the story and survived.
One Point – Wisdom: The character exhibited great wits or resourcefulness, or came up with an idea that enabled the group to succeed.
One Point – Instruction: Roleplayed in character instruction of another PC in a significant manner.
One Point – Advanced Character Development: A further extension of the character development points awarded per chapter. To gain this point at the end of the story, the character must have grown in some way (not just stats and skills), since the last story’s end.
Extras: These will be awarded as needed.
One to Two points – Stories!: Experience points can be awarded when the players write a substantive story based on gameplay.
One point – Vignettes: Side stories will occasionally receive XP, but this will not be the norm for every one.
The following is the rate of healing of normal damage through natural means.
Bruised – 1 day
Hurt – 2 days
Wounded – 4 days
Mauled – 6 weeks
Crippled – 2 months
Incapacitated – ST discretion
Healing times within a freehold or the Dreaming are halved. This means if the character is “hurt” and should take 2 days to heal, if within a freehold or the Dreaming, the healing time is 1 day.
Fire is considered aggravated damage for the purposes of healing times.
Cantrips that inflict direct damage (such as Holly Strike) deal aggravated damage.
Some prodigals powers (such as werewolf claws and teeth, vampire claws and some disciplines, mages direct cast spells, etc) deal aggravated damage. (Essentially, anything supernaturally powered)
Aggravated damage takes double the time to heal, regardless whether the character is in a freehold, the dreaming, or other location. This means that if a character is “hurt” and should normally heal in 2 days, the aggravated damage will take 4 days to heal without help.