Herein can be found the various variants and such for S:PI. Generally house rules will be similar to rulings made in BSR's Golden Opportunity campaign.
For information on what will be awarded in lieu of 'traditional' story awards, please see the XP Tracking page.
The current ruling on this is that bonus = automatic when it comes to added successes, so such successes (unless otherwise stated) do not count towards dice-adding maxima.
For the case of the Sidereal Athletics charm, Invisible Motion, the number of bonuses that can be added to any given action is capped at [Essence].
This does not break the normal Sidereal dice adding caps.
For the time being the ruling is that if the charm does not state a willpower cost to resist, then the victim can pay standard resistance costs of 1wp for natural mental influence and 2wp for unnatural mental influence (or similar Servitude and Compulsion effects if it does not otherwise specify type of mental influence).
NEW ERRATA - Now with Sidereal Mental Influence costs! This will be implemented straight away.