Houserules

Unless otherwise specified, costs for houseruled powers remain the same as the original power.
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General Houserules

  • Threads have been heavily houseruled. See Progression.
  • Daydreams have been added to encourage posting on the wiki. See Progression.

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Henge-specific houserules

Bear

  • Bear henge have been designed by the GMs, you can see their powers on the Character Sheets page.

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Bird

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Cat

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Dog

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Dragon

  • "Hoard" power updated as follows: You, in your human form, have a wagon filled with rare and powerful items and ingredients as a part of the caravan. Once per session, you can have one such item – presumably something relevant to solving a problem at hand.

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Fish

  • "Fishbowl" weakness updated as follows: You are a pet fish, kept in a bowl or a tank by a human. You have no knowledge of open water and its contents, be it sea, lake, or river, and cannot do knowledge checks about such.

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Fox

  • "Shrine" power updated as follows: You have a small shrine as a part of the caravan's portable shrine, and do your part to maintain the puzzles within. At the start of each session you will receive some memories from people having undertaken the puzzles you helped to set up. Spirits will usually consider you an equal, and are more likely to show up when you call to them.
  • "Fried tofu" weakness updated as follows: During character creation, choose a food with GM approval. When you see this food, your transformation comes partially undone. If you were in full human form, your tail comes out, and if your tail was already out, your ears come out too. If both were out, you revert to full animal form.
  • "Pride" weakness updated as follows: You take an arrogant attitude towards anyone, human, henge, or spirit, that you view as less important than you. As such, it costs others 2 extra Dreams per level to increase their connection to you. This extra cost does not apply for other foxes, dragons, or major spirits. For spirits, the GM will make the final call as to whether it is considered a major enough spirit for you to view it as an equal.

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Mouse

  • "Treasure" power replaced with "Hidden Secrets" power. This power is as follows: talking to other mice, you have gained information about objects or locations that, while they are not known by the 'large people', have been discovered by your friends due to their small size.

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Pony

  • Under the "special Talent" power, make sure to gain GM approval for the exact nature of your talent.

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Rabbit

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Raccoon

  • "Money" power replaced with "Trinkets" power. This power is as follows: you can make leaves, acorns, and so on appear to be trinkets. Beads, pearls, shiny stones and other small attractive objects no larger than the size of your palm. This power only works in the evening or at night, and the "trinkets" will turn back into leaves and such at dawn.

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Sea Creature

  • Sea Creature henge are being designed and will be available for use. This category is intended to cover a wide range of non-fish water dwellers, such as turtles and octopi. Once they are completed, their template will be added to Character Sheets.

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Witch

  • "True Magic" power updated as follows: This power lets you call upon the very purest form of true magic. You can only use this power once per story, and this can only occur after Pause. It immediately consumes all of the Wonder and Feelings of all characters present in the scene, but if they all earnestly want the same wish granted, the narrator must make sure it comes true. After you use this power, you cannot use any Wonder or Feelings at all during the next scene.

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Wolf

  • "Territory" power replaced with "Pack" power. This power is as follows: You feel at home while you are with those you view as your pack. As long as you are in a scene with all players in the session (i.e., no-one has split the party), the Wonder cost of other powers is halved (rounded up).

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Setting-Based Optional Powers

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