Vampires with 0-49 prestige collect 1 human influence point a month
Vampires with 50 to 99 prestige collect 2 human influence point per month.
Vampires with 100-199 prestige collect 3 human influence points per month.
Vampires with 200 or more prestige collect 4 human influence points per month.
Human influence may be traded with other vampires.
Each month, there is a chance for human interference. If human interference is indicated, human influence may be spent to mitigate this.
- Federal human governmental group (FBI, CDC, Secret Service, IRS, NSA, etc) discovers vampires.
- Human media (TV, newspaper) discovers vampires
- Local human governmental group (police) discovers vampires
- Human individual discovers vampires.
It will cost 10 human influence points to negate the federal government group.
It will cost 8 human influence points to negate the media.
It will cost 4 human influence points to negate the local government group.
It will cost 2 human influence point to negate an individual.
Leaders who are of the Blood of Judas halve the cost of any of these negations.
Melee Round
Roll Power
Each unit on both sides rolls its power or less on a die 10. Each success is a potential kill. The loser determines which units are the potential kills. You can only have as many potential kills as there are defenders.
Roll Defense
The potential kills can survive if they roll beneath their defense on a d10. If the defense is successful, the unit survives and the loss is not reassigned.
Roll for Desertion
Common Unit StrengthsTen skeletons (one unit): Power 1.
Ten human troops (one unit), standard: Power 1
Ten human troops, (one unit) commando: Power 3.
Vampire, Blood of Lillith: Power 4. Defense 3
Vampire, Blood of Caine: Power 6. Defense 3
Vampire, Blood of Ham: Power 4. Defense 1.
Vampire, Blood of Judas: Power 4. Defense 1.
Werewolf, slave: Power 5. Defense 3.Unit Strength Modifiers
Warriors: +3 power
If leader is of the Blood of Caine, add +1 to power
If the unit carries a weapon made by a weaponsmith: +1 to power
If the unit wears armour made by an armourer: +1 to defense
If the unit is lead by a marshall: +1 to power
If unit is defending a stronghold and lead by security: +2 to power
Loyalty
Treacherous: -2 to combat 10% chance to desert
Disloyal: -1 to combat 5% chance to desert
Average: no modifiers
Loyal: +1 in combat will not desert
Fanatic: +2 in combat will not desert
Add 5% to chance of desertion if outnumbered at least by 3 to 1.