- Bruce Walker(Izgule)Australia
I am looking for feedback on a house rule, it is a work in progress, this current post has not been as well edited as I thought it had been, I will review it later, I hope everything is clear.
The following is suggested rules for a Sorcerer.
House Rule Sorcerer Cost Current Suggestion 1 Doom Point. Replace a Cultist with a Sorcerer
Each player may have a maximum of 1 sorcerer
Special Rules. When you summon a sorcerer you can choose one of your faction or a neutral spell book. You can use that spell book as if it was one of your own however it does not count towards your 6 spellbooks to win the game.
A Sorcerer has 0 combat and can be captured like a cultist, however the soccer is sacrificed by the faction who captured him in the doom phase. Return the Sorcerer to the player in your doom phase when it is your turn to perform a ritual of annihilation, you may now perform the ritual of annihilation for 3 less power (tossing up between 3 less power, or half price rounded up, remember they player has played one power and gone to the effort of capturing the sorcerer so I am leaning towards half price.) If you do not choose to perform a ritual of annihilation then you gain no other benefit from sacrificing the Sorcerer.
Action (cost 0) Apotheosis, remove the sorcerer from play, roll 2 combat dice, for each pain rolled the faction who owned the sorcerer gains one power, if a kill is rolled the player can place the sorcerers spell on their faction card as if they had meet the requirements for gaining that spell, the player chooses which requirement they have met.
When a player summons a sorcerer they can choose one of the following special character sorcerers. They can only have one special character sorcerer for the game, and only they may have that sorcerer. They can however choose to have either a basic sorcerer or their special sorcerer if they summon future sorcerers. The cost and method of summoning a special sorcerer are the same as a normal sorcerer.
Unless stated otherwise a Special Sorcerer has a combat power of 0 and can be captured and sacrificed in the same manner as a normal Sorcerer.
Instead of Apotheosis a special Sorcerer has the Transcendence ability.
Transcendence (Action cost 0) Remove the Special Sorcerer and roll 3 combat dice, for each pain rolled the faction earns a power, for each kill rolled the faction earns a doom point.
In addition each of the special Sorcerers has the unique abilities described below.
As an example I have only included Joseph Curwen currently, suggestions for other sorcerers are welcome, I am intending to use Old Whately and Keziah Mason, a full eight would be appreciated. I know there are many options, I want to save ancient Sorcerers and possible priests for a second version for use primarily in the Primeval Earth Map (though they would be free to use anywhere).
Joseph Curwen. (Couldn't the name for the two spells)
Essential Salts (Free Action Cost 0) When you Perform a spell or Summon a monster you may remove one or more cultists who are in the same region as Joseph Curwen, you may reduce the cost of the summoned monster or spell by one point per cultist sacrificed.
Essential Salts (Action Cost 1) you may summon a cultist to the same region as Joseph Curwen, that Cultist may then perform an action.
Explanation of why I did what I did.
Cost, I felt a doom point was a good way to represent the Faction investing personal power into the Sorcerer, something beyond a normal power. It might be a bit cheap, but a cultist already costs one point, Another problem with doom cost figures is they circumvent the power cost balance issue, I know independent monsters also do this, however the Sorcerer does not have any combat value so I did not think that was a big issue. I am now thinking it might be a bit too cheap, but I am not sure if I should go 2 doom (payed each time you summon) or a doom and power point. Unlike independent monsters you have to pay the doom point each time you summon a sorcerer, so this makes it different to an independent monster.
I thought the idea of gaining access to a extra spell book to use without it counting towards victory sounded nice, that is the primary point of the Sorcerer.
I also wanted to provide a model that the Faction had to protect, in this case because of the advantage of sacrificing the model. And that the other factions would really like to get a hold of. In that respect I think the Ritual of Annihilation bonus was a good move, it also accelerates the game and promotes new tactics, other factions might start to employ the tactics used by Crawling Chaos to earn their spell book.
I guess many factions will choose to sacrifice the sorcerer if it is in imminent danger of being captured, so other players have to be very sneaky to grab him (using special abilities or having 6 spell books) for a player with 6 spellbooks the idea of making their ritual of annihilation cheaper would be very attractive.
The random rewards felt right, magic has always seemed pretty chaotic and dangerous so I did not want the same level of certainty with reward at sacrifice that the high priest offers. Also the abilities of the Sorcerer seem a lot more significant so I think the bonus should be lower. I also like a less certain but alternate road to completing spell books, for some factions other players can do a lot to interfere with that. And that is part of the game, but a second random path seems ok. I suppose a player could summon and sacrifice repeatedly to try and get the spell book, it might be an idea to place the sorcerer on the Faction card and do the sacrifice in the doom phase similar to when it is captured so a faction can only try to earn the spell book once per turn.
Alternatives include roll 1 combat dice getting 1 power for nothing, 1 doom for a pain, and the normal bonus of a spell book requirement for a kill. This would reduce the chance of earning a spell book, but would mean there is a definite return for sacrifice. I wanted there to be a regular chance of getting nothing from sacrificing a sorcerer. I was hoping the faction would protect it and wanted the idea of sacrificing your own sorcerer to be a last option.
Another idea for the Sorcerer I was tossing up is allowing the half price Ritual of Annihilation to be performed in addition to a normal one. I did not include this because the mechanic might be a bit of a stretch. But it might also allow a faction to surge ahead at the right time and grab victory. That would also require a considerable amount of power, the sorcerer ect, but if the late game if you control 5-6 gates, have the power, capture the sorcerer and have a few GOOs you would be pretty well assured of victory.
- [+] Dice rolls
- Anthony Stockseth
1 doom seems quite cheap for the ability, especially since, for 0 power, you can sac him for a pretty decent chance at keeping the spellbook, and filling up one of your harder to achieve spellbooks (think of CC's Pay 6 power book).
I think that paying 1 doom to acquire them, and then changing the cost to sacrifice to 1 doom as well would be appropriate.
Also, I like the -3 to Ritual ability, instead of half, for a couple of reasons. It encourages early rituals which can be a lot of fun, and also it gives a distinct advantage to Windwalker, with the "your rituals cost 5" spellbook, making that book a lot more attractive than it normally would be.
- [+] Dice rolls
- Bruce Walker(Izgule)Australia
I like the idea of having the sacrifice cost a doom point as well. I was worried about having the model cost 2 doom, simply because it has 0 combat, but it did seem a bit cheap for the chance to gain a spell book.
But if the second doom is shifted to the cost of sacrifice then if he gets captured you don't pay it, you only pay the extra when you try and gain the spell book.
Another option might be to pay a 1 or more doom points on sacrifice, and you roll a dice for each doom point you paid.
I actually got a bit worried for a bit, because in one of his videos Sandy spoke about buying high priests and he mentioned Joseph Cerwin as a named high priest. I was certain that he had not used Curwin as one of them but I did not check until just now. To my relief the named High Priest characters are, Asenath Waite, Crawford Tillinghast, Ermengarde Stubbs, Herbert West, Lady de la Poer, Lavinia Whateley, Pitpipo, and Wizard Eibon.
- [+] Dice rolls