Cross-Sphere Info
Cross-Sphere Information
In addition to our Sourcebooks and House Rules, we are using portions of The Player's Guide to the Contagion Chronicle, Chronicles of Darkness: Dark Eras 2, and The Hedge for a number of our mechanical decisions on how different spheres play with each other, particularly as called out below.
Clash of Wills
| Template | Power Stat | Relevant Trait | |
|---|---|---|---|
| Changing Breed | Feral Heart | + | Accord Respect |
| Changeling | Wyrd | + | Relevant Finesse Attribute |
| Mortal | Supernatural Resistance (Merit) | + | Relevant Attribute |
| Ephemeral Entity | Rank | + | Relevant Influence |
| Huntsman | Wyrd | + | Resolve |
Changing Breeds and Changelings
Since Changing Breeds is Chronicles of Darkness, First Edition and never got a second edition update, we're treating them generally like what they were originally built to be; a werewolf re-skin.
The Hedge
- Any fera (changing breed) capable of seeing Ephemera (through the Spirit Sight aspect) will be unable to do so within the Hedge.
- Spirits pulled into the Hedge are forced into materialization.
- Loci cannot exist within the Hedge.
- Any fera changing their form triggers a subtle shift in Hedgespinning. They have no control over this.
- Changelings enjoy an additional +2 successes while Hedgespinning in the presence of a fera. The Hedge is just a big fan of the specialized shapeshifting.
- If a fera deals lethal damage to a Huntsman with their bite, they gain the same Huntsman Wyrd bonus to tracking changelings for the rest of the chapter.
- It is possible for a fera pack to take on a Huntsman as their totem. This grants several benefits, but most notable, it allows feras to open hedgeways.
- A fera's Blood acts as a Vice for purposes of Hedge temptation. Both changing breeds and werewolves can use
hedgeway/viceto activate expired hedgeways (their Blood anchor acts as Vice). This grants 1 beat but also applies the Hedge Addiction condition. You are most welcome to frequently trip into the Hedge this way if you can tolerate the condition, but note all players cap at 4 additional beats per week.
The Shadow
- Helldivers are capable of interacting with both ghosts and spirits while diving.
- Helldivers are capable of using loci to pass through into the Shadow by spending 1 Glamour. Within, just like all ephemeral beings, they're forced into materialization.
- Wisewitches are capable of making pledges with spirits and angels.