This
FAQ lists most of the Dark Enigma Chronicle’s house rules and interpretations
in a short concise list. Please
refer to the Out of Character FAQ for out of character information, the World of
Darkness FAQ for details about important people, places, and things in this
game, and the Full FAQ for more detailed rules.
Ghouls,
Humans, and Garou may have other errata use some of the rules in the other
mind's eye books.
Clan
Certain
clans may be played, some are restricted. See
the character creation rules for details.
The
only bloodlines players may play are city Gangrel, antitribue (of the 5 major
clans), and Daughters of C
Sons
of discord were not all destroyed by the DOC and may be played.
Only
2 players may play Sabbat characters.
The
Tremere’s clan advantage is severely controlled.
Tremere
are only not taught any path of Thaumaturgy. Other then they’re primary
without earning it through role-playing.
Tremere
and Giovanni cannot automatically take alternate paths of Thaumaturgy. And
neither Necromancy nor do they automatically get rituals.
The
madness network increases the number of rumors player get and may not be used
for anything else
All
Nosferatu have sewer-lore after being in the city for 2 weeks
Giovanni
retainers don’t have powers from Wraith the Oblivion. Also see the retainer
background.
Giovanni
on the path of humanity do not suffer loss of morality because of their bite.
Nature and
Demeanor
Players
may choose natures and demeanors not found in the book with storyteller
permission.
Players
may change their demeanors fairly easily
Most
players must take path of humanity. Only
8 slots are open for other paths
The
game’s Setite, Old Clan Tzimsce, Assamite, Giovanni, and Sabbat have first
rights to start with another path
All
paths have been modified to prevent breech of masquerade and wholesale
slaughter.
Morality
takes a MINIMUM of 1 month, storyteller permission, and -/3/6/6/9 EP to buy up.
Players
may buy morality up at character creation without storyteller approval.
People
with 3 or more morality must test or lose 2 morality if they diablerize.
It
is much more difficult to buy a morality to replace one lost from diablerie.
Nature
and demeanor may not be used for retests or negative traits except at
storyteller’s discretion.
Attributes
A
player at 0 attributes in Physical, Mental, or Social may not initiate or defend
against any challenge
Abilities
Many
abilities require a teacher to learn. These
include all Garou abilities and lore abilities.
It
takes most of your free time to use an ability over the week.
Firearms,
throwing, and archery may be used to retest or cancel if the appropriate weapon
targets you.
Abilities
can only be used once per challenge regardless of whether you possess different
abilities that would be appropriate
Disciplines
Generic
Rules:
All Line of sight disciplines have a maximum range of
300 feet.
The target, with the following
exceptions, knows the user of a discipline.
Never known to the target: Auspex 1-3,
Dementation 1-3, All Obfuscate,
Known only if target wins: Chimestry 1-5,
Dominate 3
Known
only if target loses and the user of the discipline wants them to know: Auspex
4, Presence 3
This
does not preclude common sense…For example; it is obvious who uses a
discipline if only one person is in
range. Similarly if someone was
just there a second ago Obfuscate is a reasonable guess.
Unless
otherwise noted, mental and social disciplines that require a non-static
challenge cannot be used for 5 min.
against a target that successfully resisted the discipline.
All
powers that allow you to change form end if you are incapacitated or if your
spirit leaves your body.
Animalism:
Several
extremely small animals may be summoned with 1 social by using The Beckoning
Large
animals may require more than 1 social by using The Beckoning
Drawing
Out the Beast causes frenzy, but none of the long-term side effects of frenzy
(such as a derangement) are caused after
frenzy ends.
Auspex
Auspex
1 negates the penalties of blindness and reduces Obtenebration penalty by –1
and negates its free retest
Auspex
2 may not be used to check for the exact same thing more than once in 15
minutes.
Auspex
2 is a static challenge that does not require you to bid a attribute to use.
Auspex
2 takes a full turn of staring at a target to use and takes your action during a
combat phase
Observant
players may make an observation test to notice a player using Auspex 2
Once
you fail Auspex 3 you cannot test against the same impression again.
Auspex
4 has a maximum range of 1 mile and may be relented against.
Derangements
may be transferred from forced contact with Auspex 4It is incredibly dangerous
to contact some types of creatures with Auspex 4
Celerity
You
may use non-range weapons with celerity. You
can’t use ranged weapons with celerity.
You
are not considered to be using celerity during an all man’s phase and
therefore may use mental and social effects.
You
must bid a quickness/agility-related trait to use Celerity 3,5 and therefore may
not use Potence with them.
A
player may always bid quickness or endurance against celerity actions, even if
they wouldn’t get an action that phase
Dementation
The
Haunting does not actually summon a wraith and Necromancy has no effect on it
Chaos
Eyes used to gain insight to a situation gives no benefit other than preventing
surprise unless a storyteller wishes.
Voice
of Madness causes frenzy, but none of the long-term side effects of frenzy (such
as a derangement) are caused after frenzy
ends.
Total insanity requires you to have
a set of cards of the derangements. If you are not playing with a full deck, you
enter torpor.
Dominate
The target may ignore dominate 1 and 2 if it would be physically,
mentally, or socially self destructive
If there is a reasonable chance an
action isn’t dangerous it isn’t dangerous enough to be refused
The target may interpret Dominate 1
and Dominate 2 in any reasonable way
Using the Dominate 1 or Dominate 2
in context may help the person interpret the command a certain way
The target must be able to see into
your eyes. You may use Dominate.
even if you can’t see your target's eyes.
The target must be able to
understand you
You may catch a persons eyes while
they are in combat (they must be attacking someone) with a physical
challenge. You may make a mental
dominate challenge in the same action if you
catch their eyes.
You are at –4 physical if they know you are trying to catch their eyes.
The target must follow Dominate 1
for 5 min. or until the command can be reasonably considered complete whichever
is shorter
The trigger condition for Dom2 must
occur within 2 months of the dominate or the dominate fails
The target must follow Dom2 for 1
min. or until the command is complete whichever is shorter
Dominate 3 has a range of 3 paces
For Dominate 3, you must choose
which 15 minutes you wish to reveal, change, or erase before the challenge.
For Dominate 3, if the memory has been replaced you fail to realize that
the memory you are erasing is false
For Dominate 3, if you have
telepathy you may read a selected 15 minutes of a person's memory
For Dominate 3, if you do not have
Aus4 you must know of the memory you wish to erase or pick a random one.
Dominate 5 does not allow you to
jump from form to form, you must initiate contact with your natural body to use
this power
You must be in a form capable of
firmly grasping, doing physical damage, to use Dominate 5
Fortitude
Aegis RETROACTIVELY removes ALL
damage the person took that turn
Use of Aegis is obvious only at the
end of the turn
For 4 and For 5 protects you from
staking if successful.
Necromancy
Most people that die cannot be
contacted, the spirit achieves whatever afterlife awaits.
Necromancy cannot be used to trap a
spirit and return it to a new body. Characters
that die cannot return.
Storytellers strictly control use
of spirits and retainers to prevent abuse.
A spirit finds it difficult to observe the real world as the shroud may
distort or block sight.
Obfuscate
Obf3 cannot change your appearance
to look identical to another person, although you may duplicate your own looks
You do not need to drop Obf3 to
change the mask
Clothing is modified by mask, armor
and weapons is not. Such clothing
cannot conceal anything.
Obf3 allows you a retest vs. uses
of Aus2. This doesn’t effect someone seeing through Obfuscate 1,2,4, or 5
Obtenebration
Shroud of Night gives the creator a
free retest vs. anyone that can’t see; this is not cumulative with might for
two retests.
The retest from Shroud of Night is
negated by Gleam of Red Eyes but not by heightened senses.
Arms of the Abyss costs 1 blood
trait per tentacle and can only give you one extra attack per target regardless
of how many
tentacles are created.
Up to 3 different targets can be attacked.
These attacks are simultaneous with the all man attack.
Arms of the Abyss cannot use
weapons.
You cannot increase a tentacles
power by pumping more blood into it after creation
The creator at will may dispel
Black Metamorphosis
Touching a person in tenebrous form
automatically breaks you out of Obfuscate or Shadow play.
Potence
You may attack with normal weapons
while using Potence, but they automatically break after the challenge.
Might can be canceled with an
ability. A person may use a second
ability to cancel might. The 2nd
ability need not be the same as the other
ability bid that challenge.
You must bid a
strength/ferocity-related trait to use Potence 2, Potence 3, and Potence 5
Presence
Awe may be canceled with an ability
and a social. A person may use a
second ability to cancel awe. The 2nd
ability need not be the same as the other
ability bid that challenge.
Pre 2 lasts for 1 hour or scene.
If you successfully dread gaze
another person they must go at their fastest non-discipline rate away from you
for 5 min.
Entrancement has a range of
10 paces and a duration of 1 hour or scene
A person may interpret how they
treat you after being entranced based on their personality
A social challenge may encourage a
person entranced by you to act differently
A target of Pre 4 knows they have
been summoned
Pre4 has a range of a city, a
person that has been summoned is still summoned if they leave that range.
Pre4 automatically ends at dawn and
dusk.
The summoner must remain with 3
paces of where they started the summons or it ends
A person may choose to ignore a
summons but they gain the neg traits lethargic and distracted (men and soc neg)
Pre 5 has a range on 10 paces, a
minimum duration of a scene/hour and a max. duration of the night
A person must do what they think
the person with majesty would consider respectful to them
You must break majesty to attack a
person that is behind a person with majesty
The person with majesty may
declare, within reason, what they consider disrespectful
A person must be detected for
majesty to work.
A person that can no longer see you but knows you are there is still
effected by your majesty.
If you are obfuscated anybody that
pierces your obfuscate is effected by majesty
If 2 people with majesty interact
the person with equal or lower Generation ignores the others majesty.
Protean
Pro 1 negates penalties from smoke,
mist, fog, pepper spray, dust etc.
Pro 1 negates the penalties of
blindness and reduces Obtenebration penalty by –1 and negates its free retest
Only one damage is replaced with
Ag. when claws are used
For Pro4 and Pro5, transforming
back into normal form in a constrained place may kill you.
For Pro5, transforming back into normal form in a person does at most 2
damage to them
Thaumaturgy
A person may not burn a will to retest any men vs. Physical Thaumaturgy.
even though mental traits are bid
Any Thaumaturgy. except
Thaumaturgy. Blood 3 that requires a men. vs. Physical. test is considered a
physical challenge for damage purposes
Unless otherwise noted, Potence may
be used with any touch based Thaumaturgy
You do not expend a blood if you
fail to touch a person using a touch-activated power
Celerity may never be used with
Thaumaturgy.
Although the effects of
Thaumaturgy. take effect after you complete a challenge, you are still assumed
to be finishing your gesturing and chanting for the rest of the turn
You may still bid to dodge or
endure opponent’s celerity actions, you just cannot initiate any actions.
Range-for most Thaumaturgy is 30’
You must be able to gesture and
speak to use Thaumaturgy.
A perception test may be made by
observant people to notice the use of Thaumaturgy
Thaumaturgy Blood 2 can force a
player to spend blood on anything but the use of a discipline.
Thaumaturgy Blood 2 cannot force a
person out of torpor unless the blood that is burned is 3 gens lower than the
torpored vamp.
You may choose which blood a target
burns bypassing the first in last out rule.
Blood Rage may be used to cure
people of harmful side effects from blood in their system at the storyteller
discretion.
Thaumaturgy. Blood 4 can be used to
bring a low Generation. Vampire out of torpor
Thaumaturgy.
Blood 4 increases the amount of blood you may burn in a turn as well as your
capacity.
Thaumaturgy.
path of fire 3, 4, and 5 are not cumulative if multiple people use it.
A
person that uses Thaumaturgy. fire must still make a virtue/courage test if
anything ignites to avoid frenzy.
You
may not initiate a challenge while flying with Thaumaturgy. mind 3 (unless you
want to fall)
Thaumaturgy.
mind 4 and 5 require you to risk a mental for everyone you might effect (not
just target)
If
you fail with Thaumaturgy. mind 5 against one person the entire effect may fail.
Master
Level Disciplines
At
9th Generation you may learn one elder level discipline, at 8th
Generation you may learn 2 elder disciplines as you want
Elder
disciplines can be learned in 2 months time, but frequently require extra
research.
Embrace
the Beast from 2nd edition Laws of the Night may be learned as an
elder discipline
To
preserve the mystery of elder disciplines, errata will not be printed, errata
will be explained to any players as they receive
the discipline.
Players
may request permission to play elder disciplines they have designed
Any
player found not to be running a elder discipline without errata will lose the
discipline.
Rituals
Rituals
do not come free with Necromancy or Thaumaturgy.
The
Tremere and Giovanni may teach clan members these rituals without requiring a
favor first.
Rituals
take EP and time to learn just like disciplines.
Backgrounds
Fame
1 and 2 increases the effectiveness of other backgrounds in the city
Fame
is capped at 2. Anything above 2
requires storyteller approval.
Some
storytellers do not allow or recognize fame.
People
that you use fame on remember you very well, and they may reveal your presence
to others.
Storytellers
strictly control use of retainers and mentor to prevent abuse.
Generation
is not considered a background in this game.
Characters
cannot buy up Generation after being embraced.
All
backgrounds have a cap at 3. Anything
above 3 requires a storyteller approval.
Mentor
has a cap of 0, all mentor backgrounds must be approved
Influences
may be obtained at regional, national, and global levels.
Influences,
allies, and fame do not combine well. Adding
2 of the same level gets 1 of the next level
Contacts
cannot be combined with other backgrounds
Allies,
contacts, and fame cannot be loaned to another player.
Even
through role-playing, you must spend EP to gain an ally or retainer.
Good role-playing may reduce this cost.
Depending
on how long you role-play, you may gain an ally or retainer in as little as a
week.
Players
with max attributes can ignore the restriction to the amount of influences you
may have
Embrace
An
embraced player can only have, at best, the generation that they bought up to,
even if a kindred embraced them two
or more generation lower than the one you bought up
Garou
cannot be embraced.
Blood/Health
All
aggravated damage is assumed healed by the beginning of the next game
It
may require more than 1 week to regenerate lost limbs
Blood
carried during combat is spilled on a static loss if you are hit.
Hunting
during game takes a minimum of 15 min.
Length
of time to hunt reduces likelihood of neg. events, disease, etc. when you try to
quick hunt.
Blood
may be spent at the end of any challenge during combat, you don’t need to
spend an entire turn to heal.
You
can only drain one blood per turn from a target that isn’t incapacitated or
willing, three from ones that are.
Drinking
a blood takes all of you actions in a turn.
PC
and powerful mortals may choose to ignore the effects of the kiss.
Mortals
under the effects of the kiss are considered incapacitated.
You
may choose not to lick a wound, if you don’t the target takes an Ag from the
bite.
Blood
from animals cannot be used to power disciplines or heal, it may be used to
prevent hunger frenzy.
Torpored
characters may test to get out of torpor using the chart on p199 if they have
blood left.
Willpower
All
willpower is regained at the beginning of the next game.
Willpower
may normally only be used by someone defending from a discipline, to retest and
cannot cancel.
Willpower
may be used with Auspex to breech obfuscate, but only if the player knows an
obfuscated person is there.
Flaws/Merits
This
is a list of allowed Flaws and Merits with errata.
Please note that many require storyteller approval, and that many require
different point amounts. The same flaw may not be taken twice without special
permission.
Flaws
and Merits may be bought (off) with storyteller approval and for 3x the char
creation cost.
Noticeable
merits and flaws should be denoted by a badge or tag of some type.
Storytellers
may allow players to use merits and flaws from other books upon request.
Acute
Sense does not help Aura Perception or combat (it will help heightened senses)
Addiction
the substance requires storyteller approval.
Ambidextrous
only negates all penalties for off-hand use.
Catlike
Balance is not useful in combat except to dodge or negate penalties due to a
precarious footing.
Code
of Honor requires storyteller approval.
Common
Sense is only allowed for new players and eventually runs out.
Cursed,
Storytellers are very careful to restrict what curses are allowed and we’re
mean.
Dark
Fate-Storytellers automatically target characters with Dark Fate or Enemy for
plotlines
Deep
Sleeper-Players with Deep Sleeper must sit out the 1st hr. of the
game and are at –2 traits to resist sleep.
Deformity
cannot be disguised or negated.
Disfigured
cannot be disguised or negated.
Eat
Food-Everybody automatically may eat food
Eerie
Presence cannot be disguised or negated.
Enchanting
Voice-A player does not gain this merit’s bonuses if they don’t role-play or
speak
Enemy-Storytellers
automatically target characters with Dark Fate or Enemy for plotlines
Enemy-The
storyteller gets to choose who your enemy is, although you may note a
preference.
Sires Resentment, Hunted, and
Probationary Sect Member are considered the enemy flaw.
Extra
Form allows you to have a rat form with Pro4.
Friendly
Face-is not cumulative with enchanting voice
Gift
of Proteus gives you alternate forms of roughly the same mass and abilities with
Pro4.
Glowing
Eyes- cannot be negated or disguised with disciplines.
You are at –1 traits for detection tests because you are
partially blinded.
Kindred
with path of humanity May only take grip of the Damned.
Kindred
with Grip of the Damned have a maximum morality and conscience of 2.
Guilt-Wracked-You
must make a test even when drinking from a container or voluntary subject.
If you fail you may not try to feed
again for one scene
Hatred
must be fulfilled within 4 game sessions or you risk morality loss.
Lord
of the Files- cannot be disguised or negated.
Misplaced
Heart must be somewhere in your chest.
Monstrous
People with monstrous cannot have allies or contacts and suffer penalties when
using influences.
Natural
Leader- a player does not gain this merit’s bonuses if they don’t role-play
or speak. This merit does not
require that the player be in a position
of leadership to use.
Prey
Exclusion must include at least 10% of the population.
True
love you never attack you’re true love even in frenzy. Your true love is +5
traits to get you out of frenzy.
Vengeful
must be fulfilled within 4 game sessions or you risk morality loss.
You
must choose a specific thing that you are vengeful towards
Combat
A
player may cancel a retest with any effect that would allow them a retest, even
if it is a different type of retest. For
example, might can cancel brawl, and
willpower can cancel leadership or awe.
A
player may try to overbid to cancel a “win all ties effect”.
The player may only bid his unaugmented traits plus
any given from disciplines/gifts
Visibility
and concealment may give a player between 1 and 4 bonus traits
Blind
characters fight at –2 traits and gain the neg trait clumsy
A
non-discipline or ability social challenge may be ignored if a player doesn’t
think his char. should respond to the social challenge.
Preemptive
actions do not give you an extra or early attack.
This includes alacrity.
Preemptive
attacks have been banned. Wpns.
with the speed adv. Negate the bonus traits an opponent would gain from weapons
with the negative traits slow, heavy, or clumsy
When
more than 1 person attacks the same person, it is a mob attack.
No
more than 5 people may attack together for a mob combat.
In
mob attacks the attackers have 5 seconds to choose a champion or the defender
chooses.
Champions
must alternate to include all attackers if combat continues for more than 1
round.
The
champion gets +1 trait for every other person in his mob making the same type of
attack
If
the champion retests, all other players in the mob that could not retest do no
damage.
If
the champion retests with an ability, other characters in the mob must have an
appropriate ability or retest. If
they use an ability,
they don’t expend it. Those that
cannot match the retest, do no damage.
Characters
in the mob besides the champion do a maximum of 1 damage.
The
two-gun mojo is disallowed.
Players
may refuse to allow the use of a called shot against them (except for the ones
below).
Knocking
a person back or down is a called shot at –4 physical.
Knocking
a normal mortal (only NPCs) unconscious with one blow is a called shot at –4
physical.
Successfully
staking a vampire with a stake requires 1 difficult and 1 simple static
challenge.
Successfully
staking a vampire with anything but a stake requires 3 difficult static
challenges.
Avoiding
armor is a called shot at –4 physical.
Biting
a player is a called shot at –4 Physical.
Drawing a trait of blood takes a full round after the bite succeeds.
Experience/Retiring
Characters
Characters
may not go into negative EP, but they do not have to pay any EP until they
finish learning something.
Generation
can only be bought before the embrace
Generation
costs 3/8/38/68/100
A
player at 10th – 8th Generation must spend 10 EP or lose
an extra morality and have max morality decreased
A
player at 8th Generation must spend a seconds 10 EP or lose a second
morality and have max morality decreased
Virtues
take 1mth, storyteller approval except at character creation, and -/2/3/4/5 EP
to buy.
Morality
takes a MINIMUM of 1 month except a char creation, storyteller permission, and
-/3/6/6/9 EP to buy up.
Willpower
takes 1 month and 3 EP to buy up
Backgrounds
other than influences take 1 month and 3/3/6/6/9 EP to buy
Influences
take 1 month and 1/2/3/4/5 EP to buy
Any
background over 3 and any mentor or fame requires storyteller approval
Flaws
take storyteller approval, good role-playing, and 3x their pt value in EP to buy
off
Merits
take storyteller approval, good role-playing, and 3x their pt value in EP to buy
Disciplines
take 2/2/4/4/6 weeks and 3/3/6/6/9 EP to buy
Elder
disciplines cost 12 EP and take 2 months to learn.
Extra role-playing will frequently be required.
Abilities
and attributed take 1 week and 1 EP to buy
Neg
traits take 1 week and 2 EP to buy off
Players
receive up to 40% of their EP to transfer to new characters if the old character
is killed or retired
Players
that senselessly kill their characters or don’t stay in character will get
less EP
The
percent of EP players receive is determined by why the character died or was
retired and role-playing
New
characters may never be related to, inherit from, or know previous characters.
Players
may not give over equipment after death or retirement
New
characters cannot in any way be related to, know of, or have interacted with a
their prior characters.
Players
must have any wills for their character signed off at least a week before they
die.
Other
If
in doubt, storytellers always judge in favor of a PC over an NPC and a defending
player over an aggressor
Status
may be obtained for entire regions, nations, or worldwide.
Magical
items and fetishes require bonding to a character and cannot easily be given to
another character.
Explosives
and incendiaries are extremely difficult to obtain or manufacture.
Guns
are all illegal, and are harder to make and obtain than in the real world.
The
equipment starting character may have is based on their influence
Discussion
of kindred related info. using telecommunications is a breach of the masquerade.
All
telecommunications devices have chips installed allowing the govt. to spy on
users.
Storytellers
are not bound to use the rules for wraiths or changelings found in other
minds-eye books
Staked
characters are paralyzed but aware of what is happening to them.
To
give another player equipment, you must sign off on the player that is receiving
the items character sheet.
If
a storyteller cannot read what you put on your character sheet, they will ignore
it.
Storytellers
may use different methods to judge diablerie than those given in the book based
on the circumstances.
Hunting
PCs over the week always takes place on Saturday for some inexplicable reason.
Storytellers
always choose in favor of the hunted player when a decision is necessary
Storytellers
will run hunting immediately before or during the beginning of the game.
To
hunt a person requires notifying a storyteller at least a week in advance.
Only
people that are actively summoning demons are considered infernal, Cam. policy
is that these people should be hunted.
You
do not gain a negative trait if you frenzy, you do not get a negative trait
unless you bid a virtue trait for a retest.
You
may gain a negative trait if you fail a virtue test at the storyteller’s
discretion.
If
you fail a retest in a virtue test,
you may lose the bid virtue trait permanently at the storyteller’s discretion.
You
cannot retest a virtue test with willpower, although you may ignore a trigger
condition for 10 min. with
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