Sengoku rance style combat, turns based on speed/agi/whatever, then either attack(based on whatever the character is using), skills, or defending vs later attacks till their next turn. Different options change how much later they get their next turn?
Vampire side assumed to be GM's, while all players are church side or helping church side. FOR NOW~
Vampire side stuff~
The dead- Weakest of the vampire types, cant use magic, never has abilities.
Ghouls- One of the stronger groups, a bit smarter too, but they don't have their own will, and can't use magic and don't have special abilities.
Living dead- Weaker than ghouls slightly, but they have their own will, though they cant disobey the host vampire, some might be able to use magic and some might even have special abilities.
Vampires- What host vampire[s] is considered, but these are under partial control of the host vampire, stronger than ghouls, can use magic and generally has special abilities of some kind.
Host vampire- Big baddies, church has to kill these to win, magics and special abilites should be expected~
Fights would only happen if multiple members of the dead are ambushing the players in some fashion, or if the players come across ghouls/living dead/vampires/host vampire
Events where the players are hunting 1 or 2 members of the dead at a time would be RP'd out as they'd be assumed to be guaranteed victory for the player side, unless it's a trap made by vampire side, during which it would become an actual fight AFTER the ambush starts.
Rewards for beating enemies- Killing a certain number of a type would reward extra CP to spend on your character to make them stronger (unknown as to how much, might be a single pool in which stronger types give more points to that pool), also plot reward of overall weakening of vampire host if several of his minions are killed~
Creation of minions: Something like in a single game day, for every minion the host has, they have a 50% of making another one that would be based on another roll that goes something like:
1d100 -> 1-70 = member of the dead, 71-85 = ghoul, 86-95= living dead, 96-100= vampire
so having 10 members of the dead as starting minions, give or take, would result in an average of 5 more minions being made in a day, most of which would probably be of the dead, slight chance of a ghoul or living dead, practically no chance of a vampire.
Next day would make about an average of 7, for a total of 22, and then next would be an average of 11 for a total of 33, and so on.
Killing all minions (though the player wouldn't know exactly how many the host has) will force the host to come out for sure, though he might come out on his own sooner depending on the circumstances.
END RANDOM IDEAS
Vampire side assumed to be GM's, while all players are church side or helping church side. FOR NOW~
Vampire side stuff~
The dead- Weakest of the vampire types, cant use magic, never has abilities.
Ghouls- One of the stronger groups, a bit smarter too, but they don't have their own will, and can't use magic and don't have special abilities.
Living dead- Weaker than ghouls slightly, but they have their own will, though they cant disobey the host vampire, some might be able to use magic and some might even have special abilities.
Vampires- What host vampire[s] is considered, but these are under partial control of the host vampire, stronger than ghouls, can use magic and generally has special abilities of some kind.
Host vampire- Big baddies, church has to kill these to win, magics and special abilites should be expected~
Fights would only happen if multiple members of the dead are ambushing the players in some fashion, or if the players come across ghouls/living dead/vampires/host vampire
Events where the players are hunting 1 or 2 members of the dead at a time would be RP'd out as they'd be assumed to be guaranteed victory for the player side, unless it's a trap made by vampire side, during which it would become an actual fight AFTER the ambush starts.
Rewards for beating enemies- Killing a certain number of a type would reward extra CP to spend on your character to make them stronger (unknown as to how much, might be a single pool in which stronger types give more points to that pool), also plot reward of overall weakening of vampire host if several of his minions are killed~
Creation of minions: Something like in a single game day, for every minion the host has, they have a 50% of making another one that would be based on another roll that goes something like:
1d100 -> 1-70 = member of the dead, 71-85 = ghoul, 86-95= living dead, 96-100= vampire
so having 10 members of the dead as starting minions, give or take, would result in an average of 5 more minions being made in a day, most of which would probably be of the dead, slight chance of a ghoul or living dead, practically no chance of a vampire.
Next day would make about an average of 7, for a total of 22, and then next would be an average of 11 for a total of 33, and so on.
Killing all minions (though the player wouldn't know exactly how many the host has) will force the host to come out for sure, though he might come out on his own sooner depending on the circumstances.
END RANDOM IDEAS