FACTION 07 — BLOODLINES
SORCERERS
Controlled Transgression — every ability use generates income and advances toward a dangerous, rewarding, painful state.
RESOURCE — BLOODLINE POWER
Baseline 400/turn. Each ability used generates +200 Bloodline Power immediately. No banking.
Sorcerers escalate. Each ability a unit uses advances it toward a Surging or Burning state, granting ATK surges but risking direct self-damage. Spending Bloodline Power suppresses the Burnout — but that costs the income you just generated.
HISTORY
The bloodline inheritance is older than any written record. What distinguishes Sorcerers from Wizards is not power but origin: Wizards study and learn; Sorcerers inherit and pay.
UNIT ROSTER
Tier 1 — Lesser
Tier 2 — Soldier
Tier 3 — Elite
Tier 4 — Champion
Tier 5 — Commander
BLOODLINES
Each bloodline grants your Commander a unique ability drawn from a specific mythological tradition.
ROOT
Vodou
West African/Haitian
Bloodline of the Crossroads
Crest: A crossroads with one path lit
COMMANDER ABILITY — THE PRICE OF PASSAGE
Once per match, designate one hex as a Crossroads. Any enemy unit that moves through or into that hex immediately spends +300 additional Command.
Bloodline of the Iron Contract
Crest: A crossed sword and machete bound in red cord
COMMANDER ABILITY — BLOOD OATH
At match start, permanently sacrifice 400 HP. For the rest of the match, all friendly units within 2 hexes gain +100 ATK.
Bloodline of the Drowned
Crest: A figure beneath still water, reaching upward
COMMANDER ABILITY — THE BEAUTIFUL CONSUMPTION
Once per match, fully restore one friendly unit to full HP and full member count. That unit immediately gains 2 Fracture tokens.
ROOT
Tantra
South Asian — Vamachara
Bloodline of the Left Hand
Crest: A left hand raised, palm outward, fingers spread
COMMANDER ABILITY — TRANSGRESSION
Once per round, use one ability without it counting toward the escalation track.
Bloodline of the Skull Cup
Crest: A skull used as a drinking vessel, ornately carved
COMMANDER ABILITY — DRINK DEEP
Each time a friendly unit is destroyed within 3 hexes of the Commander, permanently gain +100 ATK (no cap).
Bloodline of Kali's Ground
Crest: A cremation ground at night, a single flame at its center
COMMANDER ABILITY — GROUND OF TRANSFORMATION
While the Commander occupies a Cursed Ground hex, immune to all Defense strips and Burnout self-damage.
ROOT
Siberian Shamanism
Siberian/Turkic
Bloodline of the Lower World
Crest: A figure descending into a hole in the earth, hand still visible above
COMMANDER ABILITY — GONE TOO DEEP
Once per match, remove itself from the field for one round. Redeploy anywhere within 3 hexes of its previous position at full HP.
Bloodline of the Drum
Crest: A frame drum with symbols painted on its skin
COMMANDER ABILITY — THE TRANCE RHYTHM
Once per round, advance one friendly unit's escalation track by one state without that unit using an ability.
Bloodline of the Bear Wound
Crest: A bear claw scar across a human chest
COMMANDER ABILITY — REASSEMBLED
The Commander survives its first death at 1 HP. Morale Shatter does not trigger on that death.
ROOT
Kindoki
Central African Kongo
Bloodline of the Nkisi
Crest: A nkisi figure — wooden, studded with nails and mirrors
COMMANDER ABILITY — BOUND SPIRIT
At match start, designate one friendly unit as the Nkisi vessel. While that unit is alive, the Commander cannot be targeted by any ability or attack.
Bloodline of the White Clay
Crest: A chalk line drawn across a threshold
COMMANDER ABILITY — MARK OF THE LIVING
Once per match, mark one friendly unit. That unit cannot be destroyed for the rest of this round — it survives any damage at 1 HP minimum.
Bloodline of Inherited Fire
Crest: A flame divided into three, each feeding the next
COMMANDER ABILITY — THE ACCUMULATION
Each round, permanently gain +100 Bloodline Power generation (cumulative).
FACTION TIMELINE
Sorcerer bloodlines known as a distinct tradition. Older than Wizards, older than Golems.
A Sorcerer defects to the Faith Theocracies. The Bloodlines do not forgive this.
Sorcerer-Wizard open hostility breaks out in contested highland territory. Both sides claim victory.