Yenreb said:
::Cough cough:: here's a *major* problem.... There are 32 corruption cards. 16 of them are green... Assume you're playing a three player game (odds are you might be playing more), that means you'll draw fifteen corruption cards just from sealing (assuming there are no gate bursts). Now, with creeping doom, endless greed, downward spiral, speak to your friend, jealous guardian, ruination, the skin crawls, you're going to be drawing considerably more corruption cards than this.... In fact, I'd say there's a pretty good chance that you'll run the deck out (which if I remember correctly wakes the Ancient One). And then there's a corruption from combat... You might want to do two things, make trophy gaining cause corruption on a roll of 1-2 (or else you're basically making an ancient one that will stongly discourage fighting— which might be your goal, I don't know). And second, don't make all investigators gain corruption from a gate sealing. If you still want to keep it tough, but not make it insane and unplayable for anything larger than the smallest of teams, make it so that a player when sealing a gate must draw two corruption cards. That way you can keep the level of corruption more balanced for different team sizes (otherwise you're penalizing the hell out of larger ones). I'm also not too sure about the cultist aspect... Let's see.... Four corruptions, and it would be a nine toughness monster. ::Cough cough:: Slightly problematic. For one thing, you might not want to change the combat modifier. And for another, would you want to make a ruling on how much it's worth as a trophy? Does its value change, or does it revert to one?
Oh, also, if you want to make the cultists more than an empty threat, make them (or all crescent monsters) immune to Call The Beast.