Forbidden Knowledge refers to topics that are part of the game and setting but are not part of the official World of Darkness setting. These topics were created and developed by the ST either for a specific story or for the purposes of the setting. Any subject listed as "Forbidden Knowledge" is learnable by PCs to some degree, but are also heavily regulated. Special permission is needed to learn about any of these topics.
Time travel is normally not possible as the forces of Paradox mecilessly punish any Mage who engages in an act of Hubris to travel forward or backward in time. There does exist a collection of Rotes known by a small handful of individuals which allow one to avoid the punishments of Paradox and travel safely. The rules are:
1. A single person traveling in Time requires Time 3, with multiple people it requires Time 4.
2. The amount of change possible will be fluid depending on the needs of the story, but as a guideline a PC's past as experienced cannot be changed. This applies whether a PC goes forward or backwards.
-- This rule does not apply to Scrying spells.
3. Time traveling requires a specific rote to be used, which must be learned in game AND purchased with XP using the Rote personalization rules.
-- While this requiring a specific Rote does go against game rules, so does Time Travel with so little paradox so I feel comfortable insisting.
4. Successes needed will be modelled off of teleportation spells. Scrying a place and time first can lower the number of successes needed down to 1.
5. One point of paradox is always generated time traveling, modeled off of Spirit magics.
Traveling to alternate timelines requires a separate rote be learned: Time 3 or 4, Entropy 2
Mages skilled enough can also create or destroy timelines with a third rote: Time 5, Entropy 5
Memetics is a branch of sorcery that deals with transmitting, erasing, and weaponizing knowledge, memory, and ideas. It is little known and not taken seriously within the occult world despite it's potential power to shape (or reshape) humanity on a global scale. The few who do study it theorize that it may have originated in the lands of the dead, but this has never been confirmed.
Conspiracy theorists and tin-foil hat nutjobs claim that those who practice Memetics have successfully hidden themselves by planting the idea in the occult world that the discipline is a joke and worthless. However, this has been repeatedly dismissed as absurd, as it would suggest a power for which there is no defense, which can be executed without warning, and the victims would never realize anything had happened.
OOC: Memetics is a branch of sorcery that PCs can learn about but not necessarily practice themselves without an Arch-sphere of Mind 6.
For more information about Memetics, check out the book There is no Antimemetics Division or this short SCP Video
The Rotes in question open an interdimensional passageway to other worlds, and is inspired by the Interstitial Byways from the video series Archives of the Inbetween.
These passageways can take many forms Two examples are:
However, these byways also take the forms of graveyards, shopping malls, libraries, etc. Each one requires a specific rote to enter, and is limited by Paradigms. For example, Danielle could learn a rote to enter one that might an 80's shopping mall but Aurora would likely have difficulty with that, though entry the Topiary would be much easier.
Anyone capable of some sort of Sorcery can learn the spells to enter these places, so it includes vampires, mummies, sorcerers, etc. What sets Mages apart is that while other splats need these byways to travel to other worlds, if Mages know their destination then they can use Spirit magics and take a shortcut to go straight to the world they want, bypassing these roads.
As a result Mages don't often travel these paths unless they are exploring or trying to find a location that they haven't been to yet.
Knowledge of the spells to get here aren't too difficult to find and learn, but for most spellcasters the trip is one-way without some sort of guidebook or journal to decode the glyphs which have been used by past travelers. The symbols aren't part of a known language so the only way to learn them is with a text or trial-and-error.
These journals do occasionally pop up in our world, and are highly prized, but seldom remain for long as people who get their hands on one quickly leave for new horizons. So while knowledge of these pathways is known in the occult world, and people could even figure out how to cast a spell to enter, most are wise enough to the blindly explore a maze when they have no way of knowing if they'll be able to arrive at a safe destination, including their point of origin.