Very few people play any game by the rules as written, and DFRPG is no exception. Almost every group tweaks some rules, rewrites some Powers, or invents some subsystems to handle something not covered by the books. This page exists to contain those tweaks, rewrites, and subsystems.

Homebrew Powers, stunts, and the like are not included here unless they contradict or replace something in the rules as written. There are other pages for those things.

Power Rewrites

Limitation (Replaces Human Form and The Catch)
Item Limitation (Replaces Item of Power)
Incite Effect (Replaces Incite Emotion)
Feeding Dependency (Replaces Feeding Dependency)
Spirit Form (Replaces Spirit Form)
Spiritual Co-Pilot (Replaces Demonic Co-Pilot)
Demonic Co-Pilot (Replaces Demonic Co-Pilot)
Enthrallment (Replaces Domination)
Possession (Replaces Domination's Possession upgrade)
Holy Touch (Replaces Holy Touch)
Divine Protection (Replaces Bless This House)
Semi-Animate (Replaces Living Dead)
Pack Instincts (Replaces Pack Instincts)
Variable Abilities (Replaces Modular Abilities)
Supernatural Martial Arts (Replaces Sacred Guardian)
Time Accel (Replaces Sacred Guardian)
Immunity (Replaces Physical Immunity)
Natural Weaponry (Replaces Claws and Breath Weapon)

Homebrew Subsystems

Summoning Rules
Companion Rules
Vehicle Rules
Thaumaturgy Rules
Conjuration Rules
Chase Rules
Disease Rules

Rules Tweaks

-If a character takes a consequence to fuel a spell or to pay some other cost, then their Recovery Powers do not apply to it.
-Initiative is determined by a roll made at the beginning of the fight.
-A character who succeeds by a large margin on a defence roll or another roll that doesn't reward extra shifts gets +1 to their next roll, a free tag on some Aspect, or some other minor benefit.
-If an evocation with a weapon rating of 4 or more takes out a mortal, that mortal is killed.
-Evocation control bonuses do not add to the accuracy of attack evocations.
-Evocation blocks may be cast reflexively to defend against attacks. Blocks cast this way do not stick around after the attack is done.
-When a character Invokes another character's Aspect, the spent Fate Point is not transferred to the second character until the end of the scene.
-Ranged weapons can be used to attack characters who are outside of their maximum ranges, but such attacks suffer a -1 (or -2) penalty for each zone of extra range.
-Each level of Strength that a character has adds a zone to the range of their thrown weapons.
-Lawbreaker adds to power and complexity as well as control.
-If a spell is thematically appropriate, it may benefit from a Lawbreaker bonus even if it doesn't break the Law. For example, a spell intended to kill an animal could benefit from Lawbreaker (First).
-If a character Sprints at another character and generates more shifts than are needed on the Sprint roll, then the extra shifts are applied as a penalty to the number of zones the character who was Sprinted at can move next turn.
-If a character fails a roll, they can take consequences with a total value equal to or greater than the margin of failure to make the roll successful.
-There is only one Lawbreaker Power. No matter how many Laws you break, you only take Lawbreaker once.
-Lawbreaker is not mandatory for people who break the Laws.