Character Creation
     
Vampire Lords

Vampire Prestiges

Vampie Biographies

The Four Bloodlines

Vampire Society and Sites of Power

Rules

Character Creation

Rumours and Site registry

 

Build Your Leader

Leader Type

Individual: no followers. 0 prestige.

Peer: 250 Empire points. 50 prestige. 5 human influence points.

Noble: 500 Empire points 100 prestige. 10 human influence points.

Lord: 1000 Empire points. 200 prestige (includes council bonus). 20 human influence points.

Leader Blood

Blood of Caine: personal combat bonus and combat bonus for all combatants

Blood of Lilith: start with more Empire Points: 250 more

Blood of Ham: occult expert with the ability to raise skeletal armies, foresee the future, and divine answers

Blood of Judas: loyalty bonuses and bonuses to human influence

Name Him. Create a History and Personality

You'll want to consider questions like: where and when was he born? What are his goals? Is he a warlord? A diplomat? An artifact seeker? Treacherous or loyal to his allies? Does he idealize a vampiric society or is he Machiavellian? Does he idealize his Bloodline or could he care less? Which of this information is public knowledge among the vampire community?


Build Your Empire

Loyalty

Permanent Loyalty Bonus: +40 loyalty: Cost 50

Permanent Loyalty Bonus: +100 loyalty: Cost 100

Minions

Human troops (10), standard: Power 1. Cost 5.

Human troops (10), commando: Power 3. Cost 15.

Vampire, Blood of Caine: Power 6. Defense 3. Cost 60.

Vampire, Blood of Ham: Power 4. Defense 1. Only the Blood of Ham can be any of the following specialties: diviner, oracle, necromancer and summoner. Cost 50

Vampire, Blood of Judas: Power 4. Defense 1. Cost 30.

Vampire, Blood of Lillith: Power 4. Defense 3. Cost 50.

Werewolf slaves: Power 5, Defense 3. –100 to loyalty. Cost 40

Non Combatants

Law office: reduces the cost of negating federal and local government agencies by 2 (multiple law offices do not increase this ability): cost 100

Media consultants: reduces the cost of negating media by 2 (multiple media consultants do not increase this ability): cost 50

Agent: generates 1 additional human influence point per month: cost 100

Occult Research Assistants: adds 5% to ability of occult specialist (maximum of three assistants): cost 30

Human Influence Points

1 human influence point: cost 5

Choose a site of power.

Choose stronghold location in North America. It may be on a site of power, if you choose. Describe your stronghold.Choose one specialist for every 250 Empire Points. This specialist skill is given to one of your current minions.

  Specialists.

Specialists

Advisor: may ask the GM advice on the game. The GM may only use information available to your characters.

Armourer: forges 2 suits of armour each month that provide +1 to defense

Charismatic: +40 to overall loyalty score

Counter Espionage: 20% chance per month to identify spies.

Diviner: gets vague, riddle-like answers to questions posed by player, once per month

Field Surgeon: Can save 10% of human casualties in any combat, to a maximum of 5 units (50 men), rounded to the nearest whole number. These casualties are incapacitated for two weeks, after which time they will be available again for combat.

Marshal: adds +1 to the combat bonus of units in a combat he fights in

Necromaner: can animate 20 skeletons per month. Each group of 10 skeletons counts as one unit with a combat value of 1.

Occult Specialist: A chance per month to locate an occult artifact or occult information.

An occult specialist can do one of three things.

  1. Random information can be researched. If left unspecified, this is the default. 20% chance of success.
  2. A designated piece of information on an artifact or other occult being or occurrence can be further researched. 20% chance of success.
  3. A artifact held in hand can be researched. 40% chance of success.

Oracle: gets vague, riddle-like visions of the future, once per month

Power Broker: gains +2 human influence points per month

Propagandist: adds +10% to spymaster's ability to recruit spies

Security: Adds +2 to combat value of any units in defense of stronghold. If attacked during the day, vampires may participate in the first round of combat at –1 power, and with no modifiers in subsequent rounds.

Spy Master: 40% recruit a spy each month in one house. Percentage is modified by loyalty.

If spies are recruited from a given group, faction or lord, they are recruited in order of lowest loyalty.

Spies provide updates as to the activities of the group being spied upon.

Summoner: can summon demons, each of which has its own advantages and attributes

Torturer: has a chance to get information from reluctant informants. Informants must be captive.

Warrior: +3 to personal combat

Weaponsmith: forges two weapons each month that add +1 to combat value

Werewolf Overseer: werewolves under the overseer's command have minus 20 loyalty, rather than minus 100

 

Some Specialist abilities are automatic at the end of a month. For example necromancers, occult specialists, oracles, armourers and weaponsmiths

Some are not automatic, like summoners, advisers, spymasters and diviners.


 

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