Optional Rules in Effect
- This game will not be using the Virtue/Vice mechanic from the World of Darkness Core book. Instead, Willpower can be regained through the Meditation task, in addition to the standard benefits of Meditation.
- The mechanics of Sway and Declaration from Mirrors will be used. Social Combat from Danse Macabre will be considered, and put to vote by the players for its inclusion.
- This game will use the Speed mechanic presented in one of the White Wolf Quarterlies that states Speed is composed of (Strength + Dexterity + Athletics).
- The terms of what a Character knows of her surroundings is as follows: “Common source is common knowledge.” i.e.: If the knowledge is accessible in a book that contains something fundamental to your character (e.g.: Kith, Seeming, Court, Entitlement, Seeming/Kith/Court Contract, Merit), the Player is responsible for deciding how much the character knows; the default assumption is that the character is at least vaguely aware of its existence/purpose. (This includes this Wiki-site.) The only exception to this rule is true history; please refer to the other areas of the Wiki (or the ST) if you have historical questions regarding the surroundings.
- Generic rules from “Infinite Macabre” are in effect: see page 6-10 for Starship rules.
- Ability Replacements:
Crafts is replaced with Engineering
Drive is replaced with Pilot
- Sub-light Travel between systems requires a successful Intelligence + Pilot roll on behalf of the Navigator in order to plot a standard course between point A and point B.
- Piloting the ship during combat requires a (Dexterity + Pilot + Handling) roll on behalf of the Pilot. While accessing the Weapons systems requires (Dexterity + Computers) roll with a specialty in “Weapons Systems”. Without the specialty, the Quartermaster takes a -3 penalty to the roll. Pilot cannot be the Quartermaster. (Reprinted from pg. 8 of Infinite Macabre.)
- While Tokens and the magics of the Fae retain the Mask, Changelings do not. The Mask was lost to Changelings in the initial exodus.
- A Terrestrial Court is one modeled after the Courts found within Changeling: the Lost and its supplements. This includes the Seasonal Courts, Directional Courts and Night/Day & Dusk/Dawn dichotomies. Their power is limited only to planetary (and lunar) surfaces.
- Due to the peculiarities of the setting, the Seasonal Courts are NOT the default Terrestrial Court structure; instead, it is the Directional Courts found in Winter Masques which most people are familiar with.
- A Celestial Court is one of the four Courts modeled after Celestial Bodies. These Courts kick into power only when off-world.
- Charting a course that features the changes of power required by the protections of the Celestial Court is an extended (Intelligence + Pilot) roll requiring 5-20 successes, with each roll representing 15 minutes of stellar cartography. Successes required depend on distance and stellar topography of the route.
- A character may have two Courts to which he has sworn fealty if and only if one of those is a Terrestrial Court and the other is a Celestial Court.
- Opening a Dread Door as a Hedge Door requires the expenditure of 1 extra Glamour, in addition to what is required for opening a Hedge Door.
- The Dream Contract cannot be used to augment traveling Between Space via the Hedge… unless you want to go out in the Hedge near a monolithic, horrifying artifact from God knows when at the edge of a galaxy and expose yourself…
- A character’s True Name is an important and mystical part of a character’s identity. Players should decide what their Character’s True Names are. True Names can be anything from what their name was before they were taken along with their Keeper’s pet names for them, to the last sound they heard before they were Taken. Using someone’s True Name against them has a variety of effects dependent on usage and situation. Finding a character’s True Name cannot be accomplished through the singular use of one contract or application of contract.